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  • Better Understand the 'Strategy' Design Pattern

    - by Imran Omar Bukhsh
    Greetings Hope you all are doing great. I have been interested in design patterns for a while and started reading 'Head First Design Patterns'. I started with the first pattern called the 'Strategy' pattern. I went through the problem outlined in the images below and first tried to propose a solution myself so I could really grasp the importance of the pattern. So my question is that why is my solution ( below ) to the problem outlined in the images below not good enough. What are the good / bad points of my solution vs the pattern? What makes the pattern clearly the only viable solution ? Thanks for you input, hope it will help me better understand the pattern. MY SOLUTION Parent Class: DUCK <?php class Duck { public $swimmable; public $quackable; public $flyable; function display() { echo "A Duck Looks Like This<BR/>"; } function quack() { if($this->quackable==1) { echo("Quack<BR/>"); } } function swim() { if($this->swimmable==1) { echo("Swim<BR/>"); } } function fly() { if($this->flyable==1) { echo("Fly<BR/>"); } } } ?> INHERITING CLASS: MallardDuck <?php class MallardDuck extends Duck { function MallardDuck() { $this->quackable = 1; $this->swimmable = 1; } function display() { echo "A Mallard Duck Looks Like This<BR/>"; } } ?> INHERITING CLASS: WoddenDecoyDuck <?php class WoddenDecoyDuck extends Duck { function woddendecoyduck() { $this->quackable = 0; $this->swimmable = 0; } function display() { echo "A Wooden Decoy Duck Looks Like This<BR/>"; } } Thanking you for your input. Imran

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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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  • OpenGL: Where shoud I place shaders?

    - by mivic
    I'm trying to learn OpenGL ES 2.0 and I'm wondering what is the most common practice to "manage" shaders. I'm asking this question because in the examples I've found (like the one included in the API Demo provided with the android sdk), I usually see everything inside the GLRenderer class and I'd rather separate things so I can have, for example, a GLImage object that I can reuse whenever I want to draw a textured quad (I'm focusing on 2D only at the moment), just like I had in my OpenGL ES 1.0 code. In almost every example I've found, shaders are just defined as class attributes. For example: public class Square { public final String vertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec4 aColor;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vColor = aColor;\n" + "}\n"; public final String fragmentShader = "precision mediump float;\n" + "varying vec4 vColor;\n" + "void main() {\n" + " gl_FragColor = vColor;\n" + "}\n"; // ... } I apologize in advance if some of these questions are dumb, but I've never worked with shaders before. 1) Is the above code the common way to define shaders (public final class properties)? 2) Should I have a separate Shader class? 3) If shaders are defined outside the class that uses them, how would I know the names of their attributes (e.g. "aColor" in the following piece of code) so I can bind them? colorHandle = GLES20.glGetAttribLocation(program, "aColor");

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  • Extension Methods in Dot Net 2.0

    - by Tom Hines
    Not that anyone would still need this, but in case you have a situation where the code MUST be .NET 2.0 compliant and you want to use a cool feature like Extension methods, there is a way.  I saw this article when looking for ways to create extension methods in C++, C# and VB:  http://msdn.microsoft.com/en-us/magazine/cc163317.aspx The author shows a simple  way to declare/define the ExtensionAttribute so it's available to 2.0 .NET code. Please read the article to learn about the when and why and use the content below to learn HOW. In the next post, I'll demonstrate cross-language calling of extension methods. Here is a version of it in C# First, here's the project showing there's no VOODOO included: using System; namespace System.Runtime.CompilerServices {    [       AttributeUsage(          AttributeTargets.Assembly          | AttributeTargets.Class          | AttributeTargets.Method,       AllowMultiple = false, Inherited = false)    ]    class ExtensionAttribute : Attribute{} } namespace TestTwoDotExtensions {    public static class Program    {       public static void DoThingCS(this string str)       {          Console.WriteLine("2.0\t{0:G}\t2.0", str);       }       static void Main(string[] args)       {          "asdf".DoThingCS();       }    } }   Here is the C++ version: // TestTwoDotExtensions_CPP.h #pragma once using namespace System; namespace System {        namespace Runtime {               namespace CompilerServices {               [                      AttributeUsage(                            AttributeTargets::Assembly                             | AttributeTargets::Class                            | AttributeTargets::Method,                      AllowMultiple = false, Inherited = false)               ]               public ref class ExtensionAttribute : Attribute{};               }        } } using namespace System::Runtime::CompilerServices; namespace TestTwoDotExtensions_CPP { public ref class CTestTwoDotExtensions_CPP {    public:            [ExtensionAttribute] // or [Extension]            static void DoThingCPP(String^ str)    {       Console::WriteLine("2.0\t{0:G}\t2.0", str);    } }; }

