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  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

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  • Why should ViewModel route actions to Controller when using the MVCVM pattern?

    - by Lea Hayes
    When reading examples across the Internet (including the MSDN reference) I have found that code examples are all doing the following type of thing: public class FooViewModel : BaseViewModel { public FooViewModel(FooController controller) { Controller = controller; } protected FooController Controller { get; private set; } public void PerformSuperAction() { // This just routes action to controller... Controller.SuperAction(); } ... } and then for the view: public class FooView : BaseView { ... private void OnSuperButtonClicked() { ViewModel.PerformSuperAction(); } } Why do we not just do the following? public class FooView : BaseView { ... private void OnSuperButtonClicked() { ViewModel.Controller.SuperAction(); // or, even just use a shortcut property: Controller.SuperAction(); } }

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  • Scalable Architecture for modern Web Development [on hold]

    - by Jhilke Dai
    I am doing research about Scalable architecture for Web Development, the research is solely to support Modern Web Development with flexible architecture which can scale up/down according to the needs without losing any core functionality. By Modern Web I mean to support all the Devices used to access websites, but the loading mechanism for all devices would be different. My quest of architecture is: For PC: Accessing web in PC is faster but it also depends on the Geo-location, so, the application would check by default the capacity of Internet/Browser and load the page according to it. For Mobile: Most of the mobile design these days either hide information or use different version of same application. eg: facebook uses m.facebook.com which is completely different than PC version. Hiding the things from Mobile using JavaScript or CSS is not a solution as it'll consume the bandwidth and make the application slow. So, my architecture research is about Serving one Application, which has different stack. When the application receives the request it'd send the Packaged Stack to the received request. This way the load time for end users would be faster and maintenance of application for developers would be easier. I am researching about for 4-tier(layered) architecture like: Presentation Layer Application Logic Layer -- The main Logic layer which stores the Presentation Stack Business Logic Layer Data Layer Main Question: Have you come across of similar architecture? If so, then can you list the links here, I'm very much interested to learn about those implementations specially in real world scenario. Have you thought about similar architectures and tried your own ideas, or if you have any ideas regarding this, then I urge to share. I am open to any discussions regarding this, so, please feel free to comment/answer.

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  • Object oriented EDI handling in PHP

    - by Robert van der Linde
    I'm currently starting a new sub project where I will: Retrieve the order information from our mainframe Save the order information to our web-apps' database Send the order as EDI (either D01b or D93a) Receive the order response, despatch advice and invoice messages Do all kinds of fun things with the resulting datasets. However I am struggling with my initial class designs. The order information will be retrieved from the mainframe which will result in a "AOrder" class, this isn't a problem, I am not sure about how to mold this local object into an EDI string. Should I create EDIOrder/EDIOrderResponse/etc classes with matching decorators (EDIOrderD01BDecorator, EDIOrderD93ADecorator)? Do I need builder objects or can I do: // $myOrder is instance of AOrder $myOrder->toEDIOrder(); $decorator = new EDIOrderD01BDecorator($myOrder); $edi = $decorator->getEDIString(); And it'll have to work the other way around as well. Is the following code a good way of handling this problem or should I go about this differently? $ediString = $myEDIMessageBroker->fetch(); $ediOrderResponse = EDIOrderResponse::fromString($ediString); I'm just not so sure about how I should go about designing the classes and interactions between them. Thanks for reading and helping.

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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • How do we keep dependent data structures up to date?

    - by Geo
    Suppose you have a parse tree, an abstract syntax tree, and a control flow graph, each one logically derived from the one before. In principle it is easy to construct each graph given the parse tree, but how can we manage the complexity of updating the graphs when the parse tree is modified? We know exactly how the tree has been modified, but how can the change be propagated to the other trees in a way that doesn't become difficult to manage? Naturally the dependent graph can be updated by simply reconstructing it from scratch every time the first graph changes, but then there would be no way of knowing the details of the changes in the dependent graph. I currently have four ways to attempt to solve this problem, but each one has difficulties. Nodes of the dependent tree each observe the relevant nodes of the original tree, updating themselves and the observer lists of original tree nodes as necessary. The conceptual complexity of this can become daunting. Each node of the original tree has a list of the dependent tree nodes that specifically depend upon it, and when the node changes it sets a flag on the dependent nodes to mark them as dirty, including the parents of the dependent nodes all the way down to the root. After each change we run an algorithm that is much like the algorithm for constructing the dependent graph from scratch, but it skips over any clean node and reconstructs each dirty node, keeping track of whether the reconstructed node is actually different from the dirty node. This can also get tricky. We can represent the logical connection between the original graph and the dependent graph as a data structure, like a list of constraints, perhaps designed using a declarative language. When the original graph changes we need only scan the list to discover which constraints are violated and how the dependent tree needs to change to correct the violation, all encoded as data. We can reconstruct the dependent graph from scratch as though there were no existing dependent graph, and then compare the existing graph and the new graph to discover how it has changed. I'm sure this is the easiest way because I know there are algorithms available for detecting differences, but they are all quite computationally expensive and in principle it seems unnecessary so I'm deliberately avoiding this option. What is the right way to deal with these sorts of problems? Surely there must be a design pattern that makes this whole thing almost easy. It would be nice to have a good solution for every problem of this general description. Does this class of problem have a name?

