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  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

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  • XPath & XML EDI B2B

    - by PearlFactory
    GoodToGo :) Best XML Editor is Altova XMLSpy 2011 http://www.torrenthound.com/hash/bfdbf55baa4ca6f8e93464c9a42cbd66450bb950/torrent-info/Altova-XMLSpy-Enterprise-Edition-SP1-2011-v13-0-1-0-h33t-com-Full For whatever reason Piratebay has trojans and other nasties..Search in torrent.eu for Altova XMLSpy Enterprise Edition SP1 2011 v13.0.1.0 Also if you like the product purchase it in a Commercial Enviroment Any well structured/complex XML can be parsed @ the speed of light using XPATH querys and not the C# objects XPathNodeIterator and others etc ....Never do loops  or Genirics or whatever highlevel language technology. Use the power of XPATH i.e Will use a Simple (Do while) as an example. We could have many different techs all achieveing the same result Instead of   xmlNI2 = xmlNav.Select("/p:BookShop")         if (xmlNI2.Count != 0)            {                                 while ((xmlNI2.MoveNext()))              string aNode =xmlNI2.SelectSingleNode('Book', nsmgr); if (aNode =="The Book I am after")       Console.WriteLine("Found My Book);   This lengthy cumbersome task can be achieved with a simple XPATH query Console.WriteLine((xmlNavg.SelectSingleNode("/p:BookShop/Book[.='The Book I am aFter ']", nsmgr)).Value.ToString()); Use the power of the parser and eliminate the middleman C#/MSIL/JIT etc etc Get Started Fast and use the parser as Outlined 1) Open XML and goto Grid Mode 2) Select XPATH tab on the bottom viewer/window as shown  From here you get intellisense and can quickly learn how to navigate/find the data using XPATH A key component to Navigation with XPATH is to use the "../ " command . This basically says from where I am now go up 1 level . With Xpath all commands are cumalative. i.e you can search for a book title @ the 2nd level of the XML and from there traverse 15 layers to paragraphs or words on a page with expression validation occuring throughout this process etc  (So in essence you may have arrived @ a node within the XML and have met 15 conditions along the way ) Given 1-2 days with XmlSpy and XPATH you unlock a technology that is super fast and simple to use. XML is a core component to what lays under the hood of so many techs. So it is no wonder that you want to be able to goto  the atomic level to achieve the result you want Justin P.S For a long time I saw XML as slow and a bit boring but now converted

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  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

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  • Turning a problem into a data

    - by Fogmeister
    OK, I have an app that I'm creating but I'm just really not sure about how to approach the problem. The idea is fairly simple. I'm just not sure how to wrap it in a data model (or even if I should). TBH I feel like I'm making it more complicated than it needs to be. How it works. The app will have circles along the top in a row that need to be connected to circles along the bottom in a row. 10 circles at the top. 10 at the bottom. One connection per pair of dots. Anyway, I can get the dots to connect I'm just not sure how to wrap it in a data model so that I can analyse what has been connected and see if it is right or not. The circles will be questions and answers. I can make an array of question objects with a question and answer properties. I can then display these as the dot pairs. I'm just not sure how to record which questions have been connected to which answers. It is valid for a user to connect a wrong answer as they all get checked at the end. I was thinking of using SpriteKit but this isn't a restriction. I could use UIKit or something else. TBH, this question is fairly language free as I'm just after a way of modelling it.

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Object oriented wrapper around a dll

    - by Tom Davies
    So, I'm writing a C# managed wrapper around a native dll. The dll contains several hundred functions. In most cases, the first argument to each function is an opaque handle to a type internal to the dll. So, an obvious starting point for defining some classes in the wrapper would be to define classes corresponding to each of these opaque types, with each instance holding and managing the opaque handle (passed to its constructor) Things are a little awkward when dealing with callbacks from the dll. Naturally, the callback handlers in my wrapper have to be static, but the callbacks arguments invariable contain an opaque handle. In order to get from the static callback back to an object instance, I've created a static dictionary in each class, associating handles with class instances. In the constructor of each class, an entry is put into the dictionary, and this entry is then removed in the Destructors. When I receive a callback, I can then consult the dictionary to retrieve the class instance corresponding to the opaque reference. Are there any obvious flaws to this? Something that seems to be a problem is that the existence static dictionary means that the garbage collector will not act on my class instances that are otherwise unreachable. As they are never garbage collected, they never get removed from the dictionary, so the dictionary grows. It seems I might have to manually dispose of my objects, which is something absolutely would like to avoid. Can anyone suggest a good design that allows me to avoid having to do this?

