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  • What is the most underused or underappreciated design pattern?

    - by Rob Packwood
    I have been reading a lot on design patterns lately and some of them can make our lives much easier and some of them seem to just complicate things (at least to me they do). I am curious to know what design patterns everyone sees as underunsed or underappreciated. Some patterns are simple and many people do not even realize they are using a pattern (decorator probably being the most used, without realized). My goal from this is to give us pattern-newbies some appreciation for some of the more complex or unknown patterns and why we should use them.

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  • How can I support objects larger than a single tile in a 2D tile engine?

    - by Yheeky
    I´m currently working on a 2D Engine containing an isometric tile map. It´s running quite well but I'm not sure if I´ve chosen the best approach for that kind of engine. To give you an idea what I´m thinking about right now, let's have a look at a basic object for a tile map and its objects: public class TileMap { public List<MapRow> Rows = new List<MapRow>(); public int MapWidth = 50; public int MapHeight = 50; } public class MapRow { public List<MapCell> Columns = new List<MapCell>(); } public class MapCell { public int TileID { get; set; } } Having those objects it's just possible to assign a tile to a single MapCell. What I want my engine to support is like having groups of MapCells since I would like to add objects to my tile map (e.g. a house with a size of 2x2 tiles). How should I do that? Should I edit my MapCell object that it may has a reference to other related tiles and how can I find an object while clicking on single MapCells? Or should I do another approach using a global container with all objects in it?

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • TDD and your emerging design

    - by andrewstopford
    I was at DevWeek last week, it was a great week and I got a chance to speak with some of my geek heroes (Jeff Richter is a walking, talking CLR). One of the folks I most enjoyed listening to was ThoughtWorker Neal Ford who gave a session on emergeant design in TDD. Something struck me about the RGR cycle in TDD in that design could either be missed or misplaced if the refactor phase is never carried out and after the inital green phase the design is considered done. In TDD the emergant design that evolves as part of the cycle is key to the approach.  Neal talked about using cyclometric complexity as a measure of your emerging design but other considerations would surely include SOLID and DRY during the cycles. As you refactor to these kinds of design principles your design evolves.

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  • Oracle Fusion Applications User Experience Design Patterns: Feeling the Love after Launch

