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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • C# testing framework that works like JUnit in Eclipse?

    - by bluebomber357
    Hello all, I come from a Java/Eclipse background and I fear that I am spoiled by how easy it is to get JUnit and JMock running in Eclipse, and have that GUI with the bar and pass/fail information pop up. It just works with no hassle. I see a lot of great options for testing in C# with Visual Studio. NUnit looks really nice because it contains unit and mock testing all in one. The trouble is, I can't figure out how to get the IDE display my results. The NUnit documentation seems to show that it doesn't automatically show results through the VS IDE. I found http://testdriven.net/, which seems to trumpet that is makes VS display these stats and work with multiple frameworks, but it isn't open source. Is there anyway to get unit and mock testing working with the VS IDE like it does in Java with Eclipse?

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  • Access to nested methods when DSL

    - by Vyacheslav Loginov
    class Warcraft def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end def game &block @game = Game.new &block end class Game def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end end end warcraft = Warcraft.new do name "Warcraft III" battle_net :iccup game do side :sentinels hero "Furion" rune_appear_every 2 end end puts warcraft.inspect # => #<Warcraft:0x00000000be3e80 @name="Warcraft III", @battle_net=:iccup, @game=#<Warcraft::Game:0x000000009c6c38 @side=:sentinels, @hero="Furion", @rune_appear_every=2>> How to access nested methods? puts warcraft.battle_net # => iccup puts warcraft.side #=> #<Proc:[email protected]:9 (lambda)> puts warcraft.game #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError) puts warcraft.game.side #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError)

