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  • Learning how to design knowledge and data flow [closed]

    - by max
    In designing software, I spend a lot of time deciding how the knowledge (algorithms / business logic) and data should be allocated between different entities; that is, which object should know what. I am asking for advice about books, articles, presentations, classes, or other resources that would help me learn how to do it better. I code primarily in Python, but my question is not really language-specific; even if some of the insights I learn don't work in Python, that's fine. I'll give a couple examples to clarify what I mean. Example 1 I want to perform some computation. As a user, I will need to provide parameters to do the computation. I can have all those parameters sent to the "main" object, which then uses them to create other objects as needed. Or I can create one "main" object, as well as several additional objects; the additional objects would then be sent to the "main" object as parameters. What factors should I consider to make this choice? Example 2 Let's say I have a few objects of type A that can perform a certain computation. The main computation often involves using an object of type B that performs some interim computation. I can either "teach" A instances what exact parameters to pass to B instances (i.e., make B "dumb"); or I can "teach" B instances to figure out what needs to be done when looking at an A instance (i.e., make B "smart"). What should I think about when I'm making this choice?

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • WINAPI beginner guidance question

    - by gekod
    I'm learning to develop windows applications using WINAPI and plain C. Now I got a bit confused with all those handles and would like to ask if you guys could teach me some good practices to structure and handle controls and windows. Here's where I get confused: Using the IDs declared in the resources for each object, we can get their handles using GetDlgItem(). Now what if we don't know their parent, which is needed by this function. One example: We have the main window created at launch. Then we register two new window classes and create a window for each new class and we create a message function for each too. Now if inside one of the children windows I create a button and inside the other child window I create a text label. Now when we click the button inside of child window A the label in child window B shall be modified to whatever. The WM_COMMAND for the button is interpreted inside the message loop for child window A. Now what would be the best and more elegant way to access the text label inside the child window B? I am in the process of learning the WINAPI and just want to learn it right from the start instead of producing Hacked code that someday becomes unreadable and to later have to adapt to a new way of programing.

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  • Use decorator and factory together to extend objects?

    - by TheClue
    I'm new to OOP and design pattern. I've a simple app that handles the generation of Tables, Columns (that belong to Table), Rows (that belong to Column) and Values (that belong to Rows). Each of these object can have a collection of Property, which is in turn defined as an enum. They are all interfaces: I used factories to get concrete instances of these products, depending on circumnstances. Now I'm facing the problem of extending these classes. Let's say I need another product called "SpecialTable" which in turn has some special properties or new methods like 'getSomethingSpecial' or an extended set of Property. The only way is to extend/specialize all my elements (ie. build a SpecialTableFactory, a SpecialTable interface and a SpecialTableImpl concrete)? What to do if, let's say, I plan to use standard methods like addRow(Column column, String name) that doesn't need to be specialized? I don't like the idea to inherit factories and interfaces, but since SpecialTable has more methods than Table i guess it cannot share the same factory. Am I wrong? Another question: if I need to define product properties at run time (a Table that is upgraded to SpecialTable at runtime), i guess i should use a decorator. Is it possible (and how) to combine both factory and decorator design? Is it better to use a State or Strategy pattern, instead?

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  • Interface (contract), Generics (universality), and extension methods (ease of use). Is it a right design?

    - by Saeed Neamati
    I'm trying to design a simple conversion framework based on these requirements: All developers should follow a predefined set of rules to convert from the source entity to the target entity Some overall policies should be able to be applied in a central place, without interference with developers' code Both the creation of converters and usage of converter classes should be easy To solve these problems in C# language, A thought came to my mind. I'm writing it here, though it doesn't compile at all. But let's assume that C# compiles this code: I'll create a generic interface called IConverter public interface IConverter<TSource, TTarget> where TSource : class, new() where TTarget : class, new() { TTarget Convert(TSource source); List<TTarget> Convert(List<TSource> sourceItems); } Developers would implement this interface to create converters. For example: public class PhoneToCommunicationChannelConverter : IConverter<Phone, CommunicationChannle> { public CommunicationChannel Convert(Phone phone) { // conversion logic } public List<CommunicationChannel> Convert(List<Phone> phones) { // conversion logic } } And to make the usage of this conversion class easier, imagine that we add static and this keywords to methods to turn them into Extension Methods, and use them this way: List<Phone> phones = GetPhones(); List<CommunicationChannel> channels = phones.Convert(); However, this doesn't even compile. With those requirements, I can think of some other designs, but they each lack an aspect. Either the implementation would become more difficult or chaotic and out of control, or the usage would become truly hard. Is this design right at all? What alternatives I might have to achieve those requirements?