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  • Should interfaces inherit interfaces

    - by dreza
    Although this is a general question it is also specific to a problem I am currently experiencing. I currently have an interface specified in my solution called public interface IContextProvider { IDataContext { get; set; } IAreaContext { get; set; } } This interface is often used throughout the program and hence I have easy access to the objects I need. However at a fairly low level of a part of my program I need access to another class that will use IAreaContext and perform some operations off it. So I have created another factory interface to do this creation called: public interface IEventContextFactory { IEventContext CreateEventContext(int eventId); } I have a class that implements the IContextProvider and is injected using NinJect. The problem I have is that the area where I need to use this IEventContextFactory has access to the IContextProvider only and itself uses another class which will need this new interface. I don't want to have to instantiate this implementation of IEventContextFactory at the low level and would rather work with the IEventContextFactory interface throughout. However I also don't want to have to inject another parameter through the constructors just to have it passed through to the class that needs it i.e. // example of problem public class MyClass { public MyClass(IContextProvider context, IEventContextFactory event) { _context = context; _event = event; } public void DoSomething() { // the only place _event is used in the class is to pass it through var myClass = new MyChildClass(_event); myClass.PerformCalculation(); } } So my main question is, would this be acceptable or is it even common or good practice to do something like this (interface inherit another an interface): public interface IContextProvider : IEventContextFactory or should I consider better alternatives to achieving what I need. If I have not provided enough information to give suggestions let me know and I can provide more.

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  • Windows Azure Boot Camp coming to KC in April

    - by John Alexander
    Interested in getting up to speed on Windows Azure? Then check out this FREE boot camp, all across the US this   What is a Windows Azure Boot Camp? Windows Azure Boot Camp is a two day deep dive class to get you up to speed on developing for Windows Azure. The class includes a trainer with deep real world experience with Azure, as well as a series of labs so you can practice what you just learned. ABC is more than just a class, it is also an event in a box. If you don't see a class near you, then throw your own. We provide all of the materials and training you need to host your own class. This can be for your company, your customers, your friends, or even your family. Please let us know so we can give you all of the details.   Awesome. How much does it cost? Thanks to all of our fantabulous sponsors, this two day training event is FREE! We will provide drinks and snacks, but you will be on your own for lunch on both days. This is a training class after all.   How do I attend one? You can click here to register for the Kansas City event on April 8th and 9th or click here to see where else ABC will be… WHAT TO BRING – important!!!

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  • Should interfaces extend (and in doing so inherit methods of) other interfaces

    - by dreza
    Although this is a general question it is also specific to a problem I am currently experiencing. I currently have an interface specified in my solution called public interface IContextProvider { IDataContext { get; set; } IAreaContext { get; set; } } This interface is often used throughout the program and hence I have easy access to the objects I need. However at a fairly low level of a part of my program I need access to another class that will use IAreaContext and perform some operations off it. So I have created another factory interface to do this creation called: public interface IEventContextFactory { IEventContext CreateEventContext(int eventId); } I have a class that implements the IContextProvider and is injected using NinJect. The problem I have is that the area where I need to use this IEventContextFactory has access to the IContextProvider only and itself uses another class which will need this new interface. I don't want to have to instantiate this implementation of IEventContextFactory at the low level and would rather work with the IEventContextFactory interface throughout. However I also don't want to have to inject another parameter through the constructors just to have it passed through to the class that needs it i.e. // example of problem public class MyClass { public MyClass(IContextProvider context, IEventContextFactory event) { _context = context; _event = event; } public void DoSomething() { // the only place _event is used in the class is to pass it through var myClass = new MyChildClass(_event); myClass.PerformCalculation(); } } So my main question is, would this be acceptable or is it even common or good practice to do something like this (interface extend another an interface): public interface IContextProvider : IEventContextFactory or should I consider better alternatives to achieving what I need. If I have not provided enough information to give suggestions let me know and I can provide more.