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Big Visible Charts

    - by Robert May
    An important part of Agile is the concept of transparency and visibility. In proper functioning teams, stakeholders can look at any team at any time in the iteration or release and see how that team is doing by simply looking at what we call Big Visible Charts. If you’ve done Scrum, you’ve seen these charts. However, interpreting these charts can often be an art form. There are several different charts that can be useful. In this newsletter, I’ll focus on the Iteration Burndown and Cumulative Flow charts. I’ve included a copy of the spreadsheet that I used to create the charts, and if you don’t have a tool that creates them for you, you can use this spreadsheet to do so. Our preferred tool for managing Scrum projects is Rally. Rally creates all of these charts for you, saving you quite a bit of time. The Iteration Burndown and Cumulative Flow Charts This is the main chart that teams use. Although less useful to stakeholders, this chart is critical to the team and provides quite a bit of information to the team about how their iteration is going. Most charts are a combination of the charts below, so you may need to combine aspects of each section to understand what is happening in your iterations. Ideal Ah, isn’t that a pretty picture? Unfortunately, it’s also very unrealistic. I’ve seen iterations that come close to ideal, but never that match perfectly. If your iteration matches perfectly, chances are, someone is playing with the numbers. Reality is just too difficult to have a burndown chart that matches this exactly. Late Planning Iteration started, but the team didn’t. You can tell this by the fact that the real number of estimated hours didn’t appear until day two. In the cumulative flow, you can also see that nothing was defined in Day one and two. You want to avoid situations like this. You’ll note that the team had to burn faster than is ideal to meet the iteration because of the late planning. This often results in long weeks and days. Testing Starved Determining whether or not testing is starved is difficult without the cumulative flow. The pattern in the burndown could be nothing more that developers not completing stories early enough or could be caused by stories being too big. With the cumulative flow, however, you see that only small bites are in progress and stories were completed early, but testing didn’t start testing until the end of the iteration, and didn’t complete testing all stories in the iteration. When this happens, question whether or not your testing resources are sufficient for your team and whether or not acceptance is adequately defined. No Testing With this one, both graphs show the same thing; the team needs testers and testing! Without testing, what was completed cannot be verified to make sure that it is acceptable to the business. If you find yourself in this situation, review your testing practices and acceptance testing process and make changes today. Late Development With this situation, both graphs tell a story. In the top graph, you can see that the hours failed to burn down as quickly as the team expected. This could be caused by the team not correctly estimating their hours or the team could have had illness or some other issue that affected them. Often, when teams are tackling something that is more unknown, they’ll run into technical barriers that cause the burn down to happen slower than expected. In the cumulative flow graph, you can see that not much was completed in the first few days. This could be because of illness or technical barriers or simply poor estimation. Testing was able to keep up with everything that was completed, however. No Tool Updating When you see graphs that look like this, you can be assured that it’s because the team is not updating the tool that generates the graphs. Review your policy for when they are to update. On the teams that I run, I require that each team member updates the tool at least once daily. You should also check to see how well the team is breaking down stories into tasks. If they’re creating few large tasks, graphs can look similar to this. As a general rule, I never allow tasks, other than Unit Testing and Uncertainty, to be greater than eight hours in duration. Scope Increase I always encourage team members to enter in however much time they think they have left on a task, even if that means increasing the total amount of time left to do. You get a much better and more realistic picture this way. Increasing time remaining could explain the burndown graph, but by looking at the cumulative flow graph, we can see that stories were added to the iteration and scope was increased. Since planning should consume all of the hours in the iteration, this is almost always a bad thing. If the scope change happened late in the iteration and the hours remaining were well below the ideal burn, then increasing scope is probably o.k., but estimation needs to get better. However, with the charts above, that’s clearly not what happened and the team was required to do extra work to make the iteration. If you find this happening, your product owner and ScrumMasters need training. The team also needs to learn to say no. Scope Decrease Scope decreases are just as bad as scope increases. Usually, graphs above show that the team did a poor job of estimating their stories and part way through had to reduce scope to change the iteration. This will happen once in a while, but if you find it’s a pattern on your team, you need to re-evaluate planning. Some teams are hopelessly optimistic. In those cases, I’ll introduce a task I call “Uncertainty.” With Uncertainty, the team estimates how many hours they might need if things don’t go well with the tasks they’ve defined. They try to estimate things that could go poorly and increase the time appropriately. Having an Uncertainty task allows them to have a low and high estimate. Uncertainty should not just be an arbitrary buffer. It must correlate to real uncertainty in the tasks that have been defined. Stories are too Big Often, we see graphs like the ones above. Note that the burndown looks fairly good, other than the chunky acceptance of stories. However, when you look at cumulative flow, you can see that at one point, everything is in progress. This is a bad thing. When you see graphs like this, you’re in one of two states. You may just have a very small team and can only handle one or two stories in your iteration. If you have more than one or two people, then the most likely problem is that your stories are far too big. To combat this, break large high hour stories into smaller pieces that can be completed independently and accepted independently. If you don’t, you’ll likely be requiring your testers to do heroic things to complete testing on the last day of the iteration and you’re much more likely to have the entire iteration fail, because of the limited amount of things that can be completed. Summary There are other charts that can be useful when doing scrum. If you don’t have any big visible charts, you really need to evaluate your process and change. These charts can provide the team a wealth of information and help you write better software. If you have any questions about charts that you’re seeing on your team, contact me with a screen capture of the charts and I’ll tell you what I’m seeing in those charts. I always want this information to be useful, so please let me know if you have other questions. Technorati Tags: Agile

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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  • Facebook Cucumber testing with Authlogic - how test user logged in as facebook user?

    - by rhh
    I'm having trouble implementing this step: Given "I am logged in as a Facebook user" do end The best suggestions I can find on the web (http://opensoul.org/2009/3/6/testing-facebook-with-cucumber) do not seem to be using Authlogic for authentication. Can someone with the Cucumber/Authlogic_facebook_connect/Authlogic combo post their step for testing facebook logins? Thank you very much.

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  • Why is my custom view not appearing?

