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  • Upgrading an app to support iOS5, 6 and 7

    - by drekka
    We are looking at an app that needs an upgrade. Currently it runs on iOS4, 5 & 6. The upgrade will move to iOS5, 6 & 7. It will also involve some UI changes and new features. I've been reading stuff on iOS7 and looking at things like auto-layout. What we are trying to figure out is the best way to handle the differences between the various iOS versions. Auto-layout seems like a good idea, but it's not available on iOS 5. There are also API changes to consider between all 3 versions and other new features of iOS7. So the questions: How would you handle auto layout given iOS5 does not have it? Are there any significant differences between the SDKs that you think would cause issues? Would we be better off with separate code bases?

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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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  • Should one use a separate database for application data and user data?

    - by trycatch
    I’ve been working on a project for a little while and I’m unsure which is the better architecture. I’m interested in the consensus. The answer to me seems fairly obvious but something about it is digging at me and I can't pick out what. The TL;DR is: how do you handle a program with application data and user data in the same DB which needs to be able to receive updates to the application data periodically? One database for user data and one for application, or both in one? The detailed version is.. if an application has a database which needs to maintain application data AND user data, and the user data all references application data, it feels more natural to me to store them in the same database. But if there exists a need to be able to update the application data within this database periodically, should this be stripped into two databases so that one can simply download the updated application data database file as an update and replace the old one? Or should they remain as one database, and the application data be updated via a script which inserts the new data into the existing database? The second sounds clearly preferable to me... but for some reason just doesn’t feel right, and I can't pick out quite why.

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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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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • Clarify the Single Responsibility Principle.

    - by dsimcha
    The Single Responsibility Principle states that a class should do one and only one thing. Some cases are pretty clear cut. Others, though, are difficult because what looks like "one thing" when viewed at a given level of abstraction may be multiple things when viewed at a lower level. I also fear that if the Single Responsibility Principle is honored at the lower levels, excessively decoupled, verbose ravioli code, where more lines are spent creating tiny classes for everything and plumbing information around than actually solving the problem at hand, can result. How would you describe what "one thing" means? What are some concrete signs that a class really does more than "one thing"?

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  • Browser problem for background-size property [migrated]

    - by Sangram
    I am using one picture as my background of header of my blog. CSS i have used is #header-wrapper { height:125px; padding: 0px; margin: 0; background: url("http://3.bp.blogspot.com/_lxBSX0YJV58/TOspWPI1r-I/AAAAAAAAA34/uw872WFS3ME/s1600/headerbg.jpg") top center no-repeat; background-size: 1120px 124px; } original width of an image is 990 px and i made it 1120px using property background-size: 1120px 124px; It looks okay in firefox 4 and Opera 11 but doesn't work in IE 7, Palemoon etc. image size does not increases and remains 990 px. You can check my blog HERE Any help...how can i make it compatible with all browsers ?

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  • Summary of usage policies for website integration of various social media networks?

    - by Dallas
    To cut to the chase... I look at Twitter's usage policy and see limitations on what can and can't be done with their logo. I also see examples of websites that use icons that have been integrated with the look and feel of their own site. Given Twitter's policy, for example, it would appear that legal conversations/agreements would need to take place to do this, especially on a commercial site. I believe it is perfectly acceptable to have a plain text button that simply has the word "Tweet" on it, that has the same functionality. My question is if anyone can provide online (or other) references that attempt to summarize what can and can't be done when integrating various social networks into your own work? The answer I will mark as the correct one will be the one which provides the best resource(s) giving the best summaries of what can and can't be done with specific logos/icons, with a secondary factor being that a variety of social networking sites are addressed in your answer. Before people point to specific questions, I am looking for a well-rounded approach that considers a breadth of networks and considerations. Background: I would like to incorporate social media icons and functionality, but would like to consider what type of modifications can be done without needing to involve lawyers. For example, can I bring in a standard Facebook logo, but incorporate my site color into the logo? Would the answer differ if I maintained their color, but add in a few pixels of another color to transition? I am not saying I want to do this, but rather using it as an example.