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  • Extreme Optimization – Curves (Function Mapping) Part 1

    - by JoshReuben
    Overview ·        a curve is a functional map relationship between two factors (i.e. a function - However, the word function is a reserved word). ·        You can use the EO API to create common types of functions, find zeroes and calculate derivatives - currently supports constants, lines, quadratic curves, polynomials and Chebyshev approximations. ·        A function basis is a set of functions that can be combined to form a particular class of functions.   The Curve class ·        the abstract base class from which all other curve classes are derived – it provides the following methods: ·        ValueAt(Double) - evaluates the curve at a specific point. ·        SlopeAt(Double) - evaluates the derivative ·        Integral(Double, Double) - evaluates the definite integral over a specified interval. ·        TangentAt(Double) - returns a Line curve that is the tangent to the curve at a specific point. ·        FindRoots() - attempts to find all the roots or zeroes of the curve. ·        A particular type of curve is defined by a Parameters property, of type ParameterCollection   The GeneralCurve class ·        defines a curve whose value and, optionally, derivative and integrals, are calculated using arbitrary methods. A general curve has no parameters. ·        Constructor params:  RealFunction delegates – 1 for the function, and optionally another 2 for the derivative and integral ·        If no derivative  or integral function is supplied, they are calculated via the NumericalDifferentiation  and AdaptiveIntegrator classes in the Extreme.Mathematics.Calculus namespace. // the function is 1/(1+x^2) private double f(double x) {     return 1 / (1 + x*x); }   // Its derivative is -2x/(1+x^2)^2 private double df(double x) {     double y = 1 + x*x;     return -2*x* / (y*y); }   // The integral of f is Arctan(x), which is available from the Math class. var c1 = new GeneralCurve (new RealFunction(f), new RealFunction(df), new RealFunction(System.Math.Atan)); // Find the tangent to this curve at x=1 (the Line class is derived from Curve) Line l1 = c1.TangentAt(1);

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  • C#/.NET Little Wonders: Tuples and Tuple Factory Methods