    - by user351469
    When I comment out setContentView(boardView); in my Game.java my custom view in BoardView works fine and displays everything nicely... but onSizeChanged never gets called in BoardView.java... so I can't read the device width and height at runtime. If I leave setContentView uncommented onSizeChanged works... but the screen is blank! I want to be able to read the screen width and height at runtime and set the sizes of my ImageViews at creation so they are the optimal size. public class Game extends Activity implements OnClickListener{ private BoardView boardView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); boardView = new BoardView(this); setContentView(boardView); // when this line disabled, it looks ok boardView.requestFocus(); } public class BoardView extends View { private final Game game; private float width; // width of one unit private float height; // height of one unit public BoardView(Context context){ super(context); this.game = (Game)context; setFocusable(true); setFocusableInTouchMode(true); LinearLayout maincontainer = new LinearLayout(game); maincontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); maincontainer.setGravity(Gravity.CENTER); maincontainer.setOrientation(LinearLayout.VERTICAL); maincontainer.setBackgroundColor(Color.BLACK); LinearLayout innercontainer = new LinearLayout(game); innercontainer.setLayoutParams(new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); innercontainer.setGravity(Gravity.CENTER); innercontainer.setOrientation(LinearLayout.HORIZONTAL); // declare a new table TableLayout layout = new TableLayout(game); layout.setLayoutParams(new TableLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); // build a grid of ImageViews in a TableLayout for (int f=1; f<=7; f++) { TableRow tr = new TableRow(game); for (int c=1; c<=7; c++) { ImageView b = new ImageView(game); b.setImageResource(R.drawable.neworb); b.setOnClickListener(game); tr.addView(b, 30,30); // I'd like to not use fixed values here } // for layout.addView(tr); } // for innercontainer.addView(layout); maincontainer.addView(innercontainer); game.setContentView(maincontainer); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh){ width = w/9f; height = width; super.onSizeChanged(w, h, oldw, oldh); } }

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  • West Wind WebSurge - an easy way to Load Test Web Applications