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • Copy-and-Pasted Test Code: How Bad is This?

    - by joshin4colours
    My current job is mostly writing GUI test code for various applications that we work on. However, I find that I tend to copy and paste a lot of code within tests. The reason for this is that the areas I'm testing tend to be similar enough to need repetition but not quite similar enough to encapsulate code into methods or objects. I find that when I try to use classes or methods more extensively, tests become more cumbersome to maintain and sometimes outright difficult to write in the first place. Instead, I usually copy a big chunk of test code from one section and paste it to another, and make any minor changes I need. I don't use more structured ways of coding, such as using more OO-principles or functions. Do other coders feel this way when writing test code? Obviously I want to follow DRY and YAGNI principles, but I find that test code (automated test code for GUI testing anyway) can make these principles tough to follow. Or do I just need more coding practice and a better overall system of doing things? EDIT: The tool I'm using is SilkTest, which is in a proprietary language called 4Test. As well, these tests are mostly for Windows desktop applications, but I also have tested web apps using this setup as well.

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  • DataContractSerializer truncated string when used with MemoryStream,but works with StringWriter

    - by Michael Freidgeim
    We've used the following DataContractSerializeToXml method for a long time, but recently noticed, that it doesn't return full XML for a long object, but  truncated it and returns XML string with the length of  multiple-of-1024 , but the reminder is not included. internal static string DataContractSerializeToXml<T>(T obj) { string strXml = ""; Type type= obj.GetType();//typeof(T) DataContractSerializer serializer = new DataContractSerializer(type); System.IO.MemoryStream aMemStr = new System.IO.MemoryStream(); System.Xml.XmlTextWriter writer = new System.Xml.XmlTextWriter(aMemStr, null); serializer.WriteObject(writer, obj); strXml = System.Text.Encoding.UTF8.GetString(aMemStr.ToArray()); return strXml; }   I tried to debug and searched Google for similar problems, but didn't find explanation of the error. The most closed http://forums.codeguru.com/showthread.php?309479-MemoryStream-allocates-size-multiple-of-1024-( talking about incorrect length, but not about truncated string.fortunately replacing MemoryStream to StringWriter according to http://billrob.com/archive/2010/02/09/datacontractserializer-converting-objects-to-xml-string.aspxfixed the issue.   1: var serializer = new DataContractSerializer(tempData.GetType());   2: using (var backing = new System.IO.StringWriter())   3: using (var writer = new System.Xml.XmlTextWriter(backing))   4: {   5:     serializer.WriteObject(writer, tempData);   6:     data.XmlData = backing.ToString();   7: }v

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Problem graphics with ATI Radeon x1270 (RS690M) on Ubuntu 12.04

    - by Giuseppe Della Corte
    I'm Italian and so I apologize for my English! I'm a beginner to Ubuntu and I tried it on my desktop PC and it's fantastic, fast and fun! I decided to try it on my netbook Packard Bell DOT M/A and this is the configuration: AMD Athlon L110 1.2GHz 2GB of RAM ATI Radeon x1270 (RS690M) 150GB Hard Disk I installed Ubuntu 12.04 with Wubi (dualboot Windows 7 + Ubuntu 12.04), because the netbook does not have a DVD player! During the installation everything is OK, after it was installed I see mistakes in the graphical display! I see objects that are seen in different colors and moving (buttons, mouse pointer, text bar ... etc ...) At one point came not to see anything, such as this screenshot: The drivers are open, that is already installed in Ubuntu. Windows 7 video card runs fine, can run well Aero (transparent window effects), I can watch movies in HD and play some games with the Catalyst drivers from AMD. Now I ask a favor, you can help me solve this problem? Is there a fix for this driver or drivers different on the Internet? Thanks for your attention, good bye!

