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  • Tidbits of goodness - Podcasts, REST, JSON

    - by jeff.x.davies
    I've been quiet for a while, busy with a variety of projects. I did want to let you all know about a couple of things going on. First, I have been participating in architectural podcasts with Bob Rhubart. If you are interested in hearing these short (about 10 minutes each) recordings where a group of us discuss enterprise architecture and its future, check out http://blogs.oracle.com/archbeat/2010/05/podcast_show_notes_evolving_en.html Next, I have been working on the public sample code for the Oracle Service Bus 11g release. I'm now expanding my samples to include SCA, BPEL and the Oracle Adapters. This is really great experience for me because I have been learning these other tools to a deeper level and this provides insight into developing better solutions. You know the old saying, "If the only tool you have is a hammer, you tend to appraoch every problem as if it were a nail." However, I'm not the only one working on these samples. We have alot of our best and brightest working on sample code for the 11g release. Take a look at https://soasamples.samplecode.oracle.com/ to see all of the samples for SOA Suite 11g A reader wrote to me and asked me about using OSB to return information in JSON format. I don't have a sample posted for this yet, but I am working on getting one packaged up. In the mean time I can tell you that it is dead simple to do in OSB. Use the instructions I gave in an earlier blog entry on creating REST services using OSB, specify Messaging Service as the service type that takes a Text message and returns a Text message. Then have the OSB proxy service return a JSON formatted string (by replacing the contents of the $body variable with the JSON text) and you're done! This approach allows you to use OSB services from within Javascript/AJAX seamlessly. As I get more samples posted to the OTN site, I'll let you know. I have lots of interesting stuff on the way.

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  • I need help on methodologies for information system project [closed]

    - by Neenee Kale
    Basically I will be developing a student information system for parents and I am confused on what type of methodology I can use. Please recommend me a methodology which involves use cases the system development life cycle. I'm confused on what a methodology is as I've read loads of books and researched but I still don't seem to understand. I was going to use system development life cycle but I found out that this is not a methodology.

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  • 3d transformation of game world keeping gameplay 2d - COCOS2D 2.0

    - by samfisher
    Using: COCOS2D + iOS. I want to rotate the game world, may be loading another .tmx file for another dimensions when user want to switch dimension. the effect what I am looking for is something like this:CLICK HERE What I have thought of till now: rotating CCCamera will be mandatory. Question: How will I have the other part of the level in place while the camera rotates/rotating? I can load a CCSprite and rotate it accordingly to the 3rd dimension. phew..!! Question: When the camera and world is rotated, will the player controls work properly.. I think not...? I think a better option would be to checkout with COCOS3D... there I could implement 3d world... right?? Question: Not sure how well 2d dynamics will work there as I want to user Box2d as physics engine.. could anyone provide suggestions? Regards, Sam

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  • Whether to use UNION or OR in SQL Server Queries