    - by Rick Strahl
    A few months ago on a project the subject of load testing came up. We were having some serious issues with a Web application that would start spewing SQL lock errors under somewhat heavy load. These sort of errors can be tough to catch, precisely because they only occur under load and not during typical development testing. To replicate this error more reliably we needed to put a load on the application and run it for a while before these SQL errors would flare up. It’s been a while since I’d looked at load testing tools, so I spent a bit of time looking at different tools and frankly didn’t really find anything that was a good fit. A lot of tools were either a pain to use, didn’t have the basic features I needed, or are extravagantly expensive. In  the end I got frustrated enough to build an initially small custom load test solution that then morphed into a more generic library, then gained a console front end and eventually turned into a full blown Web load testing tool that is now called West Wind WebSurge. I got seriously frustrated looking for tools every time I needed some quick and dirty load testing for an application. If my aim is to just put an application under heavy enough load to find a scalability problem in code, or to simply try and push an application to its limits on the hardware it’s running I shouldn’t have to have to struggle to set up tests. It should be easy enough to get going in a few minutes, so that the testing can be set up quickly so that it can be done on a regular basis without a lot of hassle. And that was the goal when I started to build out my initial custom load tester into a more widely usable tool. If you’re in a hurry and you want to check it out, you can find more information and download links here: West Wind WebSurge Product Page Walk through Video Download link (zip) Install from Chocolatey Source on GitHub For a more detailed discussion of the why’s and how’s and some background continue reading. How did I get here? When I started out on this path, I wasn’t planning on building a tool like this myself – but I got frustrated enough looking at what’s out there to think that I can do better than what’s available for the most common simple load testing scenarios. When we ran into the SQL lock problems I mentioned, I started looking around what’s available for Web load testing solutions that would work for our whole team which consisted of a few developers and a couple of IT guys both of which needed to be able to run the tests. It had been a while since I looked at tools and I figured that by now there should be some good solutions out there, but as it turns out I didn’t really find anything that fit our relatively simple needs without costing an arm and a leg… I spent the better part of a day installing and trying various load testing tools and to be frank most of them were either terrible at what they do, incredibly unfriendly to use, used some terminology I couldn’t even parse, or were extremely expensive (and I mean in the ‘sell your liver’ range of expensive). Pick your poison. There are also a number of online solutions for load testing and they actually looked more promising, but those wouldn’t work well for our scenario as the application is running inside of a private VPN with no outside access into the VPN. Most of those online solutions also ended up being very pricey as well – presumably because of the bandwidth required to test over the open Web can be enormous. When I asked around on Twitter what people were using– I got mostly… crickets. Several people mentioned Visual Studio Load Test, and most other suggestions pointed to online solutions. I did get a bunch of responses though with people asking to let them know what I found – apparently I’m not alone when it comes to finding load testing tools that are effective and easy to use. As to Visual Studio, the higher end skus of Visual Studio and the test edition include a Web load testing tool, which is quite powerful, but there are a number of issues with that: First it’s tied to Visual Studio so it’s not very portable – you need a VS install. I also find the test setup and terminology used by the VS test runner extremely confusing. Heck, it’s complicated enough that there’s even a Pluralsight course on using the Visual Studio Web test from Steve Smith. And of course you need to have one of the high end Visual Studio Skus, and those are mucho Dinero ($$$) – just for the load testing that’s rarely an option. Some of the tools are ultra extensive and let you run analysis tools on the target serves which is useful, but in most cases – just plain overkill and only distracts from what I tend to be ultimately interested in: Reproducing problems that occur at high load, and finding the upper limits and ‘what if’ scenarios as load is ramped up increasingly against a site. Yes it’s useful to have Web app instrumentation, but often that’s not what you’re interested in. I still fondly remember early days of Web testing when Microsoft had the WAST (Web Application Stress Tool) tool, which was rather simple – and also somewhat limited – but easily allowed you to create stress tests very quickly. It had some serious limitations (mainly that it didn’t work with SSL),  but the idea behind it was excellent: Create tests quickly and easily and provide a decent engine to run it locally with minimal setup. You could get set up and run tests within a few minutes. Unfortunately, that tool died a quiet death as so many of Microsoft’s tools that probably were built by an intern and then abandoned, even though there was a lot of potential and it was actually fairly widely used. Eventually the tools was no longer downloadable and now it simply doesn’t work anymore on higher end hardware. West Wind Web Surge – Making Load Testing Quick and Easy So I ended up creating West Wind WebSurge out of rebellious frustration… The goal of WebSurge is to make it drop dead simple to create load tests. It’s super easy to capture sessions either using the built in capture tool (big props to Eric Lawrence, Telerik and FiddlerCore which made that piece a snap), using the full version of Fiddler and exporting sessions, or by manually or programmatically creating text files based on plain HTTP headers to create requests. I’ve been using this tool for 4 months now on a regular basis on various projects as a reality check for performance and scalability and it’s worked extremely well for finding small performance issues. I also use it regularly as a