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • How to use DI and DI containers

    - by Pinetree
    I am building a small PHP mvc framework (yes, yet another one), mostly for learning purposes, and I am trying to do it the right way, so I'd like to use a DI container, but I am not asking which one to use but rather how to use one. Without going into too much detail, the mvc is divided into modules which have controllers which render views for actions. This is how a request is processed: a Main object instantiates a Request object, and a Router, and injects the Request into the Router to figure out which module was called. then it instantiates the Module object and sends the Request to that the Module creates a ModuleRouter and sends the Request to figure out the controller and action it then creates the Controller and the ViewRenderer, and injects the ViewRenderer into the Controller (so that the controller can send data to the view) the ViewRenderer needs to know which module, controller and action were called to figure out the path to the view scripts, so the Module has to figure out this and inject it to the ViewRenderer the Module then calls the action method on the controller and calls the render method on the ViewRenderer For now, I do not have any DI container set up, but what I do have are a bunch of initX() methods that create the required component if it is not already there. For instance, the Module has the initViewRenderer() method. These init methods get called right before that component is needed, not before, and if the component was already set it will not initialize it. This allows for the components to be switched, but it does not require manually setting them if they are not there. Now, I'd like to do this by implementing a DI container, but still keep the manual configuration to a bare minimum, so if the directory structure and naming convention is followed, everything should work, without even touching the config. If I use the DI container, do I then inject it into everything (the container would inject itself when creating a component), so that other components can use it? When do I register components with the DI? Can a component register other components with the DI during run-time? Do I create a 'common' config and use that? How do I then figure out on the fly which components I need and how they need to be set up? If Main uses Router which uses Request, Main then needs to use the container to get Module (or does the module need to be found and set beforehand? How?) Module uses Router but needs to figure out the settings for the ViewRenderer and the Controller on the fly, not in advance, so my DI container can't be setting those on the Module before the module figures out the controller and action... What if the controller needs some other service? Do I inject the container into every controller? If I start doing that, I might just inject it into everything... Basically I am looking for the best practices when dealing with stuff like this. I know what DI is and what DI containers do, but I am looking for guidance to using them in real life, and not some isolated examples on the net. Sorry for the lengthy post and many thanks in advance.

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  • Algorithm to Solve Most of a Problem

    - by Mike G
    I need an Algorithm/Design Pattern that allows me to try to get the maximum number of rules followed. So I have a couple teams and I need to pair them with a referee and against each other into a round robin. There a rules on who can compete with who and who can judge who so I need to find the configuration that satisfies the most of these. Some rules are more important than others and are "worth more" when evaluating "what satisfies the most of them" There probably isn't a algorithm for this, but is there a design pattern that could help me maximize my chances of finding this configuration?

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  • Design pattern for logging changes in parent/child objects saved to database

    - by andrew
    I’ve got a 2 database tables in parent/child relationship as one-many. I’ve got three classes representing the data in these two tables: Parent Class { Public int ID {get; set;} .. other properties } Child Class { Public int ID {get;set;} Public int ParentID {get; set;} .. other properties } TogetherClass { Public Parent Parent; Public List<Child> ChildList; } Lastly I’ve got a client and server application – I’m in control of both ends so can make changes to both programs as I need to. Client makes a request for ParentID and receives a Together Class for the matching parent, and all of the child records. The client app may make changes to the children – add new children, remove or modify existing ones. Client app then sends the Together Class back to the server app. Server app needs to update the parent and child records in the database. In addition I would like to be able to log the changes – I’m doing this by having 2 separate tables one for Parent, one for child; each containing the same columns as the original plus date time modified, by whom and a list of the changes. I’m unsure as to the best approach to detect the changes in records – new records, records to be deleted, records with no fields changed, records with some fields changed. I figure I need to read the parent & children records and compare those to the ones in the Together Class. Strategy A: If Together class’s child record has an ID of say 0, that indicates a new record; insert. Any deleted child records are no longer in the Together Class; see if any of the comparison child records are not found in the Together class and delete if not found (Compare using ID). Check each child record for changes and if changed log. Strategy B: Make a new Updated TogetherClass UpdatedClass { Public Parent Parent {get; set} Public List<Child> ListNewChild {get;set;} Public List<Child> DeletedChild {get;set;} Public List<Child> ExistingChild {get;set;} // used for no changes and modified rows } And then process as per the list. The reason why I’m asking for ideas is that both of these solutions don’t seem optimal to me and I suspect this problem has been solved already – some kind of design pattern ? I am aware of one potential problem in this general approach – that where Client App A requests a record; App B requests same record; A then saves changes; B then saves changes which may overwrite changes A made. This is a separate locking issue which I’ll raise a separate question for if I’ve got trouble implementing. The actual implementation is c#, SQL Server and WCF between client and server - sharing a library containing the class implementations. Apologies if this is a duplicate post – I tried searching various terms without finding a match though.

