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  • Game Components, Game Managers and Object Properties

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

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  • Everythings changes, except that it doesn&rsquo;t

    - by Dennis Vroegop
    You may have noticed this. Microsoft launched a new product this week. Well, launched is a strong word, they announced it. They call it.. The Surface! What is it? Well, it’s a cool looking family of tablets designed for Windows 8. And I have to say: they look stunning and I can’t wait to have one. There’s just one thing.. The name..Where have I heard that before? Why, indeed! Yes, it is also the name of a new paradigm in computing: Surface Computing. You may have read something about that, here on this blog for instance. Well, in order to prevent confusion they have decided to rename Surface to Pixelsense. You know, the technology that drives the ‘camera’ inside the Samsung SUR40 for Microsoft Surface…. So now, when we talk about Surface, we mean the new tablet. When we talk about Pixelsense we mean that big table… So there you have it… Welcome PixelSense! For more info see http://www.surface.com for the tablet and http://www.pixelsense.com for Pixelsense.

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  • Is this information about me as a programmer concise and good enough?

    - by Nick Rosencrantz
    I not only want you to review my resume but please tell me what you think Google means when they answered me: "We don't look at personal letters and we like your resume and we can recommend you internally but we need measurable experience. What is meant with "measurable" here? Do they mean like O(1) compared to O(n), selling an entire company, grades or what? This is what I sent: Curriculum vitae Nick Rosencrantz Competence: System development, web development Technical competence: Java, Javascript, HTML, XML, CSS, AJAX, PHP, SQL, Python Employments: 2012- Mobile Innovation AB System Developer IT consultant (Java programmer) 2011-2012 Bnano International Ltd System Developer Python programming in Google App Engine 2008-2009 Sweden Island AB System Developer Programming C++ and Java EE components 2003-2007 Studies Stockholm School of Economics During studies worked as network technician at Effnet AB 2000-2002 Jadestone AB System Developer System development in Java/J2EE. In 2001: KTH, Assistant. Teaching application server programming in Java Enterprise + weblogic + Informix. 1999-2000 Studies KTH 1996-1998 Spray.se System development, Researcher 1995-1995 Finance broker Backoffice work with financial instruments 1993-1994 Computer & Audio-Technical Systems AB Programming, sommer job Education/Courses: Stockholm School of Economics, Master of Science diploma, KTH, Computer Science undergraduate studies Languages Swedish, English, also some German and French Born 1973, Swedish citizen I also have a project-based CS which is several pages long but the above is about what I was aiming for in the beginning when I was looking for a job, now I have employment as an IT consultant in central Stockholm and I want to make my resume concise and also know what Google meant with their answer (It was a Swedish Google employee that via linkedin recruited from my Stockholm School of Economics groups since that is a small elite economics school where I took my M.Sc. and KTH is one of the largest universities in northern Europe so I sent her a link with my CV and she said she could promote me internally if I added "measurable experience" and I've been thinking for weeks what that may mean?

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  • Stack Trace Logger [migrated]

    - by Chris Okyen
    I need to write a parent Java class that classes using recursion can extend. The parent class will be be able to realize whenever the call stack changes ( you enter a method, temporarily leave it to go to another method call, or you are are finsihed with the method ) and then print it out. I want it to print on the console, but clear the console as well every time so it shows the stack horizantaly so you can see the height of each stack to see what popped off and what popped on... Also print out if a baseline was reached for recursive functions. First. How can I using the StackTraceElements and Thread classes to detect automatically whenever the stack has popped or pushed an element on without calling it manually? Second, how would I do the clearing thing? For instance , if I had the code: public class recursion(int i) { private static void recursion(int i) { if( i < 10) System.out.println('A'); else { recursion(i / 10 ); System.out.println('B'); } } public static void main(String[] argv) { recursion(102); } } It would need to print out the stack when entering main(), when entering recursion(102) from main(), when it enters recursion(102 / 10), which is recursion(10), from recursion(102), when it enters recursion(10 / 10), which is recursion(1) from recursion(10). Print out a message out when it reaches the baseline recursion(1).. then print out the stacks of reversed revisitation of function recursion(10), recursion(102) and main(). finally print out we are exiting main().

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  • Mobile web development rudiments

    - by Konrad Garus
    How does one get started with web development for mobile devices (including phones)? I know some old good HTML & JS, but I'm wondering what the modern way is. To make it concrete, I need to implement a client for an enterprise app. Think of a login-protected dashboard for managers. Given that I only have basic knowledge and have never implemented such applications, what do I need to take into account when choosing platform and technology? Shall I go for Android / iPhone, or HTML & JS, or HTML5? What are the general pros and cons that I need to consider? What resources (preferably online) do you recommend for learning the rudiments? I mean especially HTML & JS: What does the site need to be like to work great on smartphones (and not only on desktops)? I mean possible UI glitches, limited support for some HTML/JS features, page size, and whatever other important details are there.