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can really help improve your code by making it easier to write and maintain.  This week, we look at the System.Tuple class and the handy factory methods for creating a Tuple by inferring the types. What is a Tuple? The System.Tuple is a class that tends to inspire a reaction in one of two ways: love or hate.  Simply put, a Tuple is a data structure that holds a specific number of items of a specific type in a specific order.  That is, a Tuple<int, string, int> is a tuple that contains exactly three items: an int, followed by a string, followed by an int.  The sequence is important not only to distinguish between two members of the tuple with the same type, but also for comparisons between tuples.  Some people tend to love tuples because they give you a quick way to combine multiple values into one result.  This can be handy for returning more than one value from a method (without using out or ref parameters), or for creating a compound key to a Dictionary, or any other purpose you can think of.  They can be especially handy when passing a series of items into a call that only takes one object parameter, such as passing an argument to a thread's startup routine.  In these cases, you do not need to define a class, simply create a tuple containing the types you wish to return, and you are ready to go? On the other hand, there are some people who see tuples as a crutch in object-oriented design.  They may view the tuple as a very watered down class with very little inherent semantic meaning.  As an example, what if you saw this in a piece of code: 1: var x = new Tuple<int, int>(2, 5); What are the contents of this tuple?  If the tuple isn't named appropriately, and if the contents of each member are not self evident from the type this can be a confusing question.  The people who tend to be against tuples would rather you explicitly code a class to contain the values, such as: 1: public sealed class RetrySettings 2: { 3: public int TimeoutSeconds { get; set; } 4: public int MaxRetries { get; set; } 5: } Here, the meaning of each int in the class is much more clear, but it's a bit more work to create the class and can clutter a solution with extra classes. So, what's the correct way to go?  That's a tough call.  You will have people who will argue quite well for one or the other.  For me, I consider the Tuple to be a tool to make it easy to collect values together easily.  There are times when I just need to combine items for a key or a result, in which case the tuple is short lived and so the meaning isn't easily lost and I feel this is a good compromise.  If the scope of the collection of items, though, is more application-wide I tend to favor creating a full class. Finally, it should be noted that tuples are immutable.  That means they are assigned a value at construction, and that value cannot be changed.  Now, of course if the tuple contains an item of a reference type, this means that the reference is immutable and not the item referred to. Tuples from 1 to N Tuples come in all sizes, you can have as few as one element in your tuple, or as many as you like.  However, since C# generics can't have an infinite generic type parameter list, any items after 7 have to be collapsed into another tuple, as we'll show shortly. So when you declare your tuple from sizes 1 (a 1-tuple or singleton) to 7 (a 7-tuple or septuple), simply include the appropriate number of type arguments: 1: // a singleton tuple of integer 2: Tuple<int> x; 3:  4: // or more 5: Tuple<int, double> y; 6:  7: // up to seven 8: Tuple<int, double, char, double, int, string, uint> z; Anything eight and above, and we have to nest tuples inside of tuples.  The last element of the 8-tuple is the generic type parameter Rest, this is special in that the Tuple checks to make sure at runtime that the type is a Tuple.  This means that a simple 8-tuple must nest a singleton tuple (one of the good uses for a singleton tuple, by the way) for the Rest property. 1: // an 8-tuple 2: Tuple<int, int, int, int, int, double, char, Tuple<string>> t8; 3:  4: // an 9-tuple 5: Tuple<int, int, int, int, double, int, char, Tuple<string, DateTime>> t9; 6:  7: // a 16-tuple 8: Tuple<int, int, int, int, int, int, int, Tuple<int, int, int, int, int, int, int, Tuple<int,int>>> t14; Notice that on the 14-tuple we had to have a nested tuple in the nested tuple.  Since the tuple can only support up to seven items, and then a rest element, that means that if the nested tuple needs more than seven items you must nest in it as well.  Constructing tuples Constructing tuples is just as straightforward as declaring them.  That said, you have two distinct ways to do it.  The first is to construct the tuple explicitly yourself: 1: var t3 = new Tuple<int, string, double>(1, "Hello", 3.1415927); This creates a triple that has an int, string, and double and assigns the values 1, "Hello", and 3.1415927 respectively.  Make sure the order of the arguments supplied matches the order of the types!  Also notice that we can't half-assign a tuple or create a default tuple.  Tuples are immutable (you can't change the values once constructed), so thus you must provide all values at construction time. Another way to easily create tuples is to do it implicitly using the System.Tuple static class's Create() factory methods.  These methods (much like C++'s std::make_pair method) will infer the types from the method call so you don't have to type them in.  This can dramatically reduce the amount of typing required especially for complex tuples! 1: // this 4-tuple is typed Tuple<int, double, string, char> 2: var t4 = Tuple.Create(42, 3.1415927, "Love", 'X'); Notice how much easier it is to use the factory methods and infer the types?  This can cut down on typing quite a bit when constructing tuples.  The Create() factory method can construct from a 1-tuple (singleton) to an 8-tuple (octuple), which of course will be a octuple where the last item is a singleton as we described before in nested tuples. Accessing tuple members Accessing a tuple's members is simplicity itself… mostly.  The properties for accessing up to the first seven items are Item1, Item2, …, Item7.  If you have an octuple or beyond, the final property is Rest which will give you the nested tuple which you can then access in a similar matter.  Once again, keep in mind that these are read-only properties and cannot be changed. 1: // for septuples and below, use the Item properties 2: var t1 = Tuple.Create(42, 3.14); 3:  4: Console.WriteLine("First item is {0} and second is {1}", 5: t1.Item1, t1.Item2); 6:  7: // for octuples and above, use Rest to retrieve nested tuple 8: var t9 = new Tuple<int, int, int, int, int, int, int, 9: Tuple<int, int>>(1,2,3,4,5,6,7,Tuple.Create(8,9)); 10:  11: Console.WriteLine("The 8th item is {0}", t9.Rest.Item1); Tuples are IStructuralComparable and IStructuralEquatable Most of you know about IComparable and IEquatable, what you may not know is that there are two sister interfaces to these that were added in .NET 4.0 to help support tuples.  These IStructuralComparable and IStructuralEquatable make it easy to compare two tuples for equality and ordering.  This is invaluable for sorting, and makes it easy to use tuples as a compound-key to a dictionary (one of my favorite uses)! Why is this so important?  Remember when we said that some folks think tuples are too generic and you should define a custom class?  This is all well and good, but if you want to design a custom class that can automatically order itself based on its members and build a hash code for itself based on its members, it is no longer a trivial task!  Thankfully the tuple does this all for you through the explicit implementations of these interfaces. For equality, two tuples are equal if all elements are equal between the two tuples, that is if t1.Item1 == t2.Item1 and t1.Item2 == t2.Item2, and so on.  For ordering, it's a little more complex in that it compares the two tuples one at a time starting at Item1, and sees which one has a smaller Item1.  If one has a smaller Item1, it is the smaller tuple.  However if both Item1 are the same, it compares Item2 and so on. For example: 1: var t1 = Tuple.Create(1, 3.14, "Hi"); 2: var t2 = Tuple.Create(1, 3.14, "Hi"); 3: var t3 = Tuple.Create(2, 2.72, "Bye"); 4:  5: // true, t1 == t2 because all items are == 6: Console.WriteLine("t1 == t2 : " + t1.Equals(t2)); 7:  8: // false, t1 != t2 because at least one item different 9: Console.WriteLine("t2 == t2 : " + t2.Equals(t3)); The actual implementation of IComparable, IEquatable, IStructuralComparable, and IStructuralEquatable is explicit, so if you want to invoke the methods defined there you'll have to manually cast to the appropriate interface: 1: // true because t1.Item1 < t3.Item1, if had been same would check Item2 and so on 2: Console.WriteLine("t1 < t3 : " + (((IComparable)t1).CompareTo(t3) < 0)); So, as I mentioned, the fact that tuples are automatically equatable and comparable (provided the types you use define equality and comparability as needed) means that we can use tuples for compound keys in hashing and ordering containers like Dictionary and SortedList: 1: var tupleDict = new Dictionary<Tuple<int, double, string>, string>(); 2:  3: tupleDict.Add(t1, "First tuple"); 4: tupleDict.Add(t2, "Second tuple"); 5: tupleDict.Add(t3, "Third tuple"); Because IEquatable defines GetHashCode(), and Tuple's IStructuralEquatable implementation creates this hash code by combining the hash codes of the members, this makes using the tuple as a complex key quite easy!  For example, let's say you are creating account charts for a financial application, and you want to cache those charts in a Dictionary based on the account number and the number of days of chart data (for example, a 1 day chart, 1 week chart, etc): 1: // the account number (string) and number of days (int) are key to get cached chart 2: var chartCache = new Dictionary<Tuple<string, int>, IChart>(); Summary The System.Tuple, like any tool, is best used where it will achieve a greater benefit.  I wouldn't advise overusing them, on objects with a large scope or it can become difficult to maintain.  However, when used properly in a well defined scope they can make your code cleaner and easier to maintain by removing the need for extraneous POCOs and custom property hashing and ordering. They are especially useful in defining compound keys to IDictionary implementations and for returning multiple values from methods, or passing multiple values to a single object parameter. Tweet Technorati Tags: C#,.NET,Tuple,Little Wonders

