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  • New Project Starting. Got Gas?

    - by merrillaldrich
    “Storage is just like gasoline,” said a fellow DBA at the office the other day. This DBA, Mike is his name, is one of the smartest people I know, so I pressed him, in my subtle and erudite way, to elaborate. “Um, whut?” I said. “Yeah. Now that everything is shared – VMs or consolidated SQL Servers and shared storage – if you want to do a big project, like, say, drive to Vegas, you better fill the car with gas. Drive back and forth to work every day? Gas. Same for storage.” This was a light-bulb-above-my-head...(read more)

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Is there an industry standard for systems registered user permissions in terms of database model?

    - by EASI
    I developed many applications with registered user access for my enterprise clients. In many years I have changed my way of doing it, specially because I used many programming languages and database types along time. Some of them not very simple as view, create and/or edit permissions for each module in the application, or light as access or can't access certain module. But now that I am developing a very extensive application with many modules and many kinds of users to access them, I was wondering if there is an standard model for doing it, because I already see that's the simple or the light way won't be enough.

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Is there an equivalent of RDP?

    - by detly
    The "Desktop Sharing" settings that come installed by default seem to use VNC. VNC is a bit of a bandwidth hog, can only work at the resolution of whatever screen is attached to the host, and mirrors every action on the host. (It also seems to work poorly with compositing, but maybe that's been fixed.) I know about X tunnelling, but that's annoying to use and doesn't always work properly (or, more accurately, some apps don't work properly). Is there any kind of protocol in between the two, similar to RDP used for Windows? Specifically, something that can run at a different resolution to the host screen and is a little lighter on the network? (Ideally, the more the protocol could have in common with RDP, the better.)

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  • Creating meaningful and engaging quests

    - by user384918
    Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are easy to implement, easy to complete, but also very boring after the first few times. It's kind of disingenuous to call them quests really; they're more like chores or errands. What ideas for quests have people seen that were well designed, immersive, and rewarding? What specific things did the developers do that made it so? What are some ideas you would use (or have used) to make quests more interesting?

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  • Calculation of Milestones/Task list

    - by sugar
    My project manager assigned me a task to estimate the development time for an iPad application. Lets assume that I gave estimation of 15 working days. He thought that the number of days where too many and client needed the changes to the application urgently (as in most of cases). So, he told me: "I am going to assign two developer including you and as per my understandings and experience it won't take more than seven working days." Clarifications I was given the task of estimating development time for an individual. How could I be sure that 2 developers are going to finish it within 7 days? (I am new to team & I hardly know the others abilities) Questions Why do most of project managers / team leaders have understandings like: If one developer requires N days, Then two developers would require N/2 days, Do they think something like developer = s/w production machines? Should a team member (developer, not team lead or any higher post) estimate other developers work? I didn't deny anything in the meeting and didn't said, but what should be the appropriate answer to convince them that N/2 formula that they follow is not correct?

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  • How to name multi-setter?

    - by IAdapter
    I'm struggling with how to name this method, I don't like the "set" prefix, because I feel it should be reserved for normal "dumb" setters and some tools might not like it (i did not check it in checkstyle, pmd, etc., but I got a feeling they won't like it.) for example (in java, but I feel its language agnostic) public void setField1Field2(String field1, String field2) { this.field1 = field1; this.field2 = field2; } The only purpose of this method is ONLY to set, this method is needed and cannot be joined with any other (because of framework used).

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • Progressbar patterns (Eclipse)

    - by JesperE
    I've struggled quite a bit with Eclipse and progress-monitors to try to have good progressbars which report useful progress information to the user. Inevitably the code gets cluttered with lots of things like if (monitor.isCancelled()) return; ... lengthyMethodCall(monitor.newChild(10)); and all over the place I need to pass a IProgressMonitor as an argument to my methods. This is bad, for several reasons: The code gets cluttered with lots of code which is not relevant to what the function actually does. I need to manually guesstimate which parts of the code takes time, and which parts do not. It interacts badly with automated tests; where much of the information which goes into a progressbar instead should be logged for later inspection. Is there a way out of this? Are there tools which can help me out with one or more of these problems? Should I be looking at Aspect-Oriented Programming tools, or are there other alternatives?

