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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • Resources for popular domain models

    - by Songo
    I have come across many situations where I had to build a system for a library or a clinic or other popular domains. The thing is a domain model for a library was probably done 1000 times already with different level of details of course. Here is an example. Is there a popular website or community where one can find ready made domain models for popular systems? The whole purpose I'm trying to achieve is to quickly get a grasp of the domain I'm modeling and customize it to my needs. Re-inventing the wheel seems really absurd when the same system might have been modeled properly previously. Note I know Google might sound like the perfect source, but there is a repository out there that people can post there models, so that others can share them.

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  • What are the most commonly used enterprise Java technologies, and what would you want a non technical audience to understand about them?

    - by overstood
    I have been asked to give a presentation to a non-technical audience on what Java technologies are currently being used in the enterprise world. The goal is to give this non-technical audience the background they need to understand what engineers are talking about. It's part of a broader series of talks that I'm giving. I'm primarily a .NET and C++ dev, so I thought I'd try to get some input from some Java devs. What technologies do you use? What Java related acronyms would you like to be able to use around non-coders? What would you like non-coders to understand about them?

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  • Multiplayer mobile games and coping with high latency

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

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  • implementing match-making & community system for multiplayer games

    - by kamziro
    These days, games often have multiplayer portals with chat channels & match making system for the multiplayer aspects of the game. An example would be battle.net, magic the gathering online's chat rooms, halo etc. Now, for the rest of us indie gamers that probably won't be able to spend much development effort on creating those back-ends from scratch, what options do we have? I was thinking of something along the line of using IRC as the backbone of the system. From there, the "community" aspect and implement player tracking, game tracking and match making on top of that. It seems to be what the old battle.net (brood war era) used to be. The question is, is this easy to do? What does it take to run an irc server, and I suppose this also requires writing an IRC client (which seems to have been done a lot these days?)? If there are other ways as well (say, an open framework for this stuff), let's hear them too.

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  • How should I take being told that I was wrong?

    - by Chris
    On a fairly important project with short timelines I decided to use SubSonic for straight forward data access. I wired up a handful of forms, created matching database tables and POCO's for each and used SubSonic's simple repository mode for the data access. Everything worked well and I was able to bang these forms out pretty quickly and I moved on to other things. Since that time I have heard that using SubSonic was a 'cowboy move' and that it was implemented 'incorrectly' and that 'the person who used it, didn't even know how to use SubSonic'. What I would like to know is, how should I take this? There were and still are no standards for data access at this company, so there is no violation of a standard. The forms worked exactly as requested and saved the data to the database correctly. And with only spending a few days on the forms instead of weeks, saved a lot of time which was used for other functionality in the project. So in light of all of this, I am confused as to what was 'incorrect'. Am I missing something here? Thanks for your answers.

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  • Lending epub files for limited time to users

    - by JP Hellemons
    I am looking for components to build a digital library who lends people epub (ebooks) for about a week. It's like a digital version of the offline old public library. Now I have found several flash (pdf) file streaming solutions. But that would require an active internet link. And like the public library, you are able to take your books to the beach or pool on holiday abroad where you have no connection. So streaming is no option. The other file restriction method I have found was DRM, but that would require a really expensive license of Adobe Content Server 4 which is not suitable for my little hobby project. But it seems that adobe content server and Adobe Digital Editions is the only option at the moment. Or are there open source alternatives?

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  • Reuse the data CRUD methods in data access layer, but they are updated too quickly

    - by ValidfroM
    I agree that we should put CRUD methods in a data access layer, However, in my current project I have some issues. It is a legacy system, and there are quite a lot CRUD methods in some concrete manager classes. People including me seem to just add new methods to it, rather than reuse the existing methods. Because We don't know whether the existing method is what we need Even if we have source code, do we really need read other's code then make decision? It is updated too quickly. Do not have time get familiar with the DAO API. Back to the question, how do you solve that in your project? If we say "reuse", it really needs to be reusable rather than just an excuse.