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  • Evolution of an Application: how to manage and improve core engine?

    - by Phil Carter
    The web application I work on has been live for a year now, but it's time for it to evolve and one of the ways in which it is evolving is into a multi-brand application - in this case several different companies using the application, different templates/content and some slight business logic changes between them. The problem I'm facing is implementing a best practice across the site where there are differences in business logic for each brand. These will mostly be very superficial, using a an alternative mailing list provider or capturing some extra data in a form. I don't want to have if(brand === x) { ... } else { ... } all over the site especially as most of what needs to be changed can be handled with extending the existing class. I've thought of several methods that could be used to instantiate the correct class, but I'm just not sure which is going to be best especially as some seem to lead to duplication of more code than should be necessary. Here's what I've considered: 1) Use a Static Loader similar to Zend_Loader which can take the class being requested, and has knowledge of the Brand and can then return the correct object. $class = App_Loader::getObject('User', $brand); 2) Factory classes. We use these in the application already for Products but we could utilise them here also to provide a transparent interface to the class. 3) Routing the page request to a specific brand controller. This however seems like it would duplicate a lot of code/logic. Is there a pattern or something else I should be considering to solve this problem? 4) How to manage a growing project that has multiple custom instances in production? Update This is a PHP application so the decisions on which class to load are made per request. There could be upwards of 100+ different 'brands' running.

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  • .NET Properties - Use Private Set or ReadOnly Property?