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  • Exposing warnings\errors from data objects (that are also list returned)

    - by Oren Schwartz
    I'm exposing Data objects via service oriented assembly (which on future usages might become a WCF service). The data object is tree designed, as well as formed from allot of properties.Moreover, some services return one objects, others retrieve a list of them (thus disables throwing exceptions). I now want to expose data flow warnings and wondering what's the best way to do it having to things to consider: (1) seperation (2) ease of access. On the one hand, i want the UI team to be able to access a fields warnings (or errors) without having them mapping the field names to an external source but on the other hand, i don't want the warnings "hanged" on the object itself (as i don't see it a correct design). I tought of creating a new type of wrapper for each field, that'll expose events and they'll have to register the one's they care about (but totally not sure) I'll be happy to hear your thoughts. Could you please direct me to a respectful design pattern ? what dp will do best here ? Thank you very much!

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  • Identifying the best pattern

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern.

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • Pattern for a class that does only one thing

    - by Heinzi
    Let's say I have a procedure that does stuff: void doStuff(initalParams) { ... } Now I discover that "doing stuff" is quite a compex operation. The procedure becomes large, I split it up into multiple smaller procedures and soon I realize that having some kind of state would be useful while doing stuff, so that I need to pass less parameters between the small procedures. So, I factor it out into its own class: class StuffDoer { private someInternalState; public Start(initalParams) { ... } // some private helper procedures here ... } And then I call it like this: new StuffDoer().Start(initialParams); or like this: new StuffDoer(initialParams).Start(); And this is what feels wrong. When using the .NET or Java API, I always never call new SomeApiClass().Start(...);, which makes me suspect that I'm doing it wrong. Sure, I could make StuffDoer's constructor private and add a static helper method: public static DoStuff(initalParams) { new StuffDoer().Start(initialParams); } But then I'd have a class whose external interface consists of only one static method, which also feels weird. Hence my question: Is there a well-established pattern for this type of classes that have only one entry point and have no "externally recognizable" state, i.e., instance state is only required during execution of that one entry point?

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  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

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  • Software Architecture - From design to sucessful implementation

    - by user20358
    As the subject goes; once a software architect puts down the high level design and approach to a software that is to be developed from scratch, how does the team ensure that it is implemented successfully? To my mind the following things will need to be done Proper understanding of requirements Setting down coding practices and guidelines Regular code reviews to ensure the guidelines are being adhered to Revisiting the requirements phase and making necessary changes to design based on client inputs if there are any changes to requirements Proper documentation of what is being done in code Proper documentation of requirements and changes to them Last but not the least, implementing the design via object oriented code where appropriate Did I miss anything? Would love to hear any mistakes that you have learned from in your project experiences. What went wrong, what could have been done better. Thanks for taking the time..

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  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

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  • How to present a stable data model in a public API that allows internal data structures to be changed without breaking the public view of the data?

    - by Max Palmer
    I am in the process of developing an application that allows users to write C# scripts. These scripts allow users to call selected methods and to access and manipulate data in a document. This works well, however, in the development version, scripts access the document's (internal) data structures directly. This means that if we were to change the internal data model/structure, there is a good chance that someone's script will no longer compile. We obviously want to prevent this breaking change from happening, but still want to allow the user to write sensible C# code (whilst not restricting how we develop our internal data model as a result). We therefore need to decouple our scripting API and its data structures from our internal methods and data structures. We've a few ideas as to how we might allow the user to access a what is effectively a stable public version of the document's internal data*, but I wanted to throw the question out there to someone who might have some real experience of this problem. NB our internal document's data structure is quite complex and it could be quite difficult to wrap. We know we want to expose as little as possible in our public API, especially as once it's out there, it's out there for good. Can anyone help? How do scripting languages / APIs decouple their public API and data structures from their internal data structures? Is there no real alternative to having to write a complex interaction layer? If we need to do this, what's a good approach or pattern for wrapping complex data structures that include nested objects, including collections? I've looked at the API facade pattern, which looks like it's trying to address these kinds of issues, but are there alternatives? *One idea is to build a data facade that is kept stable across versions of our application. The facade exposes a set of facade data objects that are used in the script code. These maintain backwards compatibility and wrap access to our internal document's data model.