    - by mvaughan
    By Misha Vaughan, Oracle Applications User ExperienceIn the first video by the Oracle Applications User Experience team on the Oracle Partner Network, Vice President Jeremy Ashley said that Oracle is looking to expand the ecosystem of support for Oracle’s applications customers as they begin to assess their investment and adoption of Oracle Fusion Applications. Oracle has made a massive investment to maintain the benefits of the Fusion Applications User Experience. This summer, the Applications User Experience team released the Oracle Fusion Applications user experience design patterns.Design patterns help create consistent experiences across devices.The launch has been very well received:Angelo Santagata, Senior Principal Technologist and Fusion Middleware evangelist for Oracle,  wrote this to the system integrator community: “The web site is the result of many years of Oracle R&D into user interface design for Fusion Applications and features a really cool web app which allows you to visualise the UI components in action.”  Grant Ronald, Director of Product Management, Application Development Framework (ADF) said: “It’s a science I don't understand, but now I don't have to ... Now you can learn from the UX experience of Fusion Applications.”Frank Nimphius, Senior Principal Product Manager, Oracle (ADF) wrote about the launch of the design patterns for the ADF Code Corner, and Jürgen Kress, Senior Manager EMEA Alliances & Channels for Fusion MiddleWare and Service Oriented Architecture, (SOA), shared the news with his Partner Community. Oracle Twitter followers also helped spread the message about the design patterns launch: ?@bex – Brian Huff, founder and Chief Software Architect for Bezzotech, and Oracle ACE Director:“Nifty! The Oracle Fusion UX team just released new ADF design patterns.”@maiko_rocha, Maiko Rocha, Oracle Consulting Solutions Architect and Oracle FMW engineer: “Haven't seen any other vendor offer such comprehensive UX Design Patterns catalog for free!”@zirous_chad, Chad Thompson, Senior Solutions Architect for Zirous, Inc. and ADF Developer:Wow - @ultan and company did a great job with the Fusion UX PatternsWhat is a user experience design pattern?A user experience design pattern is a re-usable, usability tested functional blueprint for a particular user experience.  Some examples are guided processes, shopping carts, and search and search results.  Ultan O’Broin discusses the top design patterns every developer should know.The patterns that were just released are based on thousands of hours of end-user field studies, state-of-the-art user interface assessments, and usability testing.  To be clear, these are functional design patterns, not technical design patterns that developers may be used to working with.  Because we know there is a gap, we are putting together some training that will help close that gap.Who should care?This is an offering targeted primarily at Application Development Framework (ADF) developers. If you are faced with the following questions regarding Fusion Applications, you will want to know and learn more:•    How do I build something that looks like Fusion Applications?•    How do I build a next-generation application?•    How do I extend a Fusion Application and maintain the user experience?•    I don’t want to re-invent the wheel on the user interface, so where do I start?•    I need to build something that will eventually co-exist with Fusion Applications. How do I do that?These questions are relevant to partners with an ADF competency, individual practitioners, or small consultancies with an ADF specialization, and customers who are trying to shift their IT staff over to supporting Fusion Applications.Where you can find out more?OnlineOur Fusion User Experience design patterns maven is Ultan O’Broin. The Oracle Partner Network is helping our team bring this first e-seminar to you in order to go into a more detail on what this means and how to take advantage of it:? Webinar: Build a Better User Experience with Oracle: Oracle Fusion Applications Functional Design PatternsSept 20, 2012 , 10:30am-11:30am PacificDial-In:  1. 877-664-9137 / Passcode 102546?International:  706-634-9619  http://www.intercall.com/national/oracleuniversity/gdnam.htmlAccess the Live Event Or Via Webconference Access http://ouweb.webex.com  ?and enter this session number: 598036234At a Usergroup eventThe Fusion User Experience Advocates (FXA) are also going to be getting some deep-dive training on this content and can share it with local user groups.At OpenWorld Ultan O’Broin               Chris MuirIf you will be at OpenWorld this year, our own Ultan O’Broin will be visiting the ADF demopod to say hello, thanks to Shay Shmeltzer, Senior Group Manager for ADF outbound communication and at the OTN lounge: Monday 10-10:45, Tuesday 2:15-2:45, Wednesday 2:15-3:30 ?  Oracle JDeveloper and Oracle ADF,  Moscone South, Right - S-207? “ADF Meet and Greett”, OTN Lounge, Wednesday 4:30 And I cannot talk about OpenWorld and ADF without mentioning Chris Muir’s ADF EMG event: the Year After the Year Of the ADF Developer – Sunday, Sept 30 of OpenWorld. Chris has played host to Ultan and the Applications user experience message for his online community and is now a seasoned UX expert.Expect to see additional announcements about expanded and training on similar topics in the future.

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  • Delving into design patterns, and what that means for the Oracle user experience