simple URL tester, as it allows me to quickly enter a URL plus headers and content and test that URL and its results along with the ability to easily save one or more of those URLs. A few weeks back I made a walk through video that goes over most of the features of WebSurge in some detail: Note that the UI has slightly changed since then, so there are some UI improvements. Most notably the test results screen has been updated recently to a different layout and to provide more information about each URL in a session at a glance. The video and the main WebSurge site has a lot of info of basic operations. For the rest of this post I’ll talk about a few deeper aspects that may be of interest while also giving a glance at how WebSurge works. Session Capturing As you would expect, WebSurge works with Sessions of Urls that are played back under load. Here’s what the main Session View looks like: You can create session entries manually by individually adding URLs to test (on the Request tab on the right) and saving them, or you can capture output from Web Browsers, Windows Desktop applications that call services, your own applications using the built in Capture tool. With this tool you can capture anything HTTP -SSL requests and content from Web pages, AJAX calls, SOAP or REST services – again anything that uses Windows or .NET HTTP APIs. Behind the scenes the capture tool uses FiddlerCore so basically anything you can capture with Fiddler you can also capture with Web Surge Session capture tool. Alternately you can actually use Fiddler as well, and then export the captured Fiddler trace to a file, which can then be imported into WebSurge. This is a nice way to let somebody capture session without having to actually install WebSurge or for your customers to provide an exact playback scenario for a given set of URLs that cause a problem perhaps. Note that not all applications work with Fiddler’s proxy unless you configure a proxy. For example, .NET Web applications that make HTTP calls usually don’t show up in Fiddler by default. For those .NET applications you can explicitly override proxy settings to capture those requests to service calls. The capture tool also has handy optional filters that allow you to filter by domain, to help block out noise that you typically don’t want to include in your requests. For example, if your pages include links to CDNs, or Google Analytics or social links you typically don’t want to include those in your load test, so by capturing just from a specific domain you are guaranteed content from only that one domain. Additionally you can provide url filters in the configuration file – filters allow to provide filter strings that if contained in a url will cause requests to be ignored. Again this is useful if you don’t filter by domain but you want to filter out things like static image, css and script files etc. Often you’re not interested in the load characteristics of these static and usually cached resources as they just add noise to tests and often skew the overall url performance results. In my testing I tend to care only about my dynamic requests. SSL Captures require Fiddler Note, that in order to capture SSL requests you’ll have to install the Fiddler’s SSL certificate. The easiest way to do this is to install Fiddler and use its SSL configuration options to get the certificate into the local certificate store. There’s a document on the Telerik site that provides the exact steps to get SSL captures to work with Fiddler and therefore with WebSurge. Session Storage A group of URLs entered or captured make up a Session. Sessions can be saved and restored easily as they use a very simple text format that simply stored on disk. The format is slightly customized HTTP header traces separated by a separator line. The headers are standard HTTP headers except that the full URL instead of just the domain relative path is stored as part of the 1st HTTP header line for easier parsing. Because it’s just text and uses the same format that Fiddler uses for exports, it’s super easy to create Sessions by hand manually or under program control writing out to a simple text file. You can see what this format looks like in the Capture window figure above – the raw captured format is also what’s stored to disk and what WebSurge parses from. The only ‘custom’ part of these headers is that 1st line contains the full URL instead of the domain relative path and Host: header. The rest of each header are just plain standard HTTP headers with each individual URL isolated by a separator line. The format used here also uses what Fiddler produces for exports, so it’s easy to exchange or view data either in Fiddler or WebSurge. Urls can also be edited interactively so you can modify the headers easily as well: Again – it’s just plain HTTP headers so anything you can do with HTTP can be added here. Use it for single URL Testing Incidentally I’ve also found this form as an excellent way to test and replay individual URLs for simple non-load testing purposes. Because you can capture a single or many URLs and store them on disk, this also provides a nice HTTP playground where you can record URLs with their headers, and fire them one at a time or as a session and see results immediately. It’s actually an easy way for REST presentations and I find the simple UI flow actually easier than using Fiddler natively. Finally you can save one or more URLs as a session for later retrieval. I’m using this more and more for simple URL checks. Overriding Cookies and Domains Speaking of HTTP headers – you can also overwrite cookies used as part of the options. One thing that happens with modern Web applications is that you have session cookies in use for authorization. These cookies tend to expire at some point which would invalidate a test. Using the Options dialog you can actually override the cookie: which replaces the cookie for all requests with the cookie value specified here. You can capture a valid cookie from a manual HTTP request in your browser and then paste into the cookie field, to replace the existing Cookie with the new one that is now valid. Likewise you can easily replace the domain so if you captured urls on west-wind.com and now you want to test on localhost you can do that easily easily as well. You could even do something like capture on store.west-wind.com and then test on localhost/store which would also work. Running Load Tests Once you’ve created a Session you can specify the length of the test in seconds, and specify the number