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  • How to start Sharepoint Development - Resources wanted [closed]

    - by user1249641
    I'm a apprentice for software development here in good ol' Germany and I've been doing fairly well with c#, asp.net mvc, entity framework and LINQ so far. My superiors want me to focus solely on our intranet development and Sharepoint development. They don't provide me with any resources to start. No books, no co-workers with actual webpart-dev-experience, seminars and the likes. There for it's do it on your own or die. I bought a book and started working through it on my virtual machine messing with the infrastructure and everything i can get a grip on. My main problem however stays the actual development. I have managed to write 2 webparts which can be used as a rudimentary ticket system(using WSP Builder and SP2007). But there it stops. Are there any comprehensive step by step tutorials or blogs out there, like the asp.net tutorials on www.asp.net which take you by the hand go over each step with you? Starting with the basic classes, going over custom css implementation, Jquery/Javascript ajax and async calls? No matter how trivial, I appreciate every help and hint you can give.

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  • Information I need to know as a Java Developer [on hold]

    - by Woy
    I'm a java developer. I'm trying to get more knowledge to become a better programmer. I've listed a number of technologies to learn. Instead of what I've listed, what technologies would you suggest to learn as well for a Junior Java Developer? I realize, there's a lot of things to study. Java: - how a garbage collector works - resource management - network programming - TCP/IP HTTP - transactions, - consistency: interfaces, classes collections, hash codes, algorithms, comp. complexity concurrent programming: synchronizing, semafores steam management metability: thread-safety byte code manipulations, reflections, Aspect-Oriented Programming as base to understand frameworks such as Spring etc. Web stack: servlets, filters, socket programming Libraries: JDK, GWT, Apache Commons, Joda-Time, Dependency Injections: Spring, Nano Tools: IDE: very good knowledge - debugger - profiler - web analyzers: Wireshark, firebugs - unit testing SQL/Databases: Basics SELECTing columns from a table Aggregates Part 1: COUNT, SUM, MAX/MIN Aggregates Part 2: DISTINCT, GROUP BY, HAVING + Intermediate JOINs, ANSI-89 and ANSI-92 syntax + UNION vs UNION ALL x NULL handling: COALESCE & Native NULL handling Subqueries: IN, EXISTS, and inline views Subqueries: Correlated ITH syntax: Subquery Factoring/CTE Views Advanced Topics Functions, Stored Procedures, Packages Pivoting data: CASE & PIVOT syntax Hierarchical Queries Cursors: Implicit and Explicit Triggers Dynamic SQL Materialized Views Query Optimization: Indexes Query Optimization: Explain Plans Query Optimization: Profiling Data Modelling: Normal Forms, 1 through 3 Data Modelling: Primary & Foreign Keys Data Modelling: Table Constraints Data Modelling: Link/Corrollary Tables Full Text Searching XML Isolation Levels Entity Relationship Diagrams (ERDs), Logical and Physical Transactions: COMMIT, ROLLBACK, Error Handling

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  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

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  • 25 years old and considering a career change...possible? practical?

    - by mq330
    Hi all, I'm new to this site and new to programming as well. I've spent some time going through an intro cs book that uses python as the language of choice. I find the exercises interesting and engaging and I generally have had a favorable experience programming so far. I've gone through some of the basics with python like writing simple programs, basics of GUIs, manipulating strings, lists, defining functions, etc. And I've always loved technology. Although I've never done any real hardcore programming yet, I was inclined to building websites from a very young age but I never really developed my skills. Now, the thing is I'm 25, I have my bacholors in environmental studies and two masters degrees in urban planning and landscape architecture respectively. I know, it would be quite a departure to pursue a career in programming at this point. Currently, I'm working as a geographic information systems intern. I've taken some GIS classes and have a lot of experience with making maps, doing spatial analysis etc. So what I'm thinking is maybe I can learn some solid programming skills and apply these skills in the field of GIS. From what I've seen, .net languages are the norm in this arena. Could you perhaps provide some guidance to me in terms of what languages I should focus on or courses I should take at this point? What about for building web mapping applications? Also, I was thinking about getting a certificate in programming from a university extension program. Do you think it would be worth it? And furthermore, do you think potential employers would be interested in hiring someone like me (once I get a couple of languages down pretty well) as an intern or in an entry level position? I'll be living in the bay area so I feel that there should be decent opportunities even though I don't have a b.s. in cs.