    - by tgxiii
    In what situation should I use a Private Set on a property versus making it a ReadOnly property? Take into consideration the two very simplistic examples below. First example: Public Class Person Private _name As String Public Property Name As String Get Return _name End Get Private Set(ByVal value As String) _name = value End Set End Property Public Sub WorkOnName() Dim txtInfo As TextInfo = _ Threading.Thread.CurrentThread.CurrentCulture.TextInfo Me.Name = txtInfo.ToTitleCase(Me.Name) End Sub End Class // ---------- public class Person { private string _name; public string Name { get { return _name; } private set { _name = value; } } public void WorkOnName() { TextInfo txtInfo = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo; this.Name = txtInfo.ToTitleCase(this.Name); } } Second example: Public Class AnotherPerson Private _name As String Public ReadOnly Property Name As String Get Return _name End Get End Property Public Sub WorkOnName() Dim txtInfo As TextInfo = _ Threading.Thread.CurrentThread.CurrentCulture.TextInfo _name = txtInfo.ToTitleCase(_name) End Sub End Class // --------------- public class AnotherPerson { private string _name; public string Name { get { return _name; } } public void WorkOnName() { TextInfo txtInfo = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo; _name = txtInfo.ToTitleCase(_name); } } They both yield the same results. Is this a situation where there's no right and wrong, and it's just a matter of preference?

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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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  • HTML5 data-* (custom data attribute)

    - by Renso
    Goal: Store custom data with the data attribute on any DOM element and retrieve it. Previously under HTML4 we used to use classes to store custom data, something to the affect of <input class="account void limit-5000 over-4999" /> and then have to parse the data out of the class In a book published by Peter-Paul Koch in 2007, ppk on JavaScript, he explains why and how to use custom attributes to make data more accessible to JavaScript, using name-value pairs. Accessing a custom attribute account-limit=5000 is much easier and more intuitive than trying to parse it out of a class, Plus, what if the class name for example "color-5" has a representative class definition in a CSS stylesheet that hides it away or worse some JavaScript plugin that automatically adds 5000 to it, or something crazy like that, just because it is a valid class name. As you can see there are quite a few reasons why using classes is a bad design and why it was important to define custom data attributes in HTML5. Syntax: You define the data attribute by simply prefixing any data item you want to store with any HTML element with "data-". For example to store our customers account data with a hidden input element: <input type="hidden" data-account="void" data-limit=5000 data-over=4999  /> How to access the data: account  -     element.dataset.account limit    -     element.dataset.limit You can also access it by using the more traditional get/setAttribute method or if using jQuery $('#element').attr('data-account','void') Browser support: All except for IE. There is an IE hack around this at http://gist.github.com/362081. Special Note: Be AWARE, do not use upper-case when defining your data elements as it is all converted to lower-case when reading it, so: data-myAccount="A1234" will not be found when you read it with: element.dataset.myAccount Use only lowercase when reading so this will work: element.dataset.myaccount

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  • Best practice with pyGTK and Builder XML files

    - by Phoenix87
    I usually design GUI with Glade, thus producing a series of Builder XML files (one such file for each application window). Now my idea is to define a class, e.g. MainWindow, that inherits from gtk.Window and that implements all the signal handlers for the application main window. The problem is that when I retrieve the main window from the containing XML file, it is returned as a gtk.Window instance. The solution I have adopted so far is the following: I have defined a class "Window" in the following way class Window(): def __init__(self, win_name): builder = gtk.Builder() self.builder = builder builder.add_from_file("%s.glade" % win_name) self.window = builder.get_object(win_name) builder.connect_signals(self) def run(self): return self.window.run() def show_all(self): return self.window.show_all() def destroy(self): return self.window.destroy() def child(self, name): return self.builder.get_object(name) In the actual application code I have then defined a new class, say MainWindow, that inherits frow Window, and that looks like class Main(Window): def __init__(self): Window.__init__(self, "main") ### Signal handlers ##################################################### def on_mnu_file_quit_activated(self, widget, data = None): ... The string "main" refers to the main window, called "main", which resides into the XML Builder file "main.glade" (this is a sort of convention I decided to adopt). So the question is: how can I inherit from gtk.Window directly, by defining, say, the class Foo(gtk.Window), and recast the return value of builder.get_object(win_name) to Foo?