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  • Dynamic Query Generation : suggestion for better approaches

    - by Gaurav Parmar
    I am currently designing a functionality in my Web Application where the verified user of the application can execute queries which he wishes to from the predefined set of queries with where clause varying as per user's choice. For example,Table ABC contains the following Template query called SecretReport "Select def as FOO, ghi as BAR from MNO where " SecretReport can have parameters XYZ, ILP. Again XYZ can have values as 1,2 and ILP can have 3,4 so if the user chooses ILP=3, he will get the result of the following query on his screen "Select def as FOO, ghi as BAR from MNO where ILP=3" Again the user is allowed permutations of XYZ / ILP My initial thought is that User will be shown a list of Report names and each report will have parameters and corresponding values. But this approach although technically simple does not appear intuitive. I would like to extend this functionality to a more generic level. Such that the user can choose a table and query based on his requirements. Of course we do not want the end user to take complete control of DB. But only tables and fields that are relevant to him. At present we are defining what is relevant in the code. But I want the Admin to take over this functionality such that he can decide what is relevant and expose the same to the user. On user's side it should be intuitive what is available to him and what queries he can form. Please share your thoughts what is the most user friendly way to provide this feature to the end user.

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • How do you plan your asynchronous code?

    - by NullOrEmpty
    I created a library that is a invoker for a web service somewhere else. The library exposes asynchronous methods, since web service calls are a good candidate for that matter. At the beginning everything was just fine, I had methods with easy to understand operations in a CRUD fashion, since the library is a kind of repository. But then business logic started to become complex, and some of the procedures involves the chaining of many of these asynchronous operations, sometimes with different paths depending on the result value, etc.. etc.. Suddenly, everything is very messy, to stop the execution in a break point it is not very helpful, to find out what is going on or where in the process timeline have you stopped become a pain... Development becomes less quick, less agile, and to catch those bugs that happens once in a 1000 times becomes a hell. From the technical point, a repository that exposes asynchronous methods looked like a good idea, because some persistence layers could have delays, and you can use the async approach to do the most of your hardware. But from the functional point of view, things became very complex, and considering those procedures where a dozen of different calls were needed... I don't know the real value of the improvement. After read about TPL for a while, it looked like a good idea for managing tasks, but in the moment you have to combine them and start to reuse existing functionality, things become very messy. I have had a good experience using it for very concrete scenarios, but bad experience using them broadly. How do you work asynchronously? Do you use it always? Or just for long running processes? Thanks.

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  • How does URL Rewriting affect SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework.

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  • Is there an application or method to log of data transfers?

    - by Gaurav_Java
    My friend asked me for some files that I let him take from my system. I did not see he doing that. Then I was left with a doubt: what extra files or data did he take from my system? I was thinking is here any application or method which shows what data is copied to which USB (if name available then shows name or otherwise device id) and what data is being copied to Ubuntu machine . It is some like history of USB and System data. I think this feature exists in KDE This will really useful in may ways. It provides real time and monitoring utility to monitor USB mass storage devices activities on any machine.

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • Single Responsibility Principle: Responsibility unknown

    - by lurkerbelow
    I store sessions in a SessionManager. The session manager has a dependency to ISessionPersister. SessionManager private readonly ISessionPersister sessionPersister; public SessionManager(ISessionPersister sessionPersister) { this.sessionPersister = sessionPersister; } ISessionPersister public interface ISessionPersister : IDisposable { void PersistSessions(Dictionary<string, ISession> sessions); } Q: If my application shuts down how / where do I call PersistSessions? Who is responsible? First Approach: Use Dispose in SessionManager protected virtual void Dispose(bool disposing) { if (disposing) { if (this.sessionPersister != null && this.sessionMap != null && this.sessionMap.Count > 0) { this.sessionPersister.PersistSessions(this.sessionMap); } } } Is that the way to go or are there any better solutions?

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  • Why is x=x++ undefined?

