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  • DDD / Layers and legacy systems

    - by CSM
    I have to refactor a complex C# app (many dialogs, mixed logic and so on). There is a part managing the communication with special hardware equipments (sending commands and receive data via asynchronous c# callbacks). The code is "spaghetti" with mixed UI/Logic/Communication/etc and my task is to split the layers in a DDD sense. So, to which layer belongs a callback driver routine? The callbacks are creating "bubbles" in the system, up to the UI layer and because of this I cannot enforce the essential principle that any element of a layer depends only on other elements in the same layer or on elements of the layers "beneath" it. Thank you in advance.

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  • How to build a .Net app which runs on desktop and as a Windows Service

    - by Mike
    Ok, I hope this is not too much confusing (with my poor English). I want to build a small .Net 4.0 app which monitors several other applications on a Windows Server OR on a regular Windows PC. It will have a WPF GUI with a variety of graphical controls. The app will be used in the following scenarios: If installed on a PC it should run as a “normal” single Windows desktop app If installed on a Server, it should run as a Windows Service. To use/manage the app it must have the same WPF GUI as in scenario 1 and the GUI should be run on the Server or on a remote PC At the moment I consider to write the application logic and connect it to the WPF GUI using a self-hosted WCF Data Service IN BOTH SCENARIOS. Since I’m not a pro developer I suppose it’s possible that I've missed something ;-) Will this work? Are there other/better solutions? Any answer or comment is highly appreciated.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Herzlichen Glückwunsch!

    - by cjandaus
      Ich darf ja keine Namen nennen, aber der Gewinner unserer Umfrage auf der DOAG Konferenz 2012 steht fest und hat sich mit seiner Teilnahme selbst ein erstklassiges Nikolaus-Geschenk gemacht - und zwar ein niegelnagelneues iPad!!! Zugegeben - genau so wie auf dem Bild sieht das iPad des glücklichen Gewinners nicht aus, denn dieser Custom Design Wunsch von mir hätte wahrscheinlich ebenso viel gekostet wie eine ausgewachsene Exadata, aber das wird die Freude nicht trüben. Und freuen können sich auch noch die Gewinner auf den Plätzen 2 bis 5 - nämlich über eine Laptop-Tasche, hochwertigen Stift und Notizmappe aus Leder. Ich freue mich mit den Gewinnern und nicht zuletzt über die rege Teilnahme und vor allem die Ergebnisse der Umfrage. Auch dazu kann ich nicht viel sagen, nur so viel, dass Windows als Server Betriebssystem für Oracle Datenbanken kein Schattendasein führt. In diesem Sinne bin ich gespannt auf die kommende DOAG Datenbank Konferenz im Mai 2013, auf der ich hoffentlich die Gelegenheit bekommen werde, um die Oracle 12c Datenbank auf Windows Server 2012 und Windows 8 vorzustellen. Keynote Sprecher ist übrigens Günther Stürner - das Highlight der Konferenz.

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  • Mehr Sicherheit für Netzwerkverbindungen

    - by DBA Community
    Der Zugriff auf Datenbanken über das Netzwerk stellt aus Security Sicht einen ausgesprochen kritischen Vorgang dar, der unbedingt vor Missbrauch geschützt werden muss. Deshalb ist es auch nicht weiter verwunderlich, dass im Security Ecosystem etliche Produkte angeboten werden, die diesen Zugriff sichern helfen: Das beginnt bei Firewalls mit SQL Net Proxy, geht über Produkte wie die Oracle Database Firewall, die einen Schutz vor SQL Injection Angriffen über das Netzwerk leisten, und endet etwa bei den Angeboten zur Netzwerkverschlüsselung, wie sie im Oracle Datenbankumfeld vor allem die Advanced Security Option anbietet. Aber vor jedem Einsatz schwieriger oder kostspieliger Mittel zur Steigerung der Sicherheit einer Datenbank steht der Einsatz solcher Mittel, die ohne zusätzliche Kosten oder relativ einfach zu implementieren sind. Dazu gehören das bereits in einem Community Artikel andiskutierte  Härten der Datenbank oder das in einem weiteren Artikel angesprochene Umsetzen des  Prinzips des least privilege. Im vorliegenden Artikel soll darauf eingegangen werden, wie die Verbindungsaufnahme zur Datenbank über einen Listener Prozess sowie die Netzwerkverbindung zwischen Client und Datenbank über SQL Net eigene Mittel so konfiguriert werden können, dass dies die Sicherheit einer Datenbank ohne Zusatzkosten erhöht. Weiter zum Tipp.