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  • Is is common to use the command pattern for property get/sets?

    - by k rey
    Suppose I have a controller class with a bunch of properties. Each time a property is changed, I would like to update the model. Now also suppose that I use the command pattern to perform model updates. Is it common to use command classes within property get and sets of the controller class or is there a better way? Here is an example of what I am currently using: class MyController { private int _myInt; public int MyInt { get { return _myInt; } set { MyCommand cmd = new MyCommand(); cmd.Argument = _myInt; cmd.Execute(); // Command object updates the model } } }

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  • Better solution then simple factory method when concrete implementations have different attributes

    - by danip
    abstract class Animal { function eat() {..} function sleep() {..} function isSmart() } class Dog extends Animal { public $blnCanBark; function isSmart() { return $this->blnCanBark; } } class Cat extends Animal { public $blnCanJumpHigh; function isSmart() { return $this->blnCanJumpHigh; } } .. and so on up to 10-20 animals. Now I created a factory using simple factory method and try to create instances like this: class AnimalFactory { public static function create($strName) { switch($strName) { case 'Dog': return new Dog(); case 'Cat': return new Cat(); default: break; } } } The problem is I can't set the specific attributes like blnCanBark, blnCanJumpHigh in an efficient way. I can send all of them as extra params to create but this will not scale to more then a few classes. Also I can't break the inheritance because a lot of the basic functionality is the same. Is there a better pattern to solve this?

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  • How do I handle priority and propagation in an event system?

    - by Peeter
    Lets say I have a simple event system with the following syntax: object = new Object(); object.bind("my_trigger", function() { print "hello"; }); object.bind("my_trigger", function() { print "hello2"; }); object.trigger("my_trigger"); How could I make sure hello2 is printed out first (I do not want my code to depend on which order the events are binded). Ontop of that, how would I prevent my events from propagating (e.g. I want to stop every other event from being executed)

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  • Is there a Design Pattern for preventing dangling references?

    - by iFreilicht
    I was thinking about a design for custom handles. The thought is to prevent clients from copying around large objects. Now a regular handle class would probably suffice for that, but it doesn't solve the "dangling reference problem"; If a client has multiple handles of the same object and deletes the object via one of them, all the others would be invalid, but not know it, so the client could write or read parts of the memory he shouldn't have access to. Is there a design pattern to prevent this from happening? Two ideas: An observer-like pattern where the destructor of an object would notify all handles. "Handle handles" (does such a thing even exist?). All the handles don't really point to the object, but to another handle. When the object gets destroyed, this "master-handle" invalidates itself and therefore all that point to it.

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  • Best Creational Pattern for loggers in a multi-threaded system?

    - by Dipan Mehta
    This is a follow up question on my past questions : Concurrency pattern of logger in multithreaded application As suggested by others, I am putting this question separately. As the learning from the last question. In a multi-threaded environment, the logger should be made thread safe and probably asynchronous (where in messages are queued while a background thread does writing releasing the requesting object thread). The logger could be signleton or it can be a per-group logger which is a generalization of the above. Now, the question that arise is how does logger should be assigned to the object? There are two options I can think of: 1. Object requesting for the logger: Should each of the object call some global API such as get_logger()? Such an API returns "the" singleton or the group logger. However, I feel this involves assumption about the Application environment to implement the logger -which I think is some kind of coupling. If the same object needs to be used by other application - this new application also need to implement such a method. 2. Assign logger through some known API The other alternative approach is to create a kind of virtual class which is implemented by application based on App's own structure and assign the object sometime in the constructor. This is more generalized method. Unfortunately, when there are so many objects - and rather a tree of objects passing on the logger objects to each level is quite messy. My question is there a better way to do this? If you need to pick any one of the above, which approach is would you pick and why? Other questions remain open about how to configure them: How do objects' names or ID are assigned so that will be used for printing on the log messages (as the module names) How do these objects find the appropriate properties (such as log levels, and other such parameters) In the first approach, the central API needs to deal with all this varieties. In the second approach - there needs to be additional work. Hence, I want to understand from the real experience of people, as to how to write logger effectively in such an environment.

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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