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  • How to read Scala code with lots of implicits?

    - by Petr Pudlák
    Consider the following code fragment (adapted from http://stackoverflow.com/a/12265946/1333025): // Using scalaz 6 import scalaz._, Scalaz._ object Example extends App { case class Container(i: Int) def compute(s: String): State[Container, Int] = state { case Container(i) => (Container(i + 1), s.toInt + i) } val d = List("1", "2", "3") type ContainerState[X] = State[Container, X] println( d.traverse[ContainerState, Int](compute) ! Container(0) ) } I understand what it does on high level. But I wanted to trace what exactly happens during the call to d.traverse at the end. Clearly, List doesn't have traverse, so it must be implicitly converted to another type that does. Even though I spent a considerable amount of time trying to find out, I wasn't very successful. First I found that there is a method in scalaz.Traversable traverse[F[_], A, B] (f: (A) => F[B], t: T[A])(implicit arg0: Applicative[F]): F[T[B]] but clearly this is not it (although it's most likely that "my" traverse is implemented using this one). After a lot of searching, I grepped scalaz source codes and I found scalaz.MA's method traverse[F[_], B] (f: (A) => F[B])(implicit a: Applicative[F], t: Traverse[M]): F[M[B]] which seems to be very close. Still I'm missing to what List is converted in my example and if it uses MA.traverse or something else. The question is: What procedure should I follow to find out what exactly is called at d.traverse? Having even such a simple code that is so hard analyze seems to me like a big problem. Am I missing something very simple? How should I proceed when I want to understand such code that uses a lot of imported implicits? Is there some way to ask the compiler what implicits it used? Or is there something like Hoogle for Scala so that I can search for a method just by its name?

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  • Dependencies lib32asound2 [duplicate]

    - by The Mini John
    This question already has an answer here: 'teamviewer depends on (…)' while trying to install TeamViewer 4 answers I was trying to install Teamviewer, but i was getting a dependencies error. I tried to install them but with no luck.. I think Mod's are not reading the questions trough when they mark as duplicate I'm getting this Error: Unpacking teamviewer (from teamviewer_linux_x64.deb) ... dpkg: dependency problems prevent configuration of teamviewer: teamviewer depends on lib32asound2; however: Package lib32asound2 is not installed. teamviewer depends on lib32z1; however: Package lib32z1 is not installed. teamviewer depends on ia32-libs; however: Package ia32-libs is not installed. dpkg: error processing teamviewer (--install): dependency problems - leaving unconfigured Errors were encountered while processing: teamviewer I tried sudo apt-get -f install but getting Package ia32-libs is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source However the following packages replace it: lib32z1 lib32ncurses5 lib32bz2-1.0 Package lib32asound2 is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package 'lib32asound2' has no installation candidate E: Package 'ia32-libs' has no installation candidate i cant even get to the sudo dpkg -i teamviewer_linux_x64.deb If i force installation sudo dpkg --force-depends -i teamviewer_linux_x64.deb Although it's "Setting up Temviewer" it gives me this I'm fairly new to ubuntu, can anyone help me out ? I'm on Ubuntu 13.10

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  • DDD Model Design and Repository Persistence Performance Considerations

    - by agarhy
    So I have been reading about DDD for some time and trying to figure out the best approach on several issues. I tend to agree that I should design my model in a persistent agnostic manner. And that repositories should load and persist my models in valid states. But are these approaches realistic practically? I mean its normal for a model to hold a reference to a collection of another type. Persisting that model should mean persist the entire collection. Fine. But do I really need to load the entire collection every time I load the model? Probably not. So I can have specialized repositories. Some that load maybe a subset of the object graph via DTOs and others that load the entire object graph. But when do I use which? If I have DTOs, what's stopping client code from directly calling them and completely bypassing the model? I can have mappers and factories to create my models from DTOs maybe? But depending on the design of my models that might not always work. Or it might not allow my models to be created in a valid state. What's the correct approach here?