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  • What is a good way to refactor a large, terribly written code base by myself? [closed]

    - by AgentKC
    Possible Duplicate: Techniques to re-factor garbage and maintain sanity? I have a fairly large PHP code base that I have been writing for the past 3 years. The problem is, I wrote this code when I was a terrible programmer and now it's tens of thousands of lines of conditionals and random MySQL queries everywhere. As you can imagine, there are a ton of bugs and they are extremely hard to find and fix. So I would like a good method to refactor this code so that it is much more manageable. The source code is quite bad; I did not even use classes or functions when I originally wrote it. At this point, I am considering rewriting the whole thing. I am the only developer and my time is pretty limited. I would like to get this done as quickly as possible, so I can get back to writing new features. Since rewriting the code would take a long time, I am looking for some methods that I can use to clean up the code as quickly as possible without leaving more bad architecture that will come back to haunt me later. So this is the basic question: What is a good way for a single developer to take a fairly large code base that has no architecture and refactor it into something with reasonable architecture that is not a nightmare to maintain and expand?

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • Data Access Objects old fashioned? [on hold]

    - by Bono
    A couple of weeks ago I delivered some work for a university project. After a code review with some teachers I got some snarky remarks about the fact that I was (still) using Data Access Objects. The teacher in question who said this mentions the use of DAO's in his classes and always says something along the lines of "Back then we always used DAO's". He's a big fan of Object Relational Mapping, which I also think is a great tool. When I was talking about this with some of my fellow students, they also mentioned that they prefer the use of ORM, which I can understand. It did make me wonder though, is using DAO's really so old fashioned? I know that at my work DAO's are still being used, but this is due to the fact that some of the code is rather old and therefor can't be coupled with ORM. We also do use ORM at my work. Trying to find some more information on Google or Stack Exchange sites didn't really enlighten me. Should I step away from the use of DAO's and only start implementing ORM? I just feel that ORM's can be a bit overkill for some simple projects. I'd love to hear your opinions (or facts) about this.

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  • Interfaces on an abstract class

    - by insta
    My coworker and I have different opinions on the relationship between base classes and interfaces. I'm of the belief that a class should not implement an interface unless that class can be used when an implementation of the interface is required. In other words, I like to see code like this: interface IFooWorker { void Work(); } abstract class BaseWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker, IFooWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } The DbWorker is what gets the IFooWorker interface, because it is an instantiatable implementation of the interface. It completely fulfills the contract. My coworker prefers the nearly identical: interface IFooWorker { void Work(); } abstract class BaseWorker : IFooWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } Where the base class gets the interface, and by virtue of this all inheritors of the base class are of that interface as well. This bugs me but I can't come up with concrete reasons why, outside of "the base class cannot stand on its own as an implementation of the interface". What are the pros & cons of his method vs. mine, and why should one be used over another?

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  • Java desktop programmer starting to learn Android development: how different is it?

    - by Prog
    I'm a Java programmer. All of my experience is on desktop applications, using Swing for the GUI. I spend a lot of time studying OOP, I have decent understanding of OO concepts and I design and program by the OO approach. I'm thinking of starting to learn Android development soon, and I'm wondering how different it is from desktop development. Obviously the GUI libraries will be different (not Swing), but other than that, I want to know if there are significant differences. I will divide this question to two parts: Apart from the GUI libraries, am I still going to use the standard Java libarary I'm used to? Aka same data structues, same utility classes, etc.? If not, what are the main differences between the libraries I'm used to and the libraries I'll be using? How different is Android development in regard to OO design? Are all of the familiar principles, design patterns, techniques and best pratices just as valid and used? Or is OOP and OOD in Android development significantly different than OO in desktop development? To summarize: apart from GUI design, how different is Java Android development than Java desktop development?