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  • Diagram to show code responsibility

    - by Mike Samuel
    Does anyone know how to visually diagram the ways in which the flow of control in code passes between code produced by different groups and how that affects the amount of code that needs to be carefully written/reviewed/tested for system properties to hold? What I am trying to help people visualize are arguments of the form: For property P to hold, nd developers have to write application code, Ca, without certain kinds of errors, and nm maintainers have to make sure that the code continues to not have these kinds of errors over the project lifetime. We could reduce the error rate by educating nd developers and nm maintainers. For us to be confident that the property holds, ns specialists still need to test or check |Ca| lines of code and continue to test/check the changes by nm maintainers. Alternatively, we could be confident that P holds if all code paths that could violate P went through tool code, Ct, written by our specialists. In our case, test suites alone cannot give confidence that P holdsnd » nsnm ns|Ca| » |Ct| so writing and maintaining Ct is economical, frees up our developers to worry about other things, and reduces the ongoing education commitment by our specialists. or those conditions do not hold, so focusing on education and testing is preferable. Example 1 As a concrete example, suppose we want to ensure that our web-service only produces valid JSON output. Our web-service provides several query and mutation operators that can be composed in interesting ways. We could try to educate everyone who maintains those operations about the JSON syntax, the importance of conformance, and libraries available so that when they write to an output buffer, every possible sequence of appends results in syntactically valid JSON. Alternatively, we don't expose an output stream handle to application code, and instead expose a JSON sink so that every code path that writes a response is channeled through a JSON sink that is written and maintained by a specialist who knows JSON syntax and can use well-written libraries to produce only valid output. Example 2 We need to make sure that a service that receives a URL from an untrusted source and tries to fetch its content does not end up revealing sensitive files from the file-system, like file:///etc/passwd. If there is a single standard way that any developer familiar with the application language's libraries would use to fetch URLs, which has file-system access turned off by default, then simply educating developers about the standard mechanism, and testing that file probing fails for some inputs, will probably be sufficient.

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  • How can I separate the user interface from the business logic while still maintaining efficiency?

    - by Uri
    Let's say that I want to show a form that represents 10 different objects on a combobox. For example, I want the user to pick one hamburguer from 10 different ones that contain tomatoes. Since I want to separate UI and logic, I'd have to pass the form a string representation of the hamburguers in order to display them on the combobox. Otherwise, the UI would have to dig into the objects fields. Then the user would pick a hamburguer from the combobox, and submit it back to the controller. Now the controller would have to find again said hamburguer based on the string representation used by the form (maybe an ID?). Isn't that incredibly inefficient? You already had the objects you wanted to pick one from. If you submited to the form the whole objects, and then returned a specific object, you wouldn't have to refind it later on since the form already returned a reference to that object. Moreover, if I'm wrong and you actually should send the whole object to the form, how can I isolate UI from logic?

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  • Data transfer between "main" site and secured virtual subsite

    - by Emma Burrows
    I am currently working on a C# ASP.Net 3.5 website I wrote some years ago which consists of a "main" public site, and a sub-site which is our customer management application, using forms-based authentication. The sub-site is set up as a virtual folder in IIS and though it's a subfolder of "main", it functions as a separate web app which handles CRUD access to our customer database and is only accessible by our staff. The main site currently includes a form for new leads to fill in, which generates an email to our sales staff so they can contact them and convince them to become customers. If that process is successful, the staff manually enter the information from the email into the database. Not surprisingly, I now have a new requirement to feed the data from the new lead form directly into the database so staff can just check a box for instance to turn the lead into a customer. My question therefore is how to go about doing this? Possible options I've thought of: Move the new lead form into the customer database subsite (with authentication turned off). Add database handling code to the main site. (No, not seriously considering this duplication of effort! :) Design some mechanism (via REST?) so a webpage outside the customer database subsite can feed data into the customer database How to organise the code for this situation, preferably with extensibility in mind, and particularly are there any options I haven't thought of?

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  • Where to store global enterprise properties?