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  • I've been told that Exceptions should only be used in exceptional cases. How do I know if my case is exceptional?

    - by tieTYT
    My specific case here is that the user can pass in a string into the application, the application parses it and assigns it to structured objects. Sometimes the user may type in something invalid. For example, their input may describe a person but they may say their age is "apple". Correct behavior in that case is roll back the transaction and to tell the user an error occurred and they'll have to try again. There may be a requirement to report on every error we can find in the input, not just the first. In this case, I argued we should throw an exception. He disagreed, saying, "Exceptions should be exceptional: It's expected that the user may input invalid data, so this isn't an exceptional case" I didn't really know how to argue that point, because by definition of the word, he seems to be right. But, it's my understanding that this is why Exceptions were invented in the first place. It used to be you had to inspect the result to see if an error occurred. If you failed to check, bad things could happen without you noticing. Without exceptions every level of the stack needs to check the result of the methods they call and if a programmer forgets to check in one of these levels, the code could accidentally proceed and save invalid data (for example). Seems more error prone that way. Anyway, feel free to correct anything I've said here. My main question is if someone says Exceptions should be exceptional, how do I know if my case is exceptional?

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • What should a domain object's validation cover?

    - by MarcoR88
    I'm trying to figure out how to do validation of domain objects that need external resources, such as data mappers/dao Firstly here's my code class User { const INVALID_ID = 1; const INVALID_NAME = 2; const INVALID_EMAIL = 4; int getID(); void setID(Int i); string getName(); void setName(String s); string getEmail(); void setEmail(String s); int getErrorsForInsert(); // returns a bitmask for INVALID_* constants int getErrorsForUpdate(); } My worries are about the uniqueness of the email, checking it would require the storage layer. Reading others' code seems that two solutions are equally accepted: both perform the unique validation in data mapper but some set an error state to the DO user.addError(User.INVALID_EMAIL) while others prefer to throw a totally different type of exception that covers only persistence, like: UserStorageException { const INVALID_EMAIL = 1; const INVALID_CITY = 2; } What are the pros and cons of these solutions?

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • What is the best approach to solve a factory method problem which has to be an instance?

    - by Iago
    I have to add new funcionality in a web service legacy project and I'm thinking what is the best approach for a concrete situation. The web service is simple: It receives a XML file, unmarshalling, generates response's objects, marshalling and finally it sends the response as a XML file. For every XML files received, the web service always responds with the same XML structure. What I have to do is to generate a different XML file according to the XML received. So I have a controller class which has all marshalling/unmarshalling operations, but this controller class has to be an instance. Depending on XML received I need some marshalling methods or others. Trying to make few changes on legacy source, what is the best approach? My first approach was to do a factory method pattern with the controller class, but this class has to be an instance. I want to keep, as far as it goes, this structure: classController.doMarshalling(); I think this one is a bit smelly: if(XMLReceived.isTypeOne()) classController.doMarshallingOne(); else if(XMLReceived.isTypeTwo()) classController.doMarshallingTwo(); else if(XMLReceived.isTypeThree()) classController.doMarshallingThree(); else if ... I hope my question is well understood

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • When module calling gets ugly