    - by Kathy.Miedema
    By Kathy Miedema, Oracle Applications User Experience George Hackman, Senior Director, Applications User Experiences The Oracle Applications User Experience team has some exciting things happening around Fusion Applications design patterns. Because we’re hoping to have some new offerings soon (stay tuned with VoX to see what’s in the pipeline around Fusion Applications design patterns), now is a good time to talk more about what design patterns can do for the individual user as well as the entire company. George Hackman, Senior Director of Operations User Experience, says the first thing to note is that user experience is not just about the user interface. It’s about understanding how people do things, observing them, and then finding the patterns that emerge. The Applications UX team develops those patterns and then builds them into Oracle applications. What emerges, Hackman says, is a consistent, efficient user experience that promotes a productive workplace. Creating design patterns What is a design pattern in the context of enterprise software? “Every day, people use technology to get things done,” Hackman says. “They navigate a virtual world that reaches from enterprise to consumer apps, and from desktop to mobile. This virtual world is constantly under construction. New areas are being developed and old areas are being redone. As this world is being built and remodeled, efficient pathways and practices emerge. “Oracle's user experience team watches users navigate this world. We measure their productivity and ask them about their satisfaction. We take the most efficient, most productive pathways from the enterprise and consumer world and turn them into Oracle's user experience patterns.” Hackman describes the process as combining all of the best practices from every part of a user’s world. Members of the user experience team observe, analyze, design, prototype, and measure each work task to find the best possible pattern for a particular work flow. As the team builds the patterns, “we make sure they are fully buildable using Oracle technology,” Hackman said. “So customers know they can use these patterns. There’s no need to make something up from scratch, not knowing whether you can even build it.” Hackman says that creating something on a computer is a good example of a user experience pattern. “People are creating things all the time,” he says. “On the consumer side, they are creating documents. On the enterprise side, they are creating expense reports. On a mobile phone, they are creating contacts. They are using different apps like iPhone or Facebook or Gmail or Oracle software, all doing this creation process.” The Applications UX team starts their process by observing how people might create something. “We observe people creating things. We see the patterns, we analyze and document, then we apply them to our products. It might be different from phone to web browser, but we have these design patterns that create a consistent experience across platforms, and across products, too. The result for customers Oracle constantly improves its part of the virtual world, Hackman said. New products are created and existing products are upgraded. Because Oracle builds user experience design patterns, Oracle's virtual world becomes both more powerful and more familiar at the same time. Because of design patterns, users can navigate with ease as they embrace the latest technology – because it behaves the way they expect it to. This means less training and faster adoption for individual users, and more productivity for the business as a whole. Hackman said Oracle gives customers and partners access to design patterns so that they can build in the virtual world using the same best practices. Customers and partners can extend applications with a user experience that is comfortable and familiar to their users. For businesses that are integrating different Oracle applications, design patterns are key. The user experience created in E-Business Suite should be similar to the user experience in Fusion Applications, Hackman said. If a user is transitioning from one application to the other, it shouldn’t be difficult for them to do their work. With design patterns, it isn’t. “Oracle user experience patterns are the building blocks for the virtual world that ensure productivity, consistency and user satisfaction,” Hackman said. “They are built for the enterprise, but incorporate the best practices from across the virtual world. They empower productivity and facilitate social interaction. When you build with patterns, you get all the end-user benefits of less training / retraining from the finished product. You also get faster / cheaper development.” What’s coming? You can already access design patterns to help you build Dashboards with OBIEE here. And we promised you at the beginning that we had something in the pipeline on Fusion Applications design patterns. Look for the announcement about when they are available here on VoX.

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  • Is component-based design an architectural pattern or design pattern?

    - by xEnOn
    When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern? Can I even say that component-based design is my "main" architectural pattern for my game? I see architectural patterns as being more high-level than design pattern. The component-based design in game development's context (like with Unity engine) seems to fit as an architectural pattern to me. However, on some sites, I read that component-based design is a behavioural pattern, much like other behavioural design patterns, and not so much like an architectural pattern like MVC.

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  • Need to Determine the Engine Status?

    - by user702295
    If you need to establish the status of the engine, begin with this SQL: select status, engine, engine_version,fore_column_name from dm.forecast_history The status of an engine run is stored in the FORECAST_HISTORY table, in the “status” field.  We can also find in that table the FORE_COLUMN_NAME field. This field includes the name of the column in SALES_DATA in which the relevant forecast is stored. Here are the possible statuses: -1, -2 : The engine failed in the initialization phase.  Which means, before the engine manager created the engines.  0 : The engine stopped in the optimization phase.  Which means, after the engines were created.  1: The engine finished the run successfully.  2: Forecast was never calculated for the relevant column that is mentioned in FORE_COLUMN_NAME.  