    - by shylynx
    I'm faced with a crowd of java applications, which need different global enterprise wide properties for operation, for example: hostname of the central RDBMS, hostname and location of the central self-service portal, host location of central LDAP, host location of central mail server etc. Formally we build each application with a properties file, where all this properties are definied. But that's a very bad solution, because if the hostname of the mail server changes, we need to change the properties files for each application and deploy all applications again. Our idea is to centralize this properties, so that each application can ask for each property at runtime, for example: Idea: Put the properties file to an easy accessible file share. So if we need to change a property, each application uses the new properties. Idea: Put the properties to database. Main disadvantage: we need a dependency to database client libraries for each application. Idea: Put all applications into one big application server, that provides system properties for each application. Main disadvantage: needs deployment of each application to one application server. But that isn't a realistic scenario. Idea: Webservice that provides global enterprise wide properties. Main disadvantage: not very secure, because some properties are passwords or user credentials. What other alternatives are recommended? What is state of the art?

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  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

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  • DDD and filtering

    - by tikhop
    I am developing an app in ddd maner. So I have a complex domain model. Suppose I have a Fare object and Airline. Each Airline should contain several or much more Fares. My UI should represent Model (only small part of complex model) as a list of Airline, when the user select the Airline, I must show the list of Fares. User can filtering the Fares (by travel time, cost, etc.). What is the appropriate place for filtering Fares and Airlines? I am assuming that I should do it in ViewModel. Like: My domain model has wrapped with Service Layer - UI works with ViewModel - ViewModel obtain data from Service Layer filtering it and create DTO objects for UI. Or I'm wrong?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Building a distributed system on Amazon Web Services

    - by Songo
    Would simply using AWS to build an application make this application a distributed system? For example if someone uses RDS for the database server, EC2 for the application itself and S3 for hosting user uploaded media, does that make it a distributed system? If not, then what should it be called and what is this application lacking for it to be distributed? Update Here is my take on the application to clarify my approach to building the system: The application I'm building is a social game for Facebook. I developed the application locally on a LAMP stack using Symfony2. For production I used an a single EC2 Micro instance for hosting the app itself, RDS for hosting my database, S3 for the user uploaded files and CloudFront for hosting static content. I know this may sound like a naive approach, so don't be shy to express your ideas.

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  • How does a search functionality fit in DDD with CQRS?

    - by Songo
    In Vaughn Vernon's book Implementing domain driven design and the accompanying sample application I found that he implemented a CQRS approach to the iddd_collaboration bounded context. He presents the following classes in the application service layer: CalendarApplicationService.java CalendarEntryApplicationService.java CalendarEntryQueryService.java CalendarQueryService.java I'm interested to know if an application will have a search page that feature numerous drop downs and check boxes with a smart text box to match different search patterns; How will you structure all that search logic? In a command service or a query service? Taking a look at the CalendarQueryService.java I can see that it has 2 methods for a huge query, but no logic at all to mix and match any search filters for example. I've heard that the application layer shouldn't have any business logic, so where will I construct my dynamic query? or maybe just clutter everything in the Query service?

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  • Authenticating your windows domain users in the cloud