    - by ugoren
    It's undefined because the it modifies x twice between sequence points. The standard says it's undefined, therefore it's undefined. That much I know. But why? My understanding is that forbidding this allows compilers to optimize better. This could have made sense when C was invented, but now seems like a weak argument. If we were to reinvent C today, would we do it this way, or can it be done better? Or maybe there's a deeper problem, that makes it hard to define consistent rules for such expressions, so it's best to forbid them? So suppose we were to reinvent C today. I'd like to suggest simple rules for expressions such as x=x++, which seem to me to work better than the existing rules. I'd like to get your opinion on the suggested rules compared to the existing ones, or other suggestions. Suggested Rules: Between sequence points, order of evaluation is unspecified. Side effects take place immediately. There's no undefined behavior involved. Expressions evaluate to this value or that, but surely won't format your hard disk (strangely, I've never seen an implementation where x=x++ formats the hard disk). Example Expressions x=x++ - Well defined, doesn't change x. First, x is incremented (immediately when x++ is evaluated), then it's old value is stored in x. x++ + ++x - Increments x twice, evaluates to 2*x+2. Though either side may be evaluated first, the result is either x + (x+2) (left side first) or (x+1) + (x+1) (right side first). x = x + (x=3) - Unspecified, x set to either x+3 or 6. If the right side is evaluated first, it's x+3. It's also possible that x=3 is evaluated first, so it's 3+3. In either case, the x=3 assignment happens immediately when x=3 is evaluated, so the value stored is overwritten by the other assignment. x+=(x=3) - Well defined, sets x to 6. You could argue that this is just shorthand for the expression above. But I'd say that += must be executed after x=3, and not in two parts (read x, evaluate x=3, add and store new value). What's the Advantage? Some comments raised this good point. It's not that I'm after the pleasure of using x=x++ in my code. It's a strange and misleading expression. What I want is to be able to understand complicated expressions. Normally, a complicated expression is no more than the sum of its parts. If you understand the parts and the operators combining them, you can understand the whole. C's current behavior seems to deviate from this principle. One assignment plus another assignment suddenly doesn't make two assignments. Today, when I look at x=x++, I can't say what it does. With my suggested rules, I can, by simply examining its components and their relations.

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  • Isn't class scope purely for organization?

    - by Di-0xide
    Isn't scope just a way to organize classes, preventing outside code from accessing certain things you don't want accessed? More specifically, is there any functional gain to having public, protected, or private-scoped methods? Is there any advantage to classifying method/property scope rather than to, say, just public-ize everything? My presumption says no simply because, in binary code, there is no sense of scope (other than r/w/e, which isn't really scope at all, but rather global permissions for a block of memory). Is this correct? What about in languages like Java and C#[.NET]?

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  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

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  • Application for taking pretty screenshots (like OS X does)

    - by Oli
    I've been building a website for a guy who uses Mac OS X and occasionally he sends me screenshots of bugs. They come out looking like this: This is fairly typical of Mac screenshots. You get the window decorations, the shadow from the window and a white or transparent background (not the desktop wallpaper -- I've checked). Compare this to an Ubuntu window-shot (Alt+Print screen): It's impossible to keep a straight face and say the Ubuntu one anywhere near as elegant. My question is: Is there an application that can do this in Ubuntu? Edit: Follow up: Is there an application that can do this in one move? Shutter is pretty good but running the plugin for every screenshot is pretty tiresome as it doesn't seem to remember my preference (I want south-shadow and that requires selecting south, then clicking refresh, then save) and it's more clicks than I'd like. Is there a simple way of telling shutter I want south-shadow for all screenshots (except entire desktop and area-selection)?

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  • Telecommuting with a foreign employer as a permanent job

    - by grabah
    Does anyone have any experience in telecommuting (working at home) for a company based in some foreign country? By this I don't mean working on some contracted job, but more or less permanent job. Is this even possible, what are options for payment, and can you expect to be paid by usual rates for that country or significantly less? Is there any working hours control, or as long as you deliver on time it's all good.

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  • Is the Entity Component System architecture object oriented by definition?

    - by tieTYT
    Is the Entity Component System architecture object oriented, by definition? It seems more procedural or functional to me. My opinion is that it doesn't prevent you from implementing it in an OO language, but it would not be idiomatic to do so in a staunchly OO way. It seems like ECS separates data (E & C) from behavior (S). As evidence: The idea is to have no game methods embedded in the entity. And: The component consists of a minimal set of data needed for a specific purpose Systems are single purpose functions that take a set of entities which have a specific component I think this is not object oriented because a big part of being object oriented is combining your data and behavior together. As evidence: In contrast, the object-oriented approach encourages the programmer to place data where it is not directly accessible by the rest of the program. Instead, the data is accessed by calling specially written functions, commonly called methods, which are bundled in with the data. ECS, on the other hand, seems to be all about separating your data from your behavior.

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  • How should UI layer pass user input to BL layer?

    - by BornToCode
    I'm building an n-tier application, I have UI, BL, DAL & Entities (built from POCO) projects. (All projects have a reference to the Entities). My question is - how should I pass user input from the UI to the BL, as a bunch of strings passed to the BL method and the BL will build the object from the parameters, or should I build the objects inside the UI submit_function and send objects as parameters? EDIT: I wrote n-tier application, but what I actually meant was just layers.

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