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  • unittest import error with virtualenv + google-app-engine-django

    - by Ray Yun
    I'm working with google-app-engine-django + zipped django. Just running "python manage.py test" succeeded without error. But with virtualenv, test was failed with "import unittest error". same error with Django 1.1. - OSX 10.5.6 - google-app-engine-django (r101 via svn) : r100 was failed with launcher 1.3.0 - GoogleAppLauncher 1.3.0 - Django 1.1 & 1.1.1 (zipped) : both failed - virtualenv 1.4.5 - virtualenvwrapper 1.24 Error Message: (django_appengine)Reiot:warclouds Reiot$ python manage.py test WARNING:root:Could not read datastore data from /var/folders/UZ/UZ1vQeLFH2ShHk4kIiLcFk+++TI/-Tmp-/django_google-app-engine-django.datastore INFO:root:zipimporter('/Volumes/data/Documents/warclouds/django.zip', 'django/core/serializers/') .WARNING:root:Can't open zipfile /Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg: IOError: [Errno 13] file not accessible: '/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg' WARNING:root:Can't open zipfile /Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg: IOError: [Errno 13] file not accessible: '/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg' ERROR:root:Exception encountered handling request Traceback (most recent call last): File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3177, in _HandleRequest self._Dispatch(dispatcher, self.rfile, outfile, env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3120, in _Dispatch base_env_dict=env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 515, in Dispatch base_env_dict=base_env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2379, in Dispatch self._module_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2289, in ExecuteCGI reset_modules = exec_script(handler_path, cgi_path, hook) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2185, in ExecuteOrImportScript exec module_code in script_module.__dict__ File "/Volumes/data/Documents/warclouds/main.py", line 28, in <module> from appengine_django import InstallAppengineHelperForDjango File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1914, in load_module return self.FindAndLoadModule(submodule, fullname, search_path) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1816, in FindAndLoadModule description) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1264, in Decorate return func(self, *args, **kwargs) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 1767, in LoadModuleRestricted description) File "/Volumes/data/Documents/warclouds/appengine_django/__init__.py", line 44, in <module> import unittest ImportError: No module named unittest INFO:root:"GET / HTTP/1.1" 500 - INFO:root:zipimporter('/Users/Reiot/.virtualenvs/django_appengine/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '') INFO:root:zipimporter('/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/setuptools-0.6c9-py2.5.egg', '') F........................................................... ====================================================================== FAIL: a request to the default page works in the dev_appserver ---------------------------------------------------------------------- Traceback (most recent call last): File "/Volumes/data/Documents/warclouds/appengine_django/tests/integration_test.py", line 176, in testBasic self.assertEquals(rv.status_code, 200) AssertionError: 500 != 200 I also tried with console import but it was ok. > which python /Users/Reiot/.virtualenvs/django_appengine/bin/python > python >>> import unittest Here is my environments: $ mkvirtualenv --no-site-packages no-django $ mkvirtualenv --no-site-packages django-1.1 $ mkvirtualenv --no-site-packages django-1.1.1 (django-1.1)$ easy_install Django-1.1.tar (django-1.1.1)$ easy_install Django-1.1.1.tar $ mkdir google-app-engine-django-svn $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1 // copy appropriate django.zip $ cp -r google-app-engine-django-svn google-app-engine-django-svn-django-1.1.1 // copy appropriate django.zip

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  • Making a Web Gui to design a Garden Layout

    - by paddydub
    I would like to design a web page Gui where users can design a simple interactive garden. The user would pick a template design and receive price estimates based on the design template and the dimensions entered. I'd like the user to be able to move items such as plants, stones and be able to adjust the dimensions of the grass, paving. I'm thinking i could make it using flash but I would like to know there are any other ways I could use to implement this?

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  • What design pattern will you choose ?

    - by MemoryLeak
    I want to design a class, which contains a procedure to achieve a goal. And it must follow some order to make sure the last method, let's say "ExecuteIt", to behave correctly. in such a case, what design patter will you use ? which can make sure that the user must call the public method according some ordering. If you really don't know what I am saying, then can you share me some concept of choosing a design patter, or what will you consider while design a class?

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  • How to study design patterns?

    - by Alien01
    I have read around 4-5 books on design patterns, but still I dont feel I have come closer to intermediate level in design patterns? How should I go studying design patterns? Is there any best book for design pattern? I know this will come only with experience but there must be some way to master these?