    - by cibrax
    Moving to the cloud can represent a big challenge for many organizations when it comes to reusing existing infrastructure. For applications that drive existing business processes in the organization, reusing IT assets like active directory represent good part of that challenge. For example, a new web mobile application that sales representatives can use for interacting with an existing CRM system in the organization. In the case of Windows Azure, the Access Control Service (ACS) already provides some integration with ADFS through WS-Federation. That means any organization can create a new trust relationship between the STS running in the ACS and the STS running in ADFS. As the following image illustrates, the ADFS running in the organization should be somehow exposed out of network boundaries to talk to the ACS. This is usually accomplish through an ADFS proxy running in a DMZ. This is the official story for authenticating existing domain users with the ACS.  Getting an ADFS up and running in the organization, which talks to a proxy and also trust the ACS could represent a painful experience. It basically requires  advance knowledge of ADSF and exhaustive testing to get everything right.  However, if you want to get an infrastructure ready for authenticating your domain users in the cloud in a matter of minutes, you will probably want to take a look at the sample I wrote for talking to an existing Active Directory using a regular WCF service through the Service Bus Relay Binding. You can use the WCF ability for self hosting the authentication service within a any program running in the domain (a Windows service typically). The service will not require opening any port as it is opening an outbound connection to the cloud through the Relay Service. In addition, the service will be protected from being invoked by any unauthorized party with the ACS, which will act as a firewall between any client and the service. In that way, we can get a very safe solution up and running almost immediately. To make the solution even more convenient, I implemented an STS in the cloud that internally invokes the service running on premises for authenticating the users. Any existing web application in the cloud can just establish a trust relationship with this STS, and authenticate the users via WS-Federation passive profile with regular http calls, which makes this very attractive for web mobile for example. This is how the WCF service running on premises looks like, [ServiceBehavior(Namespace = "http://agilesight.com/active_directory/agent")] public class ProxyService : IAuthenticationService { IUserFinder userFinder; IUserAuthenticator userAuthenticator;   public ProxyService() : this(new UserFinder(), new UserAuthenticator()) { }   public ProxyService(IUserFinder userFinder, IUserAuthenticator userAuthenticator) { this.userFinder = userFinder; this.userAuthenticator = userAuthenticator; }   public AuthenticationResponse Authenticate(AuthenticationRequest request) { if (userAuthenticator.Authenticate(request.Username, request.Password)) { return new AuthenticationResponse { Result = true, Attributes = this.userFinder.GetAttributes(request.Username) }; }   return new AuthenticationResponse { Result = false }; } } Two external dependencies are used by this service for authenticating users (IUserAuthenticator) and for retrieving user attributes from the user’s directory (IUserFinder). The UserAuthenticator implementation is just a wrapper around the LogonUser Win Api. The UserFinder implementation relies on Directory Services in .NET for searching the user attributes in an existing directory service like Active Directory or the local user store. public UserAttribute[] GetAttributes(string username) { var attributes = new List<UserAttribute>();   var identity = UserPrincipal.FindByIdentity(new PrincipalContext(this.contextType, this.server, this.container), IdentityType.SamAccountName, username); if (identity != null) { var groups = identity.GetGroups(); foreach(var group in groups) { attributes.Add(new UserAttribute { Name = "Group", Value = group.Name }); } if(!string.IsNullOrEmpty(identity.DisplayName)) attributes.Add(new UserAttribute { Name = "DisplayName", Value = identity.DisplayName }); if(!string.IsNullOrEmpty(identity.EmailAddress)) attributes.Add(new UserAttribute { Name = "EmailAddress", Value = identity.EmailAddress }); }   return attributes.ToArray(); } As you can see, the code is simple and uses all the existing infrastructure in Azure to simplify a problem that looks very complex at first glance with ADFS. All the source code for this sample is available to download (or change) in this GitHub repository, https://github.com/AgileSight/ActiveDirectoryForCloud

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  • How would you gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    I'm relatively new to StackExchange and not sure if it's appropriate place to ask design question. Site gives me a hint "The question you're asking appears subjective and is likely to be closed". Please let me know. Anyway.. One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting? Thank you very much in advance for your thoughts.

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  • Is event sourcing ready for prime time?

    - by Dakotah North
    Event Sourcing was popularized by LMAX as a means to provide speed, performance scalability, transparent persistence and transparent live mirroring. Before being rebranded as Event Sourcing, this type of architectural pattern was known as System Prevalence but yet I was never familiar with this pattern before the LMAX team went public. Has this pattern proved itself in numerous production systems and therefore even conservative individuals should feel empowered to embrace this pattern or is event sourcing / system prevalence an exotic pattern that is best left for the fearless?

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

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  • Distributed Transaction Framework across webservices

    - by John Petrak
    I am designing a new system that has one central web service and several site web services which are spread across the country and some overseas. It has some data that must be identical on all sites. So my plan is to maintain that data in the central web service and then "sync" the data to sites. This includes inserts, edits and deletes. I see a problem when deleting, if one site has used the record, then I need to undo the delete that has happened on the other servers. This lead me to idea that I need some sort of transaction system that can work across different web servers. Before I design one from scratch, I would like to know if anyone has come across this sort of problem and if there are any frame works or even design patterns that might aid me?

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