    - by Dinesh Asanka
    Recently I came across with an article on DB2 about using Union instead of OR. So I thought of carrying out a research on SQL Server on what scenarios UNION is optimal in and which scenarios OR would be best. I will analyze this with a few scenarios using samples taken  from the AdventureWorks database Sales.SalesOrderDetail table. Scenario 1: Selecting all columns So we are going to select all columns and you have a non-clustered index on the ProductID column. --Query 1 : OR SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 OR ProductID =709 OR ProductID =998 OR ProductID =875 OR ProductID =976 OR ProductID =874 --Query 2 : UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 709 UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 998 UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 875 UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 976 UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 874 So query 1 is using OR and the later is using UNION. Let us analyze the execution plans for these queries. Query 1 Query 2 As expected Query 1 will use Clustered Index Scan but Query 2, uses all sorts of things. In this case, since it is using multiple CPUs you might have CX_PACKET waits as well. Let’s look at the profiler results for these two queries: CPU Reads Duration Row Counts OR 78 1252 389 3854 UNION 250 7495 660 3854 You can see from the above table the UNION query is not performing well as the  OR query though both are retuning same no of rows (3854).These results indicate that, for the above scenario UNION should be used. Scenario 2: Non-Clustered and Clustered Index Columns only --Query 1 : OR SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 714 OR ProductID =709 OR ProductID =998 OR ProductID =875 OR ProductID =976 OR ProductID =874 GO --Query 2 : UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 714 UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 709 UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 998 UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 875 UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 976 UNION SELECT ProductID,SalesOrderID, SalesOrderDetailID FROM Sales.SalesOrderDetail WHERE ProductID = 874 GO So this time, we will be selecting only index columns, which means these queries will avoid a data page lookup. As in the previous case we will analyze the execution plans: Query 1 Query 2 Again, Query 2 is more complex than Query 1. Let us look at the profile analysis: CPU Reads Duration Row Counts OR 0 24 208 3854 UNION 0 38 193 3854 In this analyzis, there is only slight difference between OR and UNION. Scenario 3: Selecting all columns for different fields Up to now, we were using only one column (ProductID) in the where clause.  What if we have two columns for where clauses and let us assume both are covered by non-clustered indexes? --Query 1 : OR SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 OR CarrierTrackingNumber LIKE 'D0B8%' --Query 2 : UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 UNION SELECT * FROM Sales.SalesOrderDetail WHERE CarrierTrackingNumber  LIKE 'D0B8%' Query 1 Query 2: As we can see, the query plan for the second query has improved. Let us see the profiler results. CPU Reads Duration Row Counts OR 47 1278 443 1228 UNION 31 1334 400 1228 So in this case too, there is little difference between OR and UNION. Scenario 4: Selecting Clustered index columns for different fields Now let us go only with clustered indexes: --Query 1 : OR SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 OR CarrierTrackingNumber LIKE 'D0B8%' --Query 2 : UNION SELECT * FROM Sales.SalesOrderDetail WHERE ProductID = 714 UNION SELECT * FROM Sales.SalesOrderDetail WHERE CarrierTrackingNumber  LIKE 'D0B8%' Query 1 Query 2 Now both execution plans are almost identical except is an additional Stream Aggregate is used in the first query. This means UNION has advantage over OR in this scenario. Let us see profiler results for these queries again. CPU Reads Duration Row Counts OR 0 319 366 1228 UNION 0 50 193 1228 Now see the differences, in this scenario UNION has somewhat of an advantage over OR. Conclusion Using UNION or OR depends on the scenario you are faced with. So you need to do your analyzing before selecting the appropriate method. Also, above the four scenarios are not all an exhaustive list of scenarios, I selected those for the broad description purposes only.

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  • It's 2011-Do You Know Where Your Children Are?

    - by andyleonard
    Introduction This is not a post about children. I was feeling plucky when I wrote this post at the end of last year. Sometimes when I feel plucky I'm inspired to create awesome blog post titles and ideas. Other times, this happens. 2011 Is Here! I was born in 1963. As I child I watched Neil Armstrong and Buzz Aldrin walk on the moon while Walter Cronkite narrated. At 11, I was fortunate enough to live next door to an engineer who taught me Motorola 6800 machine code and then BASIC . I have a long...(read more)

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  • What prefer a game developer company? UDK experience or c++ game projects?

    - by momboco
    What prefer a game developer company? A developer with experience in UDK engine ? or, a developer with projects made entirely in c++ with a graphics engine like Ogre3D? I think that a coder can demonstrate better his abilities with games made in c++, because it requires a knowledge deeper in many fields. However, currently there is a lot of companies that develop his games with UDK. Now I don't know if is better specialize in a game engine like UDK.

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  • When is the best time to do self learning in relation with software management?

    - by shankbond
    It all started from here. I have been following Software Estimation: Demystifying the Black Art (Best Practices (Microsoft)). The third chapter says that in Software Management: You cannot give too much time to software developers, if you give it to them, then it is likely that extra time given to them will be filled by some other tasks (in other words, the developers will eat that time :)) Parkinson's Law You can also not squeeze the time from their schedule because if you do that, it is likely that they will develop poor quality product, poor design and will hurt you in the long run, there will be a panic situation and total chaos in the project, lots of rework etc. My question is related to the first point. If you don't give enough time then will the typical software engineer learn his/her skills? The market is always coming with new technologies, you need to learn them. Even with the existing familiar technologies there are always best practices and dos and don'ts.

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  • AceCypher is an Addictive Cypher Slide Puzzle Game

    - by Akemi Iwaya
    Are you ready for a game that will test your logical thinking skills while providing hours of fun? Then you may want to have a look at this awesome cypher slide puzzler! AceCypher is great puzzle game for those times when you only have a few minutes to play or want a fun way to pass the time while relaxing. The overall premise and style of game play for AceCypher is simple. You move individual rows (left, right) or columns (up, down) one space at a time in order to shift the positions of numbers on the game board through ’round-a-bout’ trading. The goal is to make the four numbers in the red square match the code shown in the upper right corner (including positions). Sounds simple so far, right? But the challenge comes from the random boards you will be given to work with…some will not be too hard to solve while others will tax your brain (and patience!) quite well.     