of simultaneous threads to run each session on. Sessions run through each of the URLs in the session sequentially by default. One option in the options list above is that you can also randomize the URLs so each thread runs requests in a different order. This avoids bunching up URLs initially when tests start as all threads run the same requests simultaneously which can sometimes skew the results of the first few minutes of a test. While sessions run some progress information is displayed: By default there’s a live view of requests displayed in a Console-like window. On the bottom of the window there’s a running total summary that displays where you’re at in the test, how many requests have been processed and what the requests per second count is currently for all requests. Note that for tests that run over a thousand requests a second it’s a good idea to turn off the console display. While the console display is nice to see that something is happening and also gives you slight idea what’s happening with actual requests, once a lot of requests are processed, this UI updating actually adds a lot of CPU overhead to the application which may cause the actual load generated to be reduced. If you are running a 1000 requests a second there’s not much to see anyway as requests roll by way too fast to see individual lines anyway. If you look on the options panel, there is a NoProgressEvents option that disables the console display. Note that the summary display is still updated approximately once a second so you can always tell that the test is still running. Test Results When the test is done you get a simple Results display: On the right you get an overall summary as well as breakdown by each URL in the session. Both success and failures are highlighted so it’s easy to see what’s breaking in your load test. The report can be printed or you can also open the HTML document in your default Web Browser for printing to PDF or saving the HTML document to disk. The list on the right shows you a partial list of the URLs that were fired so you can look in detail at the request and response data. The list can be filtered by success and failure requests. Each list is partial only (at the moment) and limited to a max of 1000 items in order to render reasonably quickly. Each item in the list can be clicked to see the full request and response data: This particularly useful for errors so you can quickly see and copy what request data was used and in the case of a GET request you can also just click the link to quickly jump to the page. For non-GET requests you can find the URL in the Session list, and use the context menu to Test the URL as configured including any HTTP content data to send. You get to see the full HTTP request and response as well as a link in the Request header to go visit the actual page. Not so useful for a POST as above, but definitely useful for GET requests. Finally you can also get a few charts. The most useful one is probably the Request per Second chart which can be accessed from the Charts menu or shortcut. Here’s what it looks like:   Results can also be exported to JSON, XML and HTML. Keep in mind that these files can get very large rather quickly though, so exports can end up taking a while to complete. Command Line Interface WebSurge runs with a small core load engine and this engine is plugged into the front end application I’ve shown so far. There’s also a command line interface available to run WebSurge from the Windows command prompt. Using the command line you can run tests for either an individual URL (similar to AB.exe for example) or a full Session file. By default when it runs WebSurgeCli shows progress every second showing total request count, failures and the requests per second for the entire test. A silent option can turn off this progress display and display only the results. The command line interface can be useful for build integration which allows checking for failures perhaps or hitting a specific requests per second count etc. It’s also nice to use this as quick and dirty URL test facility similar to the way you’d use Apache Bench (ab.exe). Unlike ab.exe though, WebSurgeCli supports SSL and makes it much easier to create multi-URL tests using either manual editing or the WebSurge UI. Current Status Currently West Wind WebSurge is still in Beta status. I’m still adding small new features and tweaking the UI in an attempt to make it as easy and self-explanatory as possible to run. Documentation for the UI and specialty features is also still a work in progress. I plan on open-sourcing this product, but it won’t be free. There’s a free version available that provides a limited number of threads and request URLs to run. A relatively low cost license  removes the thread and request limitations. Pricing info can be found on the Web site – there’s an introductory price which is $99 at the moment which I think is reasonable compared to most other for pay solutions out there that are exorbitant by comparison… The reason code is not available yet is – well, the UI portion of the app is a bit embarrassing in its current monolithic state. The UI started as a very simple interface originally that later got a lot more complex – yeah, that never happens, right? Unless there’s a lot of interest I don’t foresee re-writing the UI entirely (which would be ideal), but in the meantime at least some cleanup is required before I dare to publish it :-). The code will likely be released with version 1.0. I’m very interested in feedback. Do you think this could be useful to you and provide value over other tools you may or may not have used before? I hope so – it already has provided a ton of value for me and the work I do that made the development worthwhile at this point. You can leave a comment below, or for more extensive discussions you can post a message on the West Wind Message Board in the WebSurge section Microsoft MVPs and Insiders get a free License If you’re a Microsoft MVP or a Microsoft Insider you can get a full license for free. Send me a link to your current, official Microsoft profile and I’ll send you a not-for resale license. Send any messages to [email protected]. Resources For more info on WebSurge and to download it to try it out, use the following links. West Wind WebSurge Home Download West Wind WebSurge Getting Started with West Wind WebSurge Video© Rick Strahl, West Wind Technologies, 2005-2014Posted in ASP.NET   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Unit testing is… well, flawed.