    - by Pete
    Has this ever happened to you? You've got a suite of well designed, single-responsibility modules, covered by unit tests. In any higher-level function you code, you are (95% of the code) simply taking output from one module and passing it as input to the next. Then, you notice this higher-level function has turned into a 100+ line script with multiple responsibilities. Here is the problem. It is difficult (impossible) to test that script. At least, it seems so. Do you agree? In my current project, all of the bugs came from this script. Further detail: each script represents a unique solution, or algorithm, formed by using different modules in different ways. Question: how can you remedy this situation? Knee-jerk answer: break the script up into single-responsibility modules. Comment on knee-jerk answer: it already is! Best answer I can come up with so far: create higher-level connector objects which "wire" modules together in particular ways (take output from one module, feed it as input to another module). Thus if our script was: FooInput fooIn = new FooInput(1, 2); FooOutput fooOutput = fooModule(fooIn); Double runtimevalue = getsomething(fooOutput.whatever); BarInput barIn = new BarInput( runtimevalue, fooOutput.someOtherValue); BarOutput barOut = barModule(BarIn); It would become with a connector: FooBarConnectionAlgo fooBarConnector = new fooBarConnector(fooModule, barModule); FooInput fooIn = new FooInput(1, 2); BarOutput barOut = fooBarConnector(fooIn); So the advantage is, besides hiding some code and making things clearer, we can test FooBarConnectionAlgo. I'm sure this situation comes up a lot. What do you do?

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  • How do you keep SOA DRY?

    - by TaylorOtwell
    In our organization, we've shifted to a more "service oriented architecture". To give an example, let's assume we need to retrieve a "Quote" object. This quote has a shipper, a consignee, phone numbers, contacts, email addresses, and other location information. In other words, a Quote object is made up of many other objects. So, it seems like it would make sense to make a "Quote Retrieval Service". In our situation, we've accomplished this by creating a .NET solution and writing the service. The service API looks something like this (in pseudo-code): Function GetQuote(String ID) Returns Quote So, so far so good. Now, when this service is consumed, to keep things "de-coupled", we are creating essentially a duplicate of the Quote object and mapping from the QuoteService version of the Quote into the consumer's version of the Quote. In many cases, these classes will have the exact same properties. So, if the Quote service is consumed by 5 other applications, we would have 6 definitions of what a "Quote" is. One for each consumer, and one for the service. This feels wrong. I thought code was supposed to be DRY, but it seems like our method of SOA is forcing us to create tons of duplicated class definitions. What are we doing wrong, or is the code duplication just a "necessary evil" of SOA?

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  • Android From Local DB (DAO) to Server sync (JSON) - Design issue

    - by Taiko
    I sync data between my local DB and a Server. I'm looking for the cleanest way to modelise all of this. I have a com.something.db package That contains a Data Helper and couple of DAO classes that represents objects stored in the db (I didn't write that part) com.something.db --public DataHelper --public Employee @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary etc... (all in all 50 fields) I have a com.something.sync package That contains all the implementation detail on how to send data to the server. It boils down to a ConnectionManager that is fed by different classes that implements a 'Request' interface com.something.sync --public interface ConnectionManager --package ConnectionManagerImpl --public interface Request --package LoginRequest --package GetEmployeesRequest My issue is, at some point in the sync process, I have to JSONise and de-JSONise my data (E.g. the Employee class). But I really don't feel like having the same Employee class be responsible for both his JSONisation and his actual representation inside the local database. It really doesn't feel right, because I carefully decoupled the rest, I am only stuck on this JSON thing. What should I do ? Should I write 3 Employee classes ? EmployeeDB @DatabaseField e.g. "name" will be an actual column name in the DB -name @DatabaseField -salary -etc... 50 fields EmployeeInterface -getName -getSalary -etc... 50 fields EmployeeJSON -JSON_KEY_NAME = "name" The JSON key happens to be the same as the table name, but it isn't requirement -name -JSON_KEY_SALARY = "salary" -salary -etc... 50 fields It feels like a lot of duplicates. Is there a common pattern I can use there ?

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  • Javascript MVC in principle

    - by Michael
    Suppose I want to implement MVC in JavaScript. I am not asking about MVC frameworks. I am asking how to build it in principle. Let's consider a search page of an e-commerce site, which works s follows: User chooses a product and its attributes and press a "search" button. Application sends the search request to the server, receives a list of products. Application displays the list in the web page. I think the Model holds a Query and list of Product objects and "publishes" such events as "query updated", "list of products updated", etc. The Model is not aware of DOM and server, or course. View holds the entire DOM tree and "subscribes" to the Model events to update the DOM. Besides, it "publishes" such events as "user chose a product", "user pressed the search button" etc. Controller does not hold any data. It "subscribes" to the View events, calls the server and updates the Model. Does it make sense?