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  • Who extends interfaces? And why?

    - by Gangnus
    AFAIK, my class extends parent classes and implements interfaces. But I run across a situation, where I can't use implements SomeInterface. It is the declaration of a generic types. For example: public interface CallsForGrow {...} public class GrowingArrayList <T implements CallsForGrow> // BAD, won't work! extends ArrayList<T> Here using implements is syntactically forbidden. I thought first, that using interface inside < is forbidden at all, but no. It is possible, I only have to use extends instead of implements. As a result, I am "extending" an interface. This another example works: public interface CallsForGrow {...} public class GrowingArrayList <T extends CallsForGrow> // this works! extends ArrayList<T> To me it seems as a syntactical inconsistancy. But maybe I don't understand some finesses of Java 6? Are there other places where I should extend interfaces? Should the interface, that I mean to extend, have some special features?

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  • Designing object oriented programming

    - by Pota Onasys
    Basically, I want to make api calls using an SDK I am writing. I have the following classes: Car CarData (stores input values needed to create a car like model, make, etc) Basically to create a car I do the following: [Car carWithData: cardata onSuccess: successHandler onError: errorHandler] that basically is a factory method that creates instance of Car after making an API call request and populating the new Car class with the response and passes that instance to the successHandler. So "Car" has the above static method to create that car, but also has non-static methods to edit, delete cars (which would make edit, delete API calls to the server) So when the Car create static method passes a new car to the successHandler by doing the following: successHandler([[Car alloc] initWithDictionary: dictionary) The success handler can go ahead and use that new car to do the following: [car update: cardata] [car delete] considering the new car object now has an ID for each car that it can pass to the update and delete API calls. My questions: Do I need a cardata object to store user inputs or can I store them in the car object that would also later store the response from all of the api calls? How can I improve this model? With regards to CarData, note that there might be different inputs for the different API calls. So create function might need to know model, make, etc, but find function might need to know the number of items to find, the limit, the start id, etc.

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  • Override methods should call base method?

    - by Trevor Pilley
    I'm just running NDepend against some code that I have written and one of the warnings is Overrides of Method() should call base.Method(). The places this occurs are where I have a base class which has virtual properties and methods with default behaviour but which can be overridden by a class which inherits from the base class and doesn't call the overridden method. For example, in the base class I have a property defined like this: protected virtual char CloseQuote { get { return '"'; } } And then in an inheriting class which uses a different close quote: protected override char CloseQuote { get { return ']'; } } Not all classes which inherit from the base class use different quote characters hence my initial design. The alternatives I thought of were have get/set properties in the base class with the defaults set in the constructor: protected BaseClass() { this.CloseQuote = '"'; } protected char CloseQuote { get; set; } public InheritingClass() { this.CloseQuote = ']'; } Or make the base class require the values as constructor args: protected BaseClass(char closeQuote, ...) { this.CloseQuote = '"'; } protected char CloseQuote { get; private set; } public InheritingClass() base (closeQuote: ']', ...) { } Should I use virtual in a scenario where the base implementation may be replaced instead of extended or should I opt for one of the alternatives I thought of? If so, which would be preferable and why?

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  • REST API wrapper - class design for 'lite' object responses