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • Rails: Law of Demeter Confusion

    - by user2158382
    I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. EDIT I completely understand and agree that this is still a violation and I need to create a method in Wallet called withdraw that handles the payment for me and that I should call that method inside the Customer class. What I don't get is that according to this process, my first example still violates the Law of Demeter because Invoice is still reaching directly into Customer to get the street. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

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  • About shared (static) Members and its behavior

    - by Allende
    I just realized that I can access shared members from instances of classes (probably this is not correct, but compile and run), and also learn/discover that, I can modify shared members, then create a new instance and access the new value of the shared member. My question is, what happens to the shared members, when it comes back to the "default" value (class declaration), how dangerous is it do this ? is it totally bad ? is it valid in some cases ?. If you want to test my point here is the code (console project vb.net) that I used to test shared members, as you can see/compile/run, the shared member "x" of the class "Hello" has default value string "Default", but at runtime it changes it, and after creating a new object of that class, this object has the new value of the shared member. Module Module1 Public Class hello Public Shared x As String = "Default" Public Sub New() End Sub End Class Sub Main() Console.WriteLine("hello.x=" & hello.x) Dim obj As New hello() Console.WriteLine("obj.x=" & obj.x) obj.x = "Default shared memeber, modified in object" Console.WriteLine("obj.x=" & obj.x) hello.x = "Defaul shared member, modified in class" Console.WriteLine("hello.x=" & hello.x) Dim obj2 As New hello() Console.WriteLine("obj2.x=" & obj2.x) Console.ReadLine() End Sub End Module UPDATE: First at all, thanks to everyone, each answer give feedback, I suppose, by respect I should choose one as "the answer", I don't want to be offensive to anyone, so please don't take it so bad if I didn't choose you answer.

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  • Sitecore Item Web API and Json.Net Test Drive (Part II –Strongly Typed)

    - by jonel
    In the earlier post I did related to this topic, I have talked about using Json.Net to consume the result of Sitecore Item Web API. In that post, I have used the keyword dynamic to express my intention of consuming the returned json of the API. In this article, I will create some useful classes to write our implementation of consuming the API using strongly-typed. We will start of with the Record class which will hold the top most elements the API will present us. Pretty straight forward class. It has 2 properties to hold the statuscode and the result elements. If you intend to use a different property name in your class from the json property, you can do so by passing a string literal of the json property name to the JsonProperty attribute and name your class property differently. If you look at the earlier post, you will notice that the API returns an array of items that contains all of the Sitecore content item or items and stores them under the result->items array element. To be able to map that array of items, we have to write a collection property and decorate that with the JsonProperty attribute. The JsonItem class is a simple class which will map to the corresponding item property contained in the array. If you notice, these properties are just the basic Sitecore fields. And here’s the main portion of this post that will binds them all together. And here’s the output of this code. In closing, the same result can be achieved using the dynamic keyword or defining classes to map the json propery returned by the Sitecore Item Web API. With a little bit more of coding, you can take advantage of power of strongly-typed solution. Have a good week ahead of you.

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  • Rails: The Law of Demeter [duplicate]

    - by user2158382
    This question already has an answer here: Rails: Law of Demeter Confusion 4 answers I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. EDIT I completely understand and agree that this is still a violation and I need to create a method in Wallet called withdraw that handles the payment for me and that I should call that method inside the Customer class. What I don't get is that according to this process, my first example still violates the Law of Demeter because Invoice is still reaching directly into Customer to get the street. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

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  • how to architect this to make it unit testable

    - by SOfanatic
    I'm currently working on a project where I'm receiving an object via web service (WSDL). The overall process is the following: Receive object - add/delete/update parts (or all) of it - and return the object with the changes made. The thing is that sometimes these changes are complicated and there is some logic involved, other databases, other web services, etc. so to facilitate this I'm creating a custom object that mimics the original one but has some enhanced functionality to make some things easier. So I'm trying to have this process: Receive original object - convert/copy it to custom object - add/delete/update - convert/copy it back to original object - return original object. Example: public class Row { public List<Field> Fields { get; set; } public string RowId { get; set; } public Row() { this.Fields = new List<Field>(); } } public class Field { public string Number { get; set; } public string Value { get; set; } } So for example, one of the "actions" to perform on this would be to find all Fields in a Row that match a Value equal to something, and update them with some other value. I have a CustomRow class that represents the Row class, how can I make this class unit testable? Do I have to create an interface ICustomRow to mock it in the unit test? If one of the actions is to sum all of the Values in the Fields that have a Number equal to 10, like this function, how can design the custom class to facilitate unit tests. Sample function: public int Sum(FieldNumber number) { return row.Fields.Where(x => x.FieldNumber.Equals(number)).Sum(x => x.FieldValue); } Am I approaching this the wrong way?