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  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

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  • Need design ideas generators.

    - by Clubspy
    Hello guys I am a web developer and sometimes I have to do some design myself for my customers but design actually is not my best thing to do. I am looking for a program that can help me getting fast and reliable design ideas but I am not looking for code generator like Artisteer. Actually design is a hard task and my designs always look ugly and messy.

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • What makes my code DDD (domain-driven design) qualified?

    - by oykuo
    Hi All, I'm new to DDD and am thinking about using this design technique in my project. However, what strikes me about DDD is that how basic the idea is. Unlike other design techniques such as MVC and TDD, it doesn't seems to contain any ground breaking ideas. For example, I'm sure some of you will have the same feeling that the idea of root aggregates and repositories are nothing new because when you are was writing MVC web applications you have to have one single master object (i.e. the root aggregate) that contain other minor objects (i.e. value objects and entities) in the model layer in order to send data to a strongly typed view. To me, the only new idea in DDD is probably the "Smart" entities (i.e. you are supposed to have business rules on root aggregates) Separation between value object, root aggregate and entities. Can anyone tell me if I have missed out anything here? If that's all there is to DDD, if I update one of my existing MVC application with the above 2 new ideas, can I claim it's an TDD, MVC and DDD applcation?

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  • Software or Photoshop plugins for professional photo album design

    - by Iain Fraser
    I am a graphic designer (among other things) and I'm used to doing magazine advertisements, brochures, posters and that sort of thing. Recently I was approached by a photographer who wants a graphic designer to produce wedding albums for him. I have already done a couple for him but I'm finding it hard to work by just arranging my layouts in Photoshop alone. It's very time consuming, but quite repetitive - especially when you're dealing with common page layouts. I know a lot of photographers use album design software to speed up the process a bit. What's the industry standard in terms of album design software?

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Where is a good spot to start when writing a LWJGL game engine?

    - by Alcionic
    I'm starting work on a huge game and somewhere along my train of thought I decided it would be a good idea to write my own engine for the game. I was originally going to use JMonkeyEngine but there were some things about it that just didn't work well with me. I wanted full control over every aspect of the entire process. Where would a good place to start be when writing your own engine? I have no experience with LWJGL but I learn quick. Either advice or some place where there is good advice would be nice. Thanks!

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • Design Pattern Books, Papers or Resources for Non-Object Orientated Paradigms?

    - by FinnNk
    After viewing this video on InfoQ about functional design patterns I was wondering what resources are out there on design patterns for non-object orientated paradigms. There are plenty out there for the OO world (GOF, etc, etc) and for architecture (EoEAA, etc, etc) but I'm not aware of what's out there for functional, logic, or other programming paradigms. Is there anything? A comment during the video suggests possibly not - does anyone know better? (By the way, by design patterns I don't mean language features or data structures but higher level approaches to designing an application - as discussed in the linked video)

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  • Should I use the factory design pattern for every class?

    - by Frog
    I've been writing a website in PHP. As the code becomes more complex, I keep finding problems that can be solved using the factory design pattern. For example: I've a got a class Page which has subclasses HTMLPage, XMLPage, etc. Depending on some input I need to return an object of either one of these classes. I use the factory design pattern to do this. But as I encounter this problem in more classes, I keep having to change code which still initiates an object using its constructor. So now I'm wondering: is it a good idea to change all code so that it uses the factory design pattern? Or are there big drawbacks? I'm currently in a position to change this, so your answers would be really helpful.

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  • How to design a game engine in an object-oriented language?

    - by chuzzum
    Whenever I try and write a game in any object-oriented language, the first problem I always face (after thinking about what kind of game to write) is how to design the engine. Even if I'm using existing libraries or frameworks like SDL, I still find myself having to make certain decisions for every game, like whether to use a state machine to manage menus, what kind of class to use for resource loading, etc. What is a good design and how would it be implemented? What are some tradeoffs that have to be made and their pros/cons?

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