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  • Die Datenbank 12c auf Solaris 11.1 in der DOAG News 5/2013

    - by Franz Haberhauer
    Ich hatte ja hier im Solarium-Blog schon einmal einen Beitrag geschrieben zum Thema Engineered to Work Together: Oracle Datenbank 12c und Solaris. Ein etwas ausführlicherer Artikel von mir zu diesem Thema ist jetzt in der aktuellen Ausgabe der DOAG News 5/2013, die die Oracle Datenbank 12c als Schwerpunktthema hat, erschienen. DOAG-Mitglieder bekommen das Magazin DOAG News regelmäßig ins Haus, für die anderen gibt's den Artikel hier. Die DOAG-Jahresmitgliedschaft kann sich übrigens schon über die vergünstigte Tagungsgebühr bei der Jahreskonferenz in Nürnberg für Mitglieder rechnen, auf die ich hier auch nochmal hinweisen möchten. Im vorigen Beitrag DOAG 2013 - DIE Konferenz rund um Solaris bin ich schon auf das starke Programm über volle drei Konferenztage hinweg eingegangen. Vielleicht sehen wir uns dann ja in zwei Wochen in Nürnberg .

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  • Microsoft and Application Architectures

    Microsoft has dealt with several kinds of application architectures to include but not limited to desktop applications, web applications, operating systems, relational database systems, windows services, and web services. Because of the size and market share of Microsoft, virtually every modern language works with or around a Microsoft product. Some of the languages include: Visual Basic, VB.Net, C#, C++, C, ASP.net, ASP, HTML, CSS, JavaScript, Java and XML. From my experience, Microsoft strives to maintain an n-tier application standard where an application is comprised of multiple layers that perform specific functions, for example: presentation layer, business layer, data access layer are three general layers that just about every formally structured application contains. The presentation layer contains anything to do with displaying information to the screen and how it appears on the screen. The business layer is the middle man between the presentation layer and data access layer and transforms data from the data access layer in to useable information to be stored later or sent to an output device through the presentation layer. The data access layer does as its name implies, it allows the business layer to access data from a data source like MS SQL Server, XML, or another data source. One of my favorite technologies that Microsoft has come out with recently is the .Net Framework. This framework allows developers to code an application in multiple languages and compiles them in to one intermediate language called the Common Language Runtime (CLR). This allows VB and C# developers to work seamlessly together as if they were working in the same project. The only real disadvantage to using the .Net Framework is that it only natively runs on Microsoft operating systems. However, Microsoft does control a majority of the operating systems currently installed on modern computers and servers, especially with personal home computers. Given that the Microsoft .Net Framework is so flexible it is an ideal for business to develop applications around it as long as they wanted to commit to using Microsoft technologies and operating systems in the future. I have been a professional developer for about 9+ years now and have seen the .net framework work flawlessly in just about every instance I have used it. In addition, I have used it to develop web applications, mobile phone applications, desktop applications, web service applications, and windows service applications to name a few.

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  • Entity system in Lua, communication with C++ and level editor. Need advice.

    - by Notbad
    Hi!, I know this is a really difficult subject. I have been reading a lot this days about Entity systems, etc... And now I'm ready to ask some questions (if you don't mind answering them) because I'm really messed. First of all, I have a 2D basic editor written in Qt, and I'm in the process of adding entitiy edition. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being able to link published events to published actions (Ex:A level activate event throws a door open action), etc... Because all of this I guess my entity system should be written in scripting, in my case Lua. In the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes en C++? If I do this en C++ won't I loose all the RTTI information I want for my editor?. In the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messa system for my game engine? Lua? C++?. I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how to accomplish this? And what aproach is better?. Thanks in advance, HexDump.

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  • Best design for a "Command Executer" class

    - by Justin984
    Sorry for the vague title, I couldn't think of a way to condense the question. I am building an application that will run as a background service and intermittently collect data about the system its running on. A second Android controller application will query the system over tcp/ip for statistics about the system. Currently, the background service has a tcp listener class that reads/writes bytes from a socket. When data is received, it raises an event to notify the service. The service takes the bytes, feeds them into a command parser to figure out what is being requested, and then passes the parsed command to a command executer class. When the service receives a "query statistics" command, it should return statistics over the tcp/ip connection. Currently, all of these classes are fully decoupled from each other. But in order for the command executer to return statistics, it will obviously need access to the socket somehow. For reasons I can't completely articulate, it feels wrong for the command executer to have a direct reference to the socket. I'm looking for strategies and/or design patterns I can use to return data over the socket while keeping the classes decoupled, if this is possible. Hopefully this makes sense, please let me know if I can include any info that would make the question easier to understand.