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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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  • [EF + Oracle]Object Context

    - by JTorrecilla
    Prologue After EF episodes I and II, we are going to see the Object Context. What is Object Context? It is a class which manages the DB connection, and the different Entities of our model. When Visual Studio creates the EF model, like I explain previously, also generates a Class that extends ObjectContext. ObjectContext provides: - DB connection - Add, update and delete functions. - Object Sets of Entities. - State of Pending Changes. This class will give a function, for each Entity, like  Esta clase va a contar con una función, para cada entidad, del tipo “AddTo{ENTITY}({Entity_Type } value)”, which are going to add a Entity to the related ObjectSet. In addition, it has a property, for each Entity, like “ObjectSet<TEntity> Entity”, does will keep the related record set. It will be filled with the CreateObjectSet<TEntity> function of Base class (ObjectContext). What is an ObjectSet? It is a class that allows us to manage the Entity Set from a Type. It inherits from: · ObjectQuery<TEntity> · IObjectSet<TEntity> · IQueryAble<TEntity · IEnumerable<TEntity · IQueryAble · IEnumerable An ObjectSet is a class property that allows query, insert, delete and update records from a determinate Entity. In following chapters we will see how to query Entities. LazyLoadingEnabled A very important property of the Context is “LazyLoadingEnabled”. This Boolean property lets indicate if the data loading is lazy, in other words, the Object will not be created and query until not be needed. Finally In this post we have seen what the VS generated context is, some of the characteristics, and where to see Entity data. In next chapters we will see, CRUD operations, and how to query ObjectSets.

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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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  • pointers to member functions in an event dispatcher

    - by derivative
    For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with. class EventDispatcher { typedef void (*CallbackFunction)(Event* event); typedef std::unordered_map<TypeInfo, std::list<CallbackFunction>, hash_TypeInfo > TypeCallbacksMap; EventQueue* global_queue_; TypeCallbacksMap callbacks_; ... } global_queue_ is a pointer to a wrapper EventQueue of std::queue<Event*> where Event is a pure virtual class. For every type of event I want to handle, I create a new derived class of Event, e.g. SetPositionEvent. TypeInfo is a wrapper on type_info. When I initialize my data, I bind functions to events in an unordered_map using TypeInfo(typeid(Event)) as the key that corresponds to a std::list of function pointers. When an event is dispatched, I iterate over the list calling the functions on that event. Those functions then static_cast the event pointer to the actual event type, so the event dispatcher needs to know very little. The actual functions that are being bound are functions for my component managers. For instance, SetPositionEvent would be handled by void PositionManager::HandleSetPositionEvent(Event* event) { SetPositionEvent* s_p_event = static_cast<SetPositionEvent*>(event); ... } The problem I'm running into is that to store a pointer to this function, it has to be static (or so everything leads me to believe.) In a perfect world, I want to store pointers member functions of a component manager that is defined in a script or whatever. It looks like I can store the instance of the component manager as well, but the typedef for this function is no longer simple and I can't find an example of how to do it. Is there a way to store a pointer to a member function of a class (along with a class instance, or, I guess a pointer to a class instance)? Is there an easier way to address this problem?

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  • Avoiding bloated Domain Objects

    - by djcredo
    We're trying to move data from our bloated Service layer into our Domain layer using a DDD approach. We currently have a lot of business logic in our services, which is spread out all over the place and doesn't benefit from inheritance. We have a central Domain class which is the focus of most of our work - a Trade. The Trade object will know how to price itself, how to estimate risk, validate itself, etc. We can then replace conditionals with polymorphism. Eg: SimpleTrade will price itself one way, but ComplexTrade will price itself another. However, we are worried that this will bloat the Trade class(s). It really should be in charge of its own processing but the class size is going to increase exponentially as more features are added. So we have choices: Put processing logic in Trade class. Processing logic is now polymorphic based on the type of the trade, but Trade class is now has multiple responsibilites (pricing, risk, etc) and is large Put processing logic into other class such as TradePricingService. No longer polymorphic with the Trade inheritance tree, but classes are smaller and easier to test. What would be the suggested approach?

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