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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

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  • UML - Class Diagrams Order -> Products

    - by Phorce
    I have a class diagram that is like this: < Order > (1) CAN HAVE (M) < products > But therefore "Order" has the following: Order_Id Customer_Id Order_date_day Order_date_month Order_date_yeah But I do not know how it would handle the Products? Because, I couldn't have "ProductID" because that would mean that each item in this class would have to have a separate instance for each product (E.g. someone ordered 100 products, but only placed 1 order). Could I have an Product object in class Order? If so, how do you represent that in UML? Thank you

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  • how to write high quality GUI software with qt?

    - by Opetmar
    I want to write a project using QT library, so after learning the library and mastering it how should I start, what other libraries or things that I should learn? are there any other tools that will help me during the development or tools well help the end user to install the software and using it? What are the things that I should be aware? what are the things that I should avoid so it can run efficiently?

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  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

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  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • What are the relative merits for implementing an Erlang-style "Continuation" pattern in C#

    - by JoeGeeky
    What are the relative merits (or demerits) for implementing an Erlang-style "Continuation" pattern in C#. I'm working on a project that has a large number of Lowest priority threads and I'm wondering if my approach may be all wrong. It would seem there is a reasonable upper limit to the number of long-running threads that any one Process 'should' spawn. With that said, I'm not sure what would signal the tipping-point for too many thread or when alternate patterns such as "Continuation" would be more suitable. In this case, many of the threads do a small amount of work and then sleep until woken to go again (Ex. Heartbeat, purge caches, etc...). This continues for the life of the Process.

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • Examples of Liskov Substitution

    - by james lewis
    I'm facilitating a session next week on the Liskov Substitution Principle and I was wondering if anyone had any examples of violations 'from the trenches'? I'm looking for something other than uncle Bob's rectangle - square problem and the persistent set problem he talks about in A-PPP (although that is a great example). So far I'm using the example of a (very simple) List and an IndexedList as the 'correct' use of inheritance. And the addition of a Set to this hierarchy as a violation (as a Set is distinct; strengthening the pre condition of the Add method). I've also taken this great example and it's solution from this question Both those examples are great but I'm looking for something more subtle and harder to spot. So far I've come up with nothing so if you've got a great, subtle example post it up. Also, any metaphors you've come across that helped you understand LSP would be really useful too.

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  • The next next C++ [closed]

    - by Roger Pate
    It's entirely too early for speculation on what C++ will be like after C++0x, but idle hands make for wild predictions. What features would you find useful and why? Is there anything in another language that would fit nicely into the state of C++ after 0x? What should be considered for the next TC and TR? (Mostly TR, as the TC would depend more on what actually becomes the next standard.) Export was removed, rather than merely deprecated, in 0x. (It remains a keyword.) What other features carry so much baggage to also be more harmful than helpful? ISO Standards' process I'm not involved in the C++ committee, but it's also a mystery, unfortunately, to most programmers using C++. A few things worth keeping in mind: There will be 10 years between standards, barring extremely exceptional circumstances. The standard can get "bug fixes" in the form of a Technical Corrigendum. This happened to C++98 with TC1, named C++03. It fixed "simple" issues such as making the explicit guarantee that std::vector stores items contiguously, which was always intended. The committee can issue reports which can add to the language. This happened to C++98/03 with TR1 in 2005, which introduced the std::tr1 namespace.

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  • Conditions for a traditional friends system vs. open following system

    - by Dan
    I'm just curious for everyone who is developing social sites out there. When you build a method for connecting users, do you prefer to use a following-style system (follow me, you can see all of my information and I can just choose to follow you back), or instead do you choose to have a friends-style system (I have to allow you see all of my information on your homepage, even if it is open to the public, vise versa). Why and under what circumstances do you use each? How do you manage privacy between your users? Have you use another way to connect your users? Examples of what methods you've choose and how you manage the user's privacy (private by default vs open to the web) are awesome; it could show correlation and provides an actual look.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • Why not expose a primary key

    - by Angelo Neuschitzer
    In my education I have been told that it is a flawed idea to expose actual primary keys (not only DB keys, but all primary accessors) to the user. I always thought it to be a security problem (because an attacker could attempt to read stuff not their own). Now I have to check if the user is allowed to access anyway, so is there a different reason behind it? Also, as my users have to access the data anyway I will need to have a public key for the outside world somewhere in between. Now that public key has the same problems as the primary key, doesn't it?