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  • Query something and return the reason if nothing has been found

    - by Daniel Hilgarth
    Assume I have a Query - as in CQS that is supposed to return a single value. Let's assume that the case that no value is found is not exceptional, so no exception will be thrown in this case. Instead, null is returned. However, if no value has been found, I need to act according to the reason why no value has been found. Assuming that the Query knows the reason, how would I communicate it to the caller of the Query? A simple solution would be not return the value directly but a container object that contains the value and the reason: public class QueryResult { public TValue Value { get; private set; } public TReason ReasonForNoValue { get; private set; } } But that feels clumsy, because if a value is found, ReasonForNoValue makes no sense and if no value has been found, Value makes no sense. What other options do I have to communicate the reason? What do you think of one event per reason? For reference: This is going to be implemented in C#.

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  • User Experience Tablet Guide Released on UX Direct Site

    - by Madhuri Kolhatkar
    Tablet Guide available on UX Direct NOW Responding to a popular demand from our customers, Oracle Application's user experience team is happy to externalize its new design guide for creating tablet based solutions for Enterprise applications on the UX Direct website. Download and use this guide to create great and successful customer experience for your users. UX Tablet Guide for Oracle Applications This guide provides basic help for designers, developers, and project managers trying to approach tablet design and testing from an enterprise point of view. If you are embarking on a tablet application design project, start here first. In the spirit of tablet design, it is delivered in the form of an iPad interactive iBook .Use this guide and tell us what you think. We would love to see examples of your creations. Watch this space for more updates and new and innovative design tools.

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  • prism and multiple screens

    - by Avi
    OK - I am studying Prism a little because of a "free weekend" offer on Pluralsight. As this is proving too complex for me, I went to the Prism book and looked at the forward, and this is what it said: What comes after “Hello, World?” WPF and Silverlight developers are blessed with an abundance of excellent books... There’s no lack of tutorials on Model-View-ViewModel ... But they stop short of the guidance you need to deliver a non-trivial application in full. Your first screen goes well. You add a second screen and a third. Because you started your solution with the built-in “Navigation Application Template,” adding new screens feels like hanging shirts on a closet rod. You are on a roll. Until the harsh reality of real application requirements sets in. As it happens, your application has 30 screens not three. There’s no room on that closet rod for 30 screens. Some screens are modal pop-ups; you don’t navigate to a pop-up. Screens become interdependent such that user activity in one screen triggers changes that propagate throughout the UI. Some screens are optional; others are visible only to authorized users. Some screens are permanent, while other screens can be opened and closed at will. You discover that navigating back to a previously displayed screen creates a new instance. That’s not what you expected and, to your horror, the prior instance is gone along with the user’s unsaved changes. Now the issue is, I don't relate to this description. I've never been a UI programmer, but same as everyone else I'm using Windows apps such as MS-Office, and web sites such as Amazon, Facebook and StackExchange. And I look at these and I don't see many "so many screens" issues! Indeed, the only applications having many windows I can think of is Visual Studio. Maybe also Visio, a little. But take Word - You have a ribbon and a main window. Or take Facebook: You have those lists on the left (Favorites, Lists, Groups etc.), the status middle, the adds and then the Contacts sidebar. But it's only one page. Of course, I understand that in enterprise scenarios there are dashboad applications where multiple segments of the screen are updated from multiple non-related services. This I dig. But other scenarios? So - What am I missing? What is the "multiple screens" monster Pirsm is supposed to be the silver bullet solution for? Shoud I invest in studying Prism in addition to learning WPF or ASP.NET MVC?

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  • Upcoming Customer WebCast: SOA 11g Database: Guide for Administrators

    - by MariaSalzberger
    The SOA infrastructure database is used by SOA Suite products like BPEL PM, BAM, BPM, Human Worklow, B2B and Mediator. A SOA administrator is involved in many different tasks like installation, upgrade, performance tuning and other administrative topics. Another important one is purging - see the posting for this: SOA Suite 11g Purging Guide. We have implemented a guide to help with thess tasks: SOA 11g Infrastructure Database: Installation, Maintenance and Administration Guide. An upcoming advisor webcast planned for Wednesday, April 11 2012 at 15:00 UK / 16:00 CET / 07:00 am Pacific / 8:00 am Mountain / 10:00 am Eastern will walk you through the guide and show some of the highligts. Registration for this webcast is available in SOA 11g Database: Guide for Administrators [ID 1422913.1]. The presentation recording can by found here after the webcast. (https://support.oracle.com/CSP/main/article?cmd=show&type=NOT&doctype=ANNOUNCEMENT&id=740964.1) The schedule for future webcasts can be found here (https://support.oracle.com/CSP/main/article?cmd=show&type=NOT&doctype=ANNOUNCEMENT&id=740966.1)

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Do you leverage the benefits of the open-closed principle?