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  • What are the advantages of Maven when it comes to single man, educational projects

    - by Leron
    I've spend a few hours playing around with Maven + reading some stuff on the apache official site and also a few random googled articles. By this I mean that I really tried to find the answers myself - both by reading and by doing things on my own. Also maybe worth to mention that I installed the m2e plugin so most of the time I've tried things out from Eclipse and not using the command line too much. However aside from the generated project that for example prevent me from using the default package I didn't see that much of a difference with the standard way I've created my projects before try Maven. In fact I've almost decided to skip Maven for now and move on to the other technology I wanted to learn more in-depth - Hibernate, but when I start with opening the official page the first thing I've read was the recommendation to use Hibernate with Maven. That get me confused and made me taking a step back and trying once more to find what I'm obviously missing right now. As it's said in the maven.apache.. site, the true strength of Maven is shown when you work on large projects with other people, but I lack the option to see how Maven is really used in this scenario, still i think that there are maybe advantages even when it comes to working with small projects alone, but I really have difficulties to point them out. So what do you think are the advantages of Maven when it's used for small projects writing from a single person. What are the things that I should be aware of and try to exploit (I mean features offered by Maven) that can come in handy in this situations?

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • How can I compare between web development technologies?

    - by Steve
    I would like experts to explain for me how can I compare between web development tools or technologies in order to be able to choose the right one. I'm tired from searching always in the regular way: X Technology vs Y Technology. I'm tired from peoples' biased opinions and usually I don't find a fair comparison. I have decided to put my question here about how can I compare them so you may identify to me the main standards for comparisons so I can compare them by myself and becoming able to choose the technology that is appropriate for the project I will develop. Note: in web development technologies I mean server side languages (e.g. PHP). One important requirement for me that can be defined as major one is cost efficiency and I mean that I don't care about the cost in the near future or the current cost, but what is more important for me is the cost in the future. If, for example, the site becomes one of the most 100 visited sites.   So, how can I compare the cost of different technologies for a future status of a site (such as being very famous site) so I can scale my option easily without missing a good technology like what happened with some sites when they chose not the most effective tool.

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  • PHP MYSQL loop to check if LicenseID Values are contained in mysql DB [closed]

    - by Jasper
    I have some troubles to find the right loop to check if some values are contained in mysql DB. I'm making a software and I want to add license ID. Each user has x keys to use. Now when the user start the client, it invokes a PHP page that check if the Key sent in the POST method is stored in DB or not. If that key isn't store than I need to check the number of his keys. If it's than X I'll ban him otherwise i add the new keys in the DB. I'm new with PHP and MYSQL. I wrote this code and I would know if I can improve it. <?php $user = POST METHOD $licenseID = POST METHOD $resultLic= mysql_query("SELECT id , idUser , idLicense FROM license WHERE idUser = '$user'") or die(mysql_error()); $resultNumber = mysql_num_rows($resultLic); $keyFound = '0'; // If keyfound is 1 the key is stored in DB while ($rows = mysql_fetch_array($resultLic,MYSQL_BOTH)) { //this loop check if the $licenseID is stored in DB or not for($i=0; $i< $resultNumber ; i++) { if($rows['idLicense'] === $licenseID) { //Just for the debug echo("License Found"); $keyFound = '1'; break; } //If key isn't in DB and there are less than 3 keys the new key will be store in DB if($keyfound == '0' && $resultNumber < 3) { mysql_query( Update users set ...Store $licenseID in Table) } // Else mean that the user want user another generated key (from the client) in the DB and i will be ban (It's wrote in TOS terms that they cant use the software on more than 3 different station) else { mysql_query( update users set ban ='1'.....etc ); } } ?> I know that this code seems really bad so i would know how i can improve it. Someone Could give me any advice? I choose to have 2 tables: users where all information about the users is, with fields id, username, password and another table license with fields id, idUsername, idLicense (the last one store license that the software generate)

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  • A lot has happened since last post!!!!!!!!!

    - by Ratman21
    And I mean a lot! First off had two interviews (one was selling insurance) and other installing cable. I have more hope for the cable one. Getting more emails from my job search engines (having problems with going through them and applying for those jobs, I know I can do). It seems the more I apply to, the more job emails pop up in my in box. But at the same time I am fighting feelings of worthlessness (18 months and no job). It is putting a strain on my marriage (We had had blow out over a broken drinking glass since I last posted).     But, at the same time, I am fighting mad about (a figure of speech, really) not having a job. Look just because I am over 55 and have gray hair. It does not mean, my brain is dead or I can not longer trouble shoot a router or circuit or LAN issue. Or that I can do “IT” work at all. And I could prove this if; some one would give me at job. Come on try me for 90 days at min. wage.   I know you will end up keeping me (hope fully at normal pay) around. Is any one hearing me…come on take up the challenge!