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Footer not showing in website depending on which item is loaded [on hold]

    - by samyb8
    I designed a website which is having an issue, but I checked the html tagging very well and cannot fix it. If you go to this item: http://www.tahara.es/store/headbands/11/Ivory-Turquoise-headband You will see the FOOTER display normally. However if you go to this other item: http://www.tahara.es/store/headscarves/15/Grey-and-ivory-with-stoned-flower-Headscarf The footer does not show. Any clue of what I am missing or adding? The footer DIV is like this: <div id="footer">

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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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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • Ranking players depending on decision making during a game

    - by tabchas
    How would I go about a ranking system for players that play a game? Basically, looking at video games, players throughout the game make critical decisions that ultimately impact the end game result. Is there a way or how would I go about a way to translate some of those factors (leveling up certain skills, purchasing certain items, etc.) into something like a curve that can be plotted on a graph? This game that I would like to implement this is League of Legends. Example: Player is Level 1 in the beginning. Gets a kill very early in the game (he gets gold because of the kill and it increases his "power curve"), and purchases attack damage (gives him more damage which also increases his "power curve". However, the player that he killed (Player 2), buys armor (counters attack damage). This slightly increases Player 2's own power curve, and reduces Player 1's power curve. There's many factors I would like to take into account. These relative factors (example: BECAUSE Player 2 built armor, and I am mainly attack damage, it lowers my OWN power curve) seem the hardest to implement. My question is this: Is there a certain way to approach this task? Are there similar theoretical concepts behind ranking systems that I should read up on? I've seen the ELO system, but it doesn't seem what I want since it simply takes into account wins and losses.

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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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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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • Validation and authorization in layered architecture

    - by SonOfPirate
    I know you are thinking (or maybe yelling), "not another question asking where validation belongs in a layered architecture?!?" Well, yes, but hopefully this will be a little bit of a different take on the subject. I am a firm believer that validation takes many forms, is context-based and varies at each level of the architecture. That is the basis for the post - helping to identify what type of validation should be performed in each layer. In addition, a question that often comes up is where authorization checks belong. The example scenario comes from an application for a catering business. Periodically during the day, a driver may turn in to the office any excess cash they've accumulated while taking the truck from site to site. The application allows a user to record the 'cash drop' by collecting the driver's ID, and the amount. Here's some skeleton code to illustrate the layers involved: public class CashDropApi // This is in the Service Facade Layer { [WebInvoke(Method = "POST")] public void AddCashDrop(NewCashDropContract contract) { // 1 Service.AddCashDrop(contract.Amount, contract.DriverId); } } public class CashDropService // This is the Application Service in the Domain Layer { public void AddCashDrop(Decimal amount, Int32 driverId) { // 2 CommandBus.Send(new AddCashDropCommand(amount, driverId)); } } internal class AddCashDropCommand // This is a command object in Domain Layer { public AddCashDropCommand(Decimal amount, Int32 driverId) { // 3 Amount = amount; DriverId = driverId; } public Decimal Amount { get; private set; } public Int32 DriverId { get; private set; } } internal class AddCashDropCommandHandler : IHandle<AddCashDropCommand> { internal ICashDropFactory Factory { get; set; } // Set by IoC container internal ICashDropRepository CashDrops { get; set; } // Set by IoC container internal IEmployeeRepository Employees { get; set; } // Set by IoC container public void Handle(AddCashDropCommand command) { // 4 var driver = Employees.GetById(command.DriverId); // 5 var authorizedBy = CurrentUser as Employee; // 6 var cashDrop = Factory.CreateCashDrop(command.Amount, driver, authorizedBy); // 7 CashDrops.Add(cashDrop); } } public class CashDropFactory { public CashDrop CreateCashDrop(Decimal amount, Employee driver, Employee authorizedBy) { // 8 return new CashDrop(amount, driver, authorizedBy, DateTime.Now); } } public class CashDrop // The domain object (entity) { public CashDrop(Decimal amount, Employee driver, Employee authorizedBy, DateTime at) { // 9 ... } } public class CashDropRepository // The implementation is in the Data Access Layer { public void Add(CashDrop item) { // 10 ... } } I've indicated 10 locations where I've seen validation checks placed in code. My question is what checks you would, if any, be performing at each given the following business rules (along with standard checks for length, range, format, type, etc): The amount of the cash drop must be greater than zero. The cash drop must have a valid Driver. The current user must be authorized to add cash drops (current user is not the driver). Please share your thoughts, how you have or would approach this scenario and the reasons for your choices.

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  • Can observer pattern be represented by cars and traffic lights?