    - by Kaleb Pederson
    The open-closed principle (OCP) states that an object should be open for extension but closed for modification. I believe I understand it and use it in conjunction with SRP to create classes that do only one thing. And, I try to create many small methods that make it possible to extract out all the behavior controls into methods that may be extended or overridden in some subclass. Thus, I end up with classes that have many extension points, be it through: dependency injection and composition, events, delegation, etc. Consider the following a simple, extendable class: class PaycheckCalculator { // ... protected decimal GetOvertimeFactor() { return 2.0M; } } Now say, for example, that the OvertimeFactor changes to 1.5. Since the above class was designed to be extended, I can easily subclass and return a different OvertimeFactor. But... despite the class being designed for extension and adhering to OCP, I'll modify the single method in question, rather than subclassing and overridding the method in question and then re-wiring my objects in my IoC container. As a result I've violated part of what OCP attempts to accomplish. It feels like I'm just being lazy because the above is a bit easier. Am I misunderstanding OCP? Should I really be doing something different? Do you leverage the benefits of OCP differently? Update: based on the answers it looks like this contrived example is a poor one for a number of different reasons. The main intent of the example was to demonstrate that the class was designed to be extended by providing methods that when overridden would alter the behavior of public methods without the need for changing internal or private code. Still, I definitely misunderstood OCP.

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Service Layer - how broad should it be, and should it also be on the local application?

    - by BornToCode
    Background: I need to build a desktop application with some operations (CRUD and more) (=winforms), I need to make another application which will re-use some of the functions of the main application (=webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • What programming concept is used in Nokia Lumina City Lens application [closed]

    - by gowri
    I am totally impressed about the Nokia City Lens application. How does the Nokia Lumia City Lens app work? Nokia Lumia City Lens app detects shops, restaurants, etc. by scanning the visual environment. But how can it detect shops or anything by only scanning visual information? Because we need a 360 degree view to detect a location. Because we can't simply match visual information and get that data. The visuals will change proportionally with distance and angle. So how does this app match the location and retrieve the information? Can anyone explain the concept What technology or algorithm is used in this app?

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • 4.8M wasn't enough so we went for 5.055M tpmc with Unbreakable Enterprise Kernel r2 :-)

    - by wcoekaer
    We released a new set of benchmarks today. One is an updated tpc-c from a few months ago where we had just over 4.8M tpmc at $0.98 and we just updated it to go to 5.05M and $0.89. The other one is related to Java Middleware performance. You can find the press release here. Now, I don't want to talk about the actual relevance of the benchmark numbers, as I am not in the benchmark team. I want to talk about why these numbers and these efforts, unrelated to what they mean to your workload, matter to customers. The actual benchmark effort is a very big, long, expensive undertaking where many groups work together as a big virtual team. Having the virtual team be within a single company of course helps tremendously... We already start with a very big server setup with tons of storage, many disks, lots of ram, lots of cpu's, cores, threads, large database setups. Getting the whole setup going to start tuning, by itself, is no easy task, but then the real fun starts with tuning the system for optimal performance -and- stability. A benchmark is not just revving an engine at high rpm, it's actually hitting the circuit. The tests require long runs, require surviving availability tests, such as surviving crashes -and- recovery under load. In the TPC-C example, the x4800 system had 4TB ram, 160 threads (8 sockets, hyperthreaded, 10 cores/socket), tons of storage attached, tons of luns visible to the OS. flash storage, non flash storage... many things at high scale that all have to be perfectly synchronized. During this process, we find bugs, we fix bugs, we find performance issues, we fix performance issues, we find interesting potential features to investigate for the future, we start new development projects for future releases and all this goes back into the products. As more and more customers, for Oracle Linux, are running larger and larger, faster and faster, more mission critical, higher available databases..., these things are just absolutely critical. Unrelated to what anyone's specific opinion is about tpc-c or tpc-h or specjenterprise etc, there is a ton of effort that the customer benefits from. All this work makes Oracle Linux and/or Oracle Solaris better platforms. Whether it's faster, more stable, more scalable, more resilient. It helps. Another point that I always like to re-iterate around UEK and UEK2 : we have our kernel source git repository online. Complete changelog of the mainline kernel, and our changes, easy to pull, easy to dissect, easy to know what went in when, why and where. No need to go log into a website and manually click through pages to hopefully discover changes or patches. No need to untar 2 tar balls and run a diff.

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Digital "Post It" notes for organizing content of sites/pages

    - by Alex
    We're restructuring our old intranet into a new one and are going through each site to find content and use our new standard structure/look-and-feel. Do you recommend a tool where you can do "digital Post-It" notes? It would provide a way to type some items on a "card" and be able to move it around and organize it quickly. Also, if you know of tools in general for this kind of task, please advise. Thank you.

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