    - by Dewald Galjaard
    Hey someone had to say it. I clearly recall my first IT job. I was appointed Systems Co-coordinator for a leading South African retailer at store level. Don’t get me wrong, there is absolutely nothing wrong with an honest day’s labor and in fact I highly recommend it, however I’m obliged to refer to the designation cautiously; in reality all I had to do was monitor in-store prices and two UNIX front line controllers. If anything went wrong – I only had to phone it in… Luckily that wasn’t all I did. My duties extended to some other interesting annual occurrence – stock take. Despite a bit more curious affair, it was still a tedious process that took weeks of preparation and several nights to complete.  Then also I remember that no matter how elaborate our planning was, the entire exercise would be rendered useless if we couldn’t get the basics right – that being the act of counting. Sounds simple right? We’ll with a store which could potentially carry over tens of thousands of different items… we’ll let’s just say I believe that’s when I first became a coffee addict. In those days the act of counting stock was a very humble process. Nothing like we have today. A staff member would be assigned a bin or shelve filled with items he or she had to sort then count. Thereafter they had to record their findings on a complementary piece of paper. Every night I would manage several teams. Each team was divided into two groups - counters and auditors. Both groups had the same task, only auditors followed shortly on the heels of the counters, recounting stock levels, making sure the original count correspond to their findings. It was a simple yet hugely responsible orchestration of people and thankfully there was one fundamental and golden rule I could always abide by to ensure things run smoothly – No-one was allowed to audit their own work. Nope, not even on nights when I didn’t have enough staff available. This meant I too at times had to get up there and get counting, or have the audit stand over until the next evening. The reason for this was obvious - late at night and with so much to do we were prone to make some mistakes, then on the recount, without a fresh set of eyes, you were likely to repeat the offence. Now years later this rule or guideline still holds true as we develop software (as far removed as software development from counting stock may be). For some reason it is a fundamental guideline we’re simply ignorant of. We write our code, we write our tests and thus commit the same horrendous offence. Yes, the procedure of writing unit tests as practiced in most development houses today – is flawed. Most if not all of the tests we write today exercise application logic – our logic. They are based on the way we believe an application or method should/may/will behave or function. As we write our tests, our unit tests mirror our best understanding of the inner workings of our application code. Unfortunately these tests will therefore also include (or be unaware of) any imperfections and errors on our part. If your logic is flawed as you write your initial code, chances are, without a fresh set of eyes, you will commit the same error second time around too. Not even experience seems to be a suitable solution. It certainly helps to have deeper insight, but is that really the answer we should be looking for? Is that really failsafe? What about code review? Code review is certainly an answer. You could have one developer coding away and another (or team) making sure the logic is sound. The practice however has its obvious drawbacks. Firstly and mainly it is resource intensive and from what I’ve seen in most development houses, given heavy deadlines, this guideline is seldom adhered to. Hardly ever do we have the resources, money or time readily available. So what other options are out there? A quest to find some solution revealed a project by Microsoft Research called PEX. PEX is a framework which creates several test scenarios for each method or class you write, automatically. Think of it as your own personal auditor. Within a few clicks the framework will auto generate several unit tests for a given class or method and save them to a single project. PEX help to audit your work. It lends a fresh set of eyes to any project you’re working on and best of all; it is cost effective and fast. Check them out at http://research.microsoft.com/en-us/projects/pex/ In upcoming posts we’ll dive deeper into how it works and how it can help you.   Certainly there are more similar frameworks out there and I would love to hear from you. Please share your experiences and insights.