    - by sasfrog
    I am writing a class library to serve as a managed .NET wrapper over a REST API. I'm very new to OOP, and this task is an ideal opportunity for me to learn some OOP concepts in a real-life situation that makes sense to me. Some of the key resources/objects that the API returns are returned with different levels of detail depending on whether the request is for a single instance, a list, or part of a "search all resources" response. This is obviously a good design for the REST API itself, so that full objects aren't returned (thus increasing the size of the response and therefore the time taken to respond) unless they're needed. So, to be clear: .../car/1234.json returns the full Car object for 1234, all its properties like colour, make, model, year, engine_size, etc. Let's call this full. .../cars.json returns a list of Car objects, but only with a subset of the properties returned by .../car/1234.json. Let's call this lite. ...search.json returns, among other things, a list of car objects, but with minimal properties (only ID, make and model). Let's call this lite-lite. I want to know what the pros and cons of each of the following possible designs are, and whether there is a better design that I haven't covered: Create a Car class that models the lite-lite properties, and then have each of the more detailed responses inherit and extend this class. Create separate CarFull, CarLite and CarLiteLite classes corresponding to each of the responses. Create a single Car class that contains (nullable?) properties for the full response, and create constructors for each of the responses which populate it to the extent possible (and maybe include a property that returns the response type from which the instance was created). I expect among other things there will be use cases for consumers of the wrapper where they will want to iterate through lists of Cars, regardless of which response type they were created from, such that the three response types can contribute to the same list. Happy to be pointed to good resources on this sort of thing, and/or even told the name of the concept I'm describing so I can better target my research.

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • Avoiding bloated Domain Objects

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

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • Standard/Compliance for web programming?

    - by MarkusK
    I am working with developers right now that write code the way they want and when i tell them to do it other way they respond that its just matter of preference how to do it and they have their way and i have mine. I am not talking about the formatting of code, but rather of way site is organized in classes and the way the utilize them. and the way they create functions and process forms etc. Their coding does not match my standards, but again they argue that its matter of preference and as long as goal achieved the can be different way's to do it. I agree but their way is proven to have bugs and we spend a lot of time going back and forth with them to fix all problems security or functionality, yet they still write same code no matter how many times i asked them to stop doing certain things. Now i am ready to dismiss them but friend of mine told me that he has same exact problem with freelance developers he work with. So i don't want to trade one bad apple for another. Question is is there some world wide (or at least europe and usa) accepted standard or compliance on how write secure web based applications. What application architecture should be for maintainable application. Is there are some general standard that can be used for any language ruby php or java govern security and functionality and quality of code? Or at least for PHP and MySQL i use for my website. So i can make them follow this strict standard and stop making excuses.

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Is spreading code with refactoring comments a good idea?

    - by Uooo
    I am working on a "spaghetti-code" project, and while I am fixing bugs and implementing new features, I also do some refactoring in order to make the code unit-testable. The code is often so tightly coupled or complicated that fixing a small bug would result in a lot of classes being rewritten. So I decided to draw a line somewhere in the code where I stop refactoring. To make this clear, I drop some comments in the code explaining the situation, like: class RefactoredClass { private SingletonClass xyz; // I know SingletonClass is a Singleton, so I would not need to pass it here. // However, I would like to get rid of it in the future, so it is passed as a // parameter here to make this change easier later. public RefactoredClass(SingletonClass xyz) { this.xyz = xyz; } } Or, another piece of cake: // This might be a good candidate to be refactored. The structure is like: // Version String // | // +--> ... // | // +--> ... // | // ... and so on ... // Map map = new HashMap<String, Map<String, Map<String, List<String>>>>(); Is this a good idea? What should I keep in mind when doing so?

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  • Test JPQL with NetBeans IDE 7.3 Tools

    - by Geertjan
    Since I pretty much messed up this part of the "Unlocking Java EE 6 Platform" demo, which I did together with PrimeFaces lead Çagatay Çivici during JavaOne 2012, I feel obliged to blog about it to clarify what should have happened! In my own defense, I only learned about this feature 15 minutes before the session started. In 7.3 Beta, it works for Java SE projects, while for Maven-based web projects, you need a post 7.3 Beta build, which is what I set up for my demo right before it started. Then I saw that the feature was there, without actually trying it out, which resulted in that part of the demo being a bit messy. And thanks to whoever it was in the audience who shouted out how to use it correctly! Screenshots below show everything related to this new feature, available from 7.3 onwards, which means you can try out your JPQL queries right within the IDE, without deploying the application (you only need to build it since the queries are run on the compiled classes): SQL view: Result view for the above: Here, you see the result of a more specific query, i.e., check that a record with a specific name value is present in the database: Also note that there is code completion within the editor part of the dialog above. I.e., as you press Ctrl-Space, you'll see context-sensitive suggestions for filling out the query. All this is pretty cool stuff! Saves time because now there's no need to deploy the app to check the database connection.

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