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Slick2D - Entities and rendering

    - by Zarkopafilis
    I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and here it is: public class Lazer extends Entity{//Just say that it is some sort of bullet private Play p;//Play class(State) private float x; private float y; private int direction; public Lazer(Play p, float x , float y, int direction){ this.p = p; this.x = x; this.y = y; this.direction = direction; p.ent.add(this); } public int getDirection(){ return direction; //this one specifies what value will be increased (x/y) at update } public float getX(){ return x; } public float getY(){ return y; } public void setY(float y){ this.y = y; } public void setX(float x){ this.x = x; } } The class seems pretty good , after speding some hours googling what would be the right thing. Now, on my Play class. I cant figure out how to draw them. (I have added them to an arraylist) On the update method , I update the lazers based on their direction: public void moveLazers(int delta){ for(int i=0;i<ent.size();i++){ Lazer l = ent.get(i); if(l.getDirection() == 1){ l.setX(l.getX() + delta * .1f); }else if(l.getDirection() == 2){ l.setX(l.getX() - delta * .1f); }else if(l.getDirection() == 3){ l.setY(l.getY() + delta * .1f); }else if(l.getDirection() == 4){ l.setY(l.getY() - delta * .1f); } } } Now , I am stuck at the render method. Anyway , is this the correct way of doing this or do I need to change stuff? Also I need to know if collision detection needs to be in the update method. Thanks in advance ~ Teo Ntakouris

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  • cannot login to ubuntu 14.04

    - by Wallace Cheng
    I upgraded my Hp g6 from ubuntu 13.10 to 14.04 yesterday. Now I cannot log into the system using ubuntu/unity But I can still login using i3 windows manager. I checked and found the ubuntu-desktop is broken. I tried to reinstall it, it complained about the dependency issue and broken package. some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help resolve the situation: The following packages have unmet dependencies: ubuntu-desktop : Depends: ubuntu-session but it is not going to be installed Recommends: empathy but it is not going to be installed E: Unable to correct problems, you have held broken packages. when I tried to install ubuntu-session, Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help resolve the situation: The following packages have unmet dependencies: ubuntu-session : Depends: gnome-session-bin (< 3.10) but 3.10.1-0ubuntu1~saucy1 is to be installed Depends: gnome-session-common (= 3.9.90-0ubuntu12) but 3.10.1-0ubuntu1~saucy1 is to be installed E: Unable to correct problems, you have held broken packages. I tried sudo apt-get install -f but it does not work Any help would be highly appreciated. Thanks.

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  • Apache2 + Php + Pthreads HowTos

    - by Drug
    04 LTS 64 bit. What I would really love to do is sudo apt-get install libapache2-mod-php5 but compile PHP with --enable-maintainer-zts so I could later install pthreads with pecl install pthreads. Sadly I understand that it is not possible. I know that the easiest way is to recompile PHP together with apache support and zts. However I really like the way the standard Ubuntu PHP package is configured and I am used to the path`s for CLI php.ini config, Apache php.ini config and other paths for modules and files that this Ubuntu package defines. So i just want to change the package source a little bit and install it. # Get the stuff necessary to build the package sudo apt-get build-dep php5-common # Get the package source sudo apt-get source php5-common At this point I am getting sources not for the php5-common package but the whole php5 package. If I would sudo make && make install at this point, would it mean that I am installing a lot of unnecessary stuff? # Add configuration options ./configure --enable-maintainer-zts Does this mean that I am appending a configuration option? Or am I generating a whole new config? Alternative at this point Is there a way of getting the config options that this package defines, so that I can grab a php source from php.net and compile it with $ ./configure --prefix=package_prefix \ // Option 1 from package --enable-embed \ // Option 2 from package --with-regex=php \ // Option 3 from package Continuing the main idea ... Solution 1 # Compile (Not compiling) sudo make && make install Will I be building PHP with EVERYTHING at this point? If I compile like this, I will not be able to remove the mess I made using sudo apt-get purge php5? Solution 2 # ReCompile the package dpkg-buildpackage -rfakeroot -uc -b This does not compile also. Please correct my steps, so I can install everything correctly.

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  • Should my program "be lenient" in what it accepts and "discard faulty input silently"?

    - by romkyns
    I was under the impression that by now everyone agrees this maxim was a mistake. But I recently saw this answer which has a "be lenient" comment upvoted 137 times (as of today). In my opinion, the leniency in what browsers accept was the direct cause of the utter mess that HTML and some other web standards were a few years ago, and have only recently begun to properly crystallize out of that mess. The way I see it, being lenient in what you accept will lead to this. The second part of the maxim is "discard faulty input silently, without returning an error message unless this is required by the specification", and this feels borderline offensive. Any programmer who has banged their head on the wall when something fails silently will know what I mean. So, am I completely wrong about this? Should my program be lenient in what it accepts and swallow errors silently? Or am I mis-interpreting what this is supposed to mean? Taken to the extreme, if Excel followed this maxim and I gave it an exe file to open, it would just show a blank spreadsheet without even mentioning that anything went wrong. Is this really a good principle to follow?