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  • Geez &ndash; do you even do basic testing?

    - by Shawn Cicoria
    You’d think that a “real” commercial software vendor would at least run a barrage of tests validating updates – ANY updates – before pushing out those updates. Well, McAfee has done it again.  This one, well it just shuts you down…  False positives on a core Windows file. https://kc.mcafee.com/corporate/index?page=content&id=KB68780 http://support.microsoft.com/kb/2025695 Usually, if I get a PC with McAfee offered for “free” usually, I either wipe or uninstall.  That product is the work of the devil.  I can’t understand how these guys are still in business.

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  • Why are exceptions considered better than explicit error testing?

    - by Richard Keller
    I often come across heated blog posts where the author uses the argument of "exceptions vs explicit error checking" to advocate their preferred language over some other language. The general consensus seems to be that languages which make use of exceptions are inherently better / cleaner than languages which rely heavily on error checking through explicit function calls. Is the use of exceptions considered better programming practice than explicit error checking, and if so, why?

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  • High number of ethernet errors. Tool for testing the ethernet card?

    - by Fabio Dalla Libera
    I have an Asus Sabertooth X79. I often get corrupted files. I checked the RAM, but memtest finds no errors. To avoid the possibility of disk errors, I tried copying the files to tmpfs. If I copy from the network, I get md5sum mismatches about once every 10 times using a 6Gb file. Copying from RAM to RAM, I didn't get mismatches. I get a very high number of errors in ifconfig (compared to others PCs I just took as reference, which have 0 with much more traffic). Here is an example RX packets:13972848 errors:200 dropped:0 overruns:0 frame:101 The motherboard is new, but do you think there're some problems with it? What could I use to test the (integrated) network adapter? What else do you think I should double check? --edit-- I tried another NIC, it gives a lot of Corrupted MAC on Input. Disconnecting: Packet corrupt lost connection. I noticed that another PC downloads at 11.1MB/s without problems. This pc at 66.0 MB/s. Is there any way to try to limit the speed?

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  • Agile bug fixing - what's the preferred process for testing?

    - by Andrew Stephens
    When a bug is fixed, the dev set its status to "resolved" and the bug is reassigned back to the person that created it. In our case this is usually the product owner - we don't have dedicated testers. But what's a good process for controlling how/when the PO tests the software? Should he be given the latest build after each bug is resolved/checked-in? Or what about every morning? Or should he only receive a build at (or close to) the end of the iteration, to include all of that iteration's new functionality and bug fixes? We are using TFS by the way.

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  • Is '@' Error Suppression a Valid Technique for Testing for an Optional Array Key?

    - by MikeSchinkel
    Rarst and I were debating offline about the use of the '@' error suppression operator in PHP, specifically for use to test for existence of "optional" array keys, i.e. array keys that are being used as a switch here a their lack of existence in the array is functionally equivalent to the array having the key with a value equaling false. Here is pseudo-code for this scenario: function do_something( $args = array() ) { if ( @$args['switch'] ) { // Do something with this switch } // continue on... } vs. this approach: function do_something( $args = array() ) { if ( ! empty( $args['switch'] ) && $args['switch'] ) { // Do something with this switch } // continue on... } Of course in most use-cases, suppressing errors would not be A Good Thing(tm). However in this use-case where an array is passed with an optional element, it seems to me that it is actually a very good technique but I could be wrong and would like to hear other's opinions on the subject before I make up my mind. I do know that there are alleged performance hits for using the former approach but I'd like to know how they compare with the alternative and if they performance hits really matter in real world scenarios? P.S. I decided to post this because, after debating this offline with Rarst, he asked a more general question here on Programmers but didn't actually give a detailed example of the specific use-case we were debating. And since I'm pretty sure he'll want to use the out-of-context answers on that other question as justification for why the above is "bad" I decided I needed to get opinions on this specific use-case.

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