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  • How to manage many mobile device users at server side?

    - by Rami
    I built a social Android application in which users can see other users around them by GPS location. At the beginning thing went well as I had low number of users, but now that I have increasing number of users (about 1500 +100 every day) it has revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holds all the users profiles objects, currently 1500 and this number will increase as more users register. Why I'm doing it? Every user that requests for the users around him compares his GPS with other users and checks if they are in his 10km radius. This happens every five minutes on average. Consequently, I can't get the users from db every time because GAE read/write operation quota will tear me apart. The problem with this design is? As the number of users increases, the Hashmap turns to null every 4-6 hours, I think that this time is getting shorter, but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it becomes null, but this causes DOS to my users for 30 sec, so I'm looking for better solution. I'm guessing that it happens because the size of the hashmap. Am I right? I have been advised to use a spatial database, but that means that I can't work with GAE any more and it means that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • Calculating a child object's Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor, but have encountered the following problem: I have two objects, A and B. A's initial values: Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) B's initial values: Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) If I now make B a child of A, I need to re-calculate the B's Position, Rotation and Scale relative to A such that it maintains its current position, rotation and scale in world coordinates. So B's position would now be (-2, -2, -2) since now A is its center and (-2, -2, -2) will keep B in the same position. I think I got the Position and scale figured out, but not rotation. So I opened Unity and ran the same example and I noticed that when making a child object, the child object did not move at all. but had its Position, Rotation and Scale values changed relative to the parent. For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When B becomes a child of A, it's rotation values become: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same rotation values into the B object in my editor, the object does not move at all. How did Unity arrive at those rotation values for the child? What are the calculations? If you can put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but the Rotation is what I really need.

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  • Modular Database Structures

    - by John D
    I have been examining the code base we use in work and I am worried about the size the packages have grown to. The actual code is modular, procedures have been broken down into small functional (and testable) parts. The issue I see is that we have 100 procedures in a single package - almost an entire domain model. I had thought of breaking these packages down - to create sub domains that are centered around the procedure relationships to other objects. Group a bunch of procedures that have 80% of their relationships to three tables etc. The end result would be a lot more packages, but the packages would be smaller and I feel the entire code base would be more readable - when procedures cross between two domain models it is less of a struggle to figure which package it belongs to. The problem I now have is what the actual benefit of all this would really be. I looked at the general advantages of modularity: 1. Re-usability 2. Asynchronous Development 3. Maintainability Yet when I consider our latest development, the procedures within the packages are already reusable. At this advanced stage we rarely require asynchronous development - and when it is required we simply ladder the stories across iterations. So I guess my question is if people know of reasons why you would break down classes rather than just the methods inside of classes? Right now I do believe there is an issue with these mega packages forming but the only benefit I can really pin down to break them down is readability - something that experience gained from working with them would solve.

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  • Almost working 2D Collisions

    - by TheGag96
    I'm terribly sorry I'm asking this question YET AGAIN, but I can almost guarantee that this will be the last time I'll have to ask. I'm currently on the verge of FINALLY getting these collisions to work for my game, made with libGDX in Java. My collisions use the same method as (and are basically copied and modified code from) the XNA Platformer example (here) where the direction of the collision is based on the rectangle where two objects are overlapping. The collisions themselves almost work perfectly, but for some reason, holding down/up and left and colliding with the floor/ceiling while doing so doesn't seem to work well. I'm not at all sure why. Instead of vaguely giving my problem and snippets of code, I've decided to instead provide a binary and the source of the game I have so far so you can see for yourself what my problem is. Link. (Note: make sure you unzip everything into a folder somewhere or it will not work) You'll find the collision code in the method workingCollisions() in Link.java. Please excuse the messy code and terrible graphics as this whole thing is in pre-pre-alpha. If anyone is kind enough and helps me out here, you are the best person ever. I'm completely desperate; I've been trying this on and off for months and I just can't get it to work. I cannot thank you enough.

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