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  • Wait till all CCActions have completed

    - by tGilani
    I am developing a simple cocos2d game in which I want to animate two CCSprites simultaneously, and for this purpose I simply set CCActions on respective `CCSprite's as follows. [first runAction:[CCMoveTo actionWithDuration:1 position:secondPosition]]; [second runAction:[CCMoveTo actionWithDuration:1 position:firstPosition]]; Now I want to wait till the animations are complete, so I can perform the next step. How should I wait for these animations to finish? There are actually two method calls, the first one animates the objects via the code above and second call does the other animation. I need to delay the second method call until the animations in first are complete. (I would not like to use CCCallFunc blocks as I want to call the second method from the same caller as the first one.

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • iOS 5: View Details Of Used and Unused Space Of Your iCloud Account

    - by Gopinath
    Apple’s iCloud is an awesome free storage service that lets you store music, photos, apps, calendars, documents, and more on the Cloud. Also it wirelessly pushes them to all your iOS devices automatically. The free iCloud service offers everyone with 5 GB space to starts with and once you reach the cap you can subscribe to a premium account with few dollars of fee. If you would like to monitor iCloud usage details here steps to be followed on an iOS device 1. Tap on Settings app 2. Choose iCloud  from the list of available options 3. From the list of iCloud settings tap on Storage & Backup option 4. Under Storage section you will find the details of iCloud usage – Total Storage and Available Storage via tech-recipes This article titled,iOS 5: View Details Of Used and Unused Space Of Your iCloud Account, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • How to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced the vision is complete. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. How would you make a battle system like this more fun and engaging?

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  • Is rotating the lead developer a good or bad idea?

    - by NickC
    I work on a team that has been flat organizationally since it's creation several months ago. My manager is non-technical and this means that our whole team is responsible for decision-making. My manager is beginning to realize that there are several benefits to having a lead developer, both for his sake (a single point of contact and single responsible party for tasks) and ours (dispute resolution, organized technical guidance, etc.). Because the team has been flat, one concern is that picking one lead developer may discourage the others. A non-developer suggested to my manager that rotating the lead developer is a possible way to avoid this issue. One developer would be lead one month, another the next, and so on. Is this a good idea? Why or why not? Keep in mind that this means all developers — All developers are good, but not necessarily equally suited to leadership. And if it is not, how do I recommend that we avoid this approach without seeming like it's merely for selfish reasons?

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  • RedGate SQL Source Control and TFSPreview

    - by andyleonard
    I am excited that RedGate ’s SQL Source Control now supports connectivity to TFSPreview ,  Microsoft ’s cloud-based Application Life Cycle Management portal. Buck Woody ( Blog | @buckwoody ) and I have written about TFSPreview at SQLBlog already: Team Foundation Server (TFS) in the Cloud - My Experience So Far (Buck) Introducing TFSPreview: Application Lifecycle Management in the Cloud! Using TFSPreview: Step 1, Connecting Microsoft’s commitment to cloudtech is strong and producing very cool...(read more)

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  • Tablets Running IDEs

    - by Seth P.
    I am new to the tablet market, but i am trying to learn more. Are any current tablets capable of running programming software such as Visual Studio? I understand they'd have to come up with some kind of streamlined version, but I can imagine the programmers out there excited about the possibility. Does anything like that already exist, or are there rumors of it being available in the near future? Thanks, Seth

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  • Automated deployment/installation of development tools

    - by thegreendroid
    My team is looking to automate installation/deployment of all of our development tools. The main driver for this is to ensure that everyone in the team has a consistent development environment setup and to also allow a new recruit to get up and running easily. By development environment I mean tools like SCM, toolchains, IDEs etc. and by consistent I mean everyone using the same version of compiler to build code (this is very important!). Here are a few of our requirements – Allow unattended (silent) install of our entire dev setup by running a single script Ability to deploy selective updates (new versions) for specific tools Ability to report which tools are installed and their specific version numbers Must work on Windows (Linux would be a bonus) Must be easy to maintain What are some of the tools that you've used to automate such a task?

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  • Implementing camera for 2d side scroller game ?

    - by Mr.Gando
    Hello, I'm implementing a 2D side scroller for iOS (using C/C++ with OpenGL) (beat'em up style like double dragon/final fight ). My scenes are composed of one cyclical background image ( the end of the image connects perfectly with the beginning ). This is to produce a cyclical scroll effect. I was wondering how could I implement a camera that follows my player movement ? ( Resources / Links are greatly appreciated with explanations :) )

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  • What is your favourite/ideal development environment?