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  • Good free CSS Sprite for icons

    - by Saif Bechan
    I am working on a small project where I need some of the basic icons: edit, favorite, delete. You know them. Now i can download them all seperate, and put them together in a sprite, but I was wondering if there are ready to download sprites which I can use. Now I am working on an accounting app, so it would be nice if the icons were not too childish. A little but of fancy business type icons. Thanks

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  • responsibility for storage

    - by Stefano Borini
    A colleague and I were brainstorming about where to put the responsibility of an object to store itself on the disk in our own file format. There are basically two choices: object.store(file) fileformatWriter.store(object) The first one gives the responsibility of serialization on the disk to the object itself. This is similar to the approach used by python pickle. The second groups the representation responsibility on a file format writer object. The data object is just a plain data container (eventually with additional methods not relevant for storage). We agreed on the second methodology, because it centralizes the writing logic from generic data. We also have cases of objects implementing complex logic that need to store info while the logic is in progress. For these cases, the fileformatwriter object can be passed and used as a delegate, calling storage operations on it. With the first pattern, the complex logic object would instead accept the raw file, and implement the writing logic itself. The first method, however, has the advantage that the object knows how to write and read itself from any file containing it, which may also be convenient. I would like to hear your opinion before starting a rather complex refactoring.

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • What is the ideal length of a method?

    - by iPhoneDeveloper
    In object-oriented programming, there is no exact rule on the maximum length of a method , but I still found these two qutes somewhat contradicting each other, so I would like to hear what you think. In Clean Code: A Handbook of Agile Software Craftsmanship, Robert Martin says: The first rule of functions is that they should be small. The second rule of functions is that they should be smaller than that. Functions should not be 100 lines long. Functions should hardly ever be 20 lines long. and he gives an example from Java code he sees from Kent Beck: Every function in his program was just two, or three, or four lines long. Each was transparently obvious. Each told a story. And each led you to the next in a compelling order. That’s how short your functions should be! This sounds great, but on the other hand, in Code Complete, Steve McConnell says something very different: The routine should be allowed to grow organically up to 100-200 lines, decades of evidence say that routines of such length no more error prone then shorter routines. And he gives a reference to a study that says routines 65 lines or long are cheaper to develop. So while there are diverging opinions about the matter, is there a functional best-practice towards determining the ideal length of a method for you?

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Map Library: Client-side or Server-side?

    - by Mahdi
    As I have already asked here, I have to implement a Multi-Platform Map application. Now I have Mapstraction as an option which uses Javascript to implement the desired functionality. My question is, "Is there any reason/benefit to implement such a library (let say, Adapters) in Server-side (in my case, PHP)?" As these maps are all based on Javascript, there is a big reason to use Javascript again to make the adapter also, so it would not be dependent to PHP, Java, or .NET for example. But is that all? I wish to hear your ideas and comments also. :)

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  • Variable declaration versus assignment syntax

    - by rwallace
    Working on a statically typed language with type inference and streamlined syntax, and need to make final decision about syntax for variable declaration versus assignment. Specifically I'm trying to choose between: // Option 1. Create new local variable with :=, assign with = foo := 1 foo = 2 // Option 2. Create new local variable with =, assign with := foo = 1 foo := 2 Creating functions will use = regardless: // Indentation delimits blocks square x = x * x And assignment to compound objects will do likewise: sky.color = blue a[i] = 0 Which of options 1 or 2 would people find most convenient/least surprising/otherwise best?

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  • When do you use a struct instead of a class?

    - by jkohlhepp
    What are your rules of thumb for when to use structs vs. classes? I'm thinking of the C# definition of those terms but if your language has similar concepts I'd like to hear your opinion as well. I tend to use classes for almost everything, and use structs only when something is very simplistic and should be a value type, such as a PhoneNumber or something like that. But this seems like a relatively minor use and I hope there are more interesting use cases.

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  • Beginning HTML and CSS [closed]

    - by romani
    My goal of learning HTML and CSS is to be able to modify popular scripts such as Wordpress, vBulletin, Drupal, etc. I haven't started yet learning CSS and HTML or XHTML. I see many, many books and tutorials out there so it is difficult to make a choice. I think most of web designers were like me in the past and have read many books. So, could you tell me about 1 good book for HTML and 1 good book for CSS? and if I should read the book from cover to cover or only learning the basics is enough for modifying Wordpress, for example!

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