    - by eeerahul
    I wanted to verify with all of you, if I have a correct Observer Pattern analogy. The scenario is as follows: Consider, at a junction, there is a traffic signal, having red, yellow and green lights respectively. There are vehicles facing the traffic signal post. When it shows red, the vehicles stop, when it shows green, the vehicles move on. In case, it is yellow, the driver must decide whether to go or to stop, depending on whether he/she has crossed the stop line or not. At the same time, there are vehicles that do not care about the signal. They would do as they like. The similarities are that, the Traffic Signal happens to be the subject, notifying its states by glowing the appropriate lights. Those looking at it and following the signal are the ones subscribed to it, and behave according to the state of the subject. Those who do not care about it, are sort-of un-subscribed from the traffic signal. Please tell me, if you think this is a correct analogy or not?

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  • Is this a pattern? Should it be?

    - by Arkadiy
    The following is more of a statement than a question - it describes something that may be a pattern. The question is: is this a known pattern? Or, if it's not, should it be? I've had a situation where I had to iterate over two dissimilar multi-layer data structures and copy information from one to the other. Depending on particular use case, I had around eight different kinds of layers, combined in about eight different combinations: A-B-C B-C A-C D-E A-D-E and so on After a few unsuccessful attempts to factor out the repetition of per-layer iteration code, I realized that the key difficulty in this refactoring was the fact that the bottom level needed access to data gathered at higher levels. To explicitly accommodate this requirement, I introduced IterationContext class with a number of get() and set() methods for accumulating the necessary information. In the end, I had the following class structure: class Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const = 0; }; class RecursingIterator : public Iterator { RecursingIterator(const Iterator &below); }; class IterateOverA : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // Iterate over members in dataStructure1 // locate corresponding item in dataStructure2 (passed via context) // and set it in the context // invoke the sub-iterator }; class IterateOverB : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // iterate over members dataStructure2 (form context) // set dataStructure2's item in the context // locate corresponding item in dataStructure2 (passed via context) // invoke the sub-iterator }; void main() { class FinalCopy : public Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // copy data from structure 1 to structure 2 in the context, // using some data from higher levels as needed } } IterationContext ctx(dateStructure2); IterateOverA(IterateOverB(FinalCopy())).iterate(dataStructure1, ctx); } It so happens that dataStructure1 is a uniform data structure, similar to XML DOM in that respect, while dataStructure2 is a legacy data structure made of various structs and arrays. This allows me to pass dataStructure1 outside of the context for convenience. In general, either side of the iteration or both sides may be passed via context, as convenient. The key situation points are: complicated code that needs to be invoked in "layers", with multiple combinations of layer types possible at the bottom layer, the information from top layers needs to be visible. The key implementation points are: use of context class to access the data from all levels of iteration complicated iteration code encapsulated in implementation of pure virtual function two interfaces - one aware of underlying iterator, one not aware of it. use of const & to simplify the usage syntax.

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  • Why do most programming languages only support returning a single value from a function?

    - by M4N
    Is there a reason or an explanation why functions in most(?) programming languages are designed to support any number of input parameters but only one return value? In most languages, it is possible to "work around" that limitation, e.g. by using out-parameters, returning pointers or by defining/returning structs/classes. But it seems strange, that programming languages were not designed to support multiple return values in a more "natural" way.

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new currency entering the system. That really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • Moving dozens of existing standalone retail sites to one central inventory database: what should I know going in?

    - by palintropos
    This will be the first project of this scale that I have attempted, and the first time I have run a website at all (much less dozens) using an off-site database. In particular, I'd like to know: what sort of optimizations I should read up on to make this run as smoothly as possible? any pitfalls/gotchas wiser, more experienced folk are aware of I should be on the lookout for, and what damage-control and preventative measures I should take against the nightmare scenario of the main server (hosting the database) having an outage, grinding over 100 websites to a halt (because they have no access to the product data).

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  • Is executing SQL through a WebService a really bad idea?

    - by Kyle
    Typically when creating a simple tool or something that has to use a database, I go through the fairly long process of first creating a webservice that connects to a database then creating methods on this webservice that do all the type of queries I need.. methods like List<Users> GetUsers() { ... } User GetUserByID(int id) { ... } //More Get/Update/Add/Delete methods Is it terrible design to simply make the webservice as secure as I can (not quite sure the way to do something like this yet) and just make a couple methods like this SqlDataReader RunQuery(string sql) { ... } void RunNonQuery(string sql) { ... } I would sorta be like exposing my database to the internet I suppose, which sounds bad but I'm not sure. I just feel like I waste so much time running everything through this webservice, there has to be a quicker yet safe way that doesn't involve my application connecting directly to the database (the application can't connect directly to database because the database isn't open to any connections but localhost, and where the appliction resides the standard sql ports are blocked anyway) Especially when I just need to run a few simple queries

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