    - by Nico Huysamen
    If you could describe your ideal development environment, what would it be? There are numerous things to take into consideration, including but not limited to: Hardware Software (Operating System of Choice, Paid vs. Free Software, ...) Physical Environment (lighting, open-plan, location, ...) An endless supply of coffee... ... In other words, if you could tell your company what they could do to make your development experience there better, what would it be?

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  • Detecting End of Animation

    - by Will
    So I am making a death animation for a game. enemy1 is a UIImageView, and what I'm doing is when an integer is less than or equal to zero, it calls this deathAnimation which only happens once. What I want to do is use a CGPointMake right when the animation is finished being called. Note that before the deathAnimation is called, there is another animation that is constantly being called 30 times a second. I'm not using anything like cocos2d. if (enemy1health <= 0) { [self slime1DeathAnimation]; //How can i detect the end of this animation } This is how the animation is done -(void)slime1DeathAnimation{ enemy1.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"Slime Death 1.png"], [UIImage imageNamed:@"Slime Death 2.png"], [UIImage imageNamed:@"Slime Death 3.png"], [UIImage imageNamed:@"Slime Death 4.png"], [UIImage imageNamed:@"Slime Death 5.png"], nil]; enemy1.animationDuration = 0.5; enemy1.animationRepeatCount = 1; [enemy1 startAnimating]; } If you need more code just ask

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  • Bad FPS for smaller size (OpenGL ES with SDL)

    - by ber4444
    If you saw my other question, well, there is still a little problem: Click here to watch on youtube Basically, the frame rate is very bad on the actual device, where for some reason the animation is scaled (it looks like the left side on the video). It is quite fast on the simulator where it is not scaled (right side). For a test, I submitted this new changeset that hard-codes the smaller size (plus increases the point size for HII regions to make the dust clouds more visible), and as you see in the video, now it is slow even in the simulator (left side shows the small size, right side shows the original size -- otherwise the code is the same). I'm clueless why it's soooo slow with a smaller galaxy, in fact it should be FASTER. As for general speed optimization (which is not strictly part of my question but is closely related to it, esp. if we need a workaround to speed things up), some initial ideas: reducing the number of items drawn may affect the appearance negatively but screen resolution could be reduced there are too many glBegin(GL_POINTS)/glEnd() blocks, we could draw more than just a single star at once

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  • Clean file separators in Ruby without File.join

    - by kerry
    I love anything that can be done to clean up source code and make it more readable.  So, when I came upon this post, I was pretty excited.  This is precisely the kind of thing I love. I have never felt good about ‘file separator’ strings b/c of their ugliness and verbosity. In Java we have: 1: String path = "lib"+File.separator+"etc"; And in Ruby a popular method is: 1: path = File.join("lib","etc") Now, by overloading the ‘/’ operator on a String in Ruby: 1: class String 2: def /(str_to_join) 3: File.join(self, str_to_join) 4: end 5: end We can now write: 1: path = 'lib'/'src'/'main' Brilliant!

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  • Graffiti is a Sinatra-inspired Groovy Framework

    - by kerry
    Playing around with Sinatra the other day and realized I could really use something like this for Groovy. Thus, Graffiti was born. It’s basically a thin wrapper around Jetty. At first, I thought I might write my own server for it (everybody needs to do that once, don’t they?), but decided to invoke the ’simplest thing that could possibly work’ principle. Here is the requisite ‘Hello World’ example: import graffiti.* @Grab('com.goodercode:graffiti:1.0-SNAPSHOT') @Get('/helloworld') def hello() { 'Hello World' } Graffiti.serve this The code, plus more documentation is hosted under my github account.

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  • Most underestimated programming tool

    - by Anto
    We have many great tools which helps a lot when programming, such as good programmers text editors, IDEs, debuggers, version control systems etc. Some of the tools are more or less "must have" tools for getting the job done (e.g. compilers). There are still always tools which do help a lot, but still don't get so much attention, for various reasons, for instance, when they were released, they were ahead of their time and now are more or less forgotten. What type of programming tool do you think is the most underestimated one? Motivate your answer.

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  • Release an upgraded iOS app with a different revenue model

    - by tassock
    I am starting a new iOS project and initially plan release a simple free version to gather feedback. I don't intend to monetize or market this initial version. However, I believe "Version 2" of this app will be good enough to pay for. I would prefer to release Version 2 as an upgrade from Version 1 rather than release it as a separate app. This way I can reserve a name for the app. It will also be easier to keep everything in a single repository. Are there any downsides of this approach? It's my understanding that I can change the price of an app at any point in time, so it shouldn't be an issue transitioning to a paid app, should it?

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