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  • How to get multiple open-source projects to use a standard way of doing something.

    - by Marco
    Problem In the last couple weeks, I've used 3 different "repository" tools (listed in alphabetical order): gradle ivy maven I'm calling them "repository" tools because I've also used sbt -- which fortunately uses ivy to manage it's cache or local repository. Each of these tools will create it's own repository. The defaults are: ~/.m2/repository for maven ~/.gradle/cache ~/.ivy2/cache Why can't they all use the same cache? Goal I'd like to change the world so that all three build tools could use the same cache. I'm looking for advice about issues I'm likely to run into and smart ways to get around them. By "use the same cache", I do not mean "retrieve from another build tool's cache". I mean "retrieve from and store in another build tool's cache". While I could go ahead and submit issues to the three projects, I know from experience (as a developer on an open source project), that if you want something done, you're best off getting it done yourself. Also, it seems like I need to get all 3 communities on board to some degree. What is the recommended approach for getting this kind of thing done? How do I approach the different communities? Do I work on patches for the 3 different projects, or would it be better off to create my own "interface" project that deals with these issues and have the 3 tools interface with that? Is this a standards question that I need to address on that front? Lastly, if I'm missing something and this is possible (in an globally configurable fashion), then please let me know.

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  • Would you refactor this and if so, would you charge your client?

    - by Julius
    I am working on a freelance job at home. The client wants me to write some new functionality for his CMS, but it is taking me a lot of time to figure out what the code is doing, because it is written in a very unreadable style. Below is just an example of what I mean. The previous programmer made extensive use of anonymous functions, of eval(), he uses deeply nested ternary operators, he didn't indent code, didn't use comments, and he uses funny constructions like misusing the behaviour of logical operators || and && for creating if/else conditions (the second condition of && only gets tested if the first one is true, opening the possibility to use && as an if/else construction). All in all it's insane code and it's costing me a lot of time to find out how the current code works. return ($this->main->context != "ajax" || in_array($this->type, $this->definition->ajax)) ? eval('return method_exists($this,"Show'.ucfirst($this->type).'") ? $this->Show'.ucfirst($this->type).'('.(count($args) ? join(",",array_map(create_function('$a','return (is_numeric($a) || preg_match("/^array/",$a)) ? $a : "\"".$a."\"";'),$args)) : "").') : null;') : ''; Would you refactor this code and how would you handle this sort of thing with your client, I mean financially?

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • All chromium extensions throw errors since update to 13.10

    - by hugo der hungrige
    Since updating to 13.10 all chromium extensions generate errors: chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot call method 'sendRequest' of undefined include.preload.js:105 Uncaught TypeError: Cannot read property 'onRequest' of undefined include.postload.js:473 GET http://edge.quantserve.com/quant.js superuser.com/:2047 GET http://www.google-analytics.com/__utm.gif?utmwv=5.4.5&utms=2&utmn=590704726…n%3D(organic)%7Cutmcmd%3Dorganic%7Cutmctr%3D(not%2520provided)%3B&utmu=qQ~ ga.js:61 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot read property 'onRequest' of undefined content.js:233 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot read property 'onRequest' of undefined injected.js:169 chrome.extension is not available: 'extension' is not allowed for specified context type content script, extension page, web page, etc.). [VM] binding (56):427 Uncaught TypeError: Cannot call method 'getURL' of undefined content_js_min.js:5 GET http://engine.adzerk.net/z/8476/adzerk2_2_17_47 superuser.com/:1719 Uncaught TypeError: Cannot call method 'sendRequest' of undefined How to fix this?

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  • How to bind std::map to Lua with LuaBind

    - by MahanGM
    Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: luabind::object FakeScript::getProp() { luabind::object obj = luabind::newtable(L); for(auto i = this->properties.begin(); i != this->properties.end(); i++) { obj[i->first] = i->second; } return obj; } But I'm stuck with setter. The first line in lua code which I'm trying to set value "stand" for key "stat" is not going to work and it keep redirecting me to the getter method. Setter method only works when I drop ["stat"] from properties. I can do something like this for setter in my script: player.scripts["movement"].properties = {stat = "stand"} But this isn't what I want because I have to go through my real keys in c++ to determine which key is placed in setter argument table value. This is my map in class: std::map<std::string, std::string> properties;

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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