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  • Windows 8&ndash;Custom WinRT components and WinJS

    - by Jonas Bush
    Wow, I’m still alive! I installed the RTM of Windows 8 when it became available, and in the last few days have started taking a look at writing a windows 8 app using HTML/JS, which in and of itself is a weird thing. I don’t think that windows developers of 10 years ago would’ve thought something like this would have ever come about. As I was working on this, I ran across a problem, found the solution, and thought I’d blog about it to try and kick start me back into blogging. I already answered my own question on Stack Overflow, but will explain here. I needed to create a custom WinRT component to do some stuff that I either wouldn’t be able to or didn’t know how to do with the javascript libraries available to me. I had a javascript class defined like this: WinJS.Namespace.define("MyApp", { MyClass: WinJS.Class.define(function() { //constructor function }, { /*instance members*/ }, { /*static members*/ }) }); This gives me an object I can access in javascript: var foo = new MyApp.MyClass(); I created my WinRT component like this: namespace MyApp { public sealed class SomeClass { public int SomeMethod() { return 42; } } }   With the thought that from my javascript, I’d be able to do this: var foo = new MyApp.MyClass(); var bar = new MyApp.SomeClass(); //from WinRT component foo.SomeProperty = bar.SomeMethod();   When I tried this, I got the following error when trying to construct MyApp.MyClass (the object defined in Javascript) 0x800a01bd - Javascript runtime error: Object doesn't support this action. I puzzled for a bit, then noticed while debugging that my “MyApp” namespace didn’t have anything in it other than the WinRT component. I changed my WinRT component to this: namespace MyAppUtils { public sealed class SomeClass { //etc } } And after this, everything was fine. So, lesson learned: If you’re using Javascript and create a custom WinRT component, make sure that the WinRT component is in a namespace all its own. Not sure why this happens, and if I find out why or if MS says something about this somewhere, I’ll come back and update this.

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  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

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  • How do I compile a Wikipedia lens and install?

    - by user49523
    I read a tutorial about how to compile and install a Wikipedia lens, but it didn't work. The tutorial sounds easy - i just copied and pasted to the file that was suppose to edit. I have tried some times and here are 2 edits edit 1: import logging import optparse import gettext from gettext import gettext as _ gettext.textdomain('wikipedia') from singlet.lens import SingleScopeLens, IconViewCategory, ListViewCategory from wikipedia import wikipediaconfig import urllib2 import simplejson class WikipediaLens(SingleScopeLens): wiki = "http://en.wikipedia.org" def wikipedia_query(self,search): try: search = search.replace(" ", "|") url = ("%s/w/api.php?action=opensearch&limit=25&format=json&search=%s" % (self.wiki, search)) results = simplejson.loads(urllib2.urlopen(url).read()) print "Searching Wikipedia" return results[1] except (IOError, KeyError, urllib2.URLError, urllib2.HTTPError, simplejson.JSONDecodeError): print "Error : Unable to search Wikipedia" return [] class Meta: name = 'Wikipedia' description = 'Wikipedia Lens' search_hint = 'Search Wikipedia' icon = 'wikipedia.svg' search_on_blank=True # TODO: Add your categories articles_category = ListViewCategory("Articles", "dialog-information-symbolic") def search(self, search, results): for article in self.wikipedia_query(search): results.append("%s/wiki/%s" % (self.wiki, article), "http://upload.wikimedia.org/wikipedia/commons/6/63/Wikipedia-logo.png", self.articles_category, "text/html", article, "Wikipedia Article", "%s/wiki/%s" % (self.wiki, article)) pass edit 2: import urllib2 import simplejson import logging import optparse import gettext from gettext import gettext as _ gettext.textdomain('wikipediaa') from singlet.lens import SingleScopeLens, IconViewCategory, ListViewCategory from wikipediaa import wikipediaaconfig class WikipediaaLens(SingleScopeLens): wiki = "http://en.wikipedia.org" def wikipedia_query(self,search): try: search = search.replace(" ", "|") url = ("%s/w/api.php?action=opensearch&limit=25&format=json&search=%s" % (self.wiki, search)) results = simplejson.loads(urllib2.urlopen(url).read()) print "Searching Wikipedia" return results[1] except (IOError, KeyError, urllib2.URLError, urllib2.HTTPError, simplejson.JSONDecodeError): print "Error : Unable to search Wikipedia" return [] def search(self, search, results): for article in self.wikipedia_query(search): results.append("%s/wiki/%s" % (self.wiki, article), "http://upload.wikimedia.org/wikipedia/commons/6/63/Wikipedia-logo.png", self.articles_category, "text/html", article, "Wikipedia Article", "%s/wiki/%s" % (self.wiki, article)) pass class Meta: name = 'Wikipedia' description = 'Wikipedia Lens' search_hint = 'Search Wikipedia' icon = 'wikipedia.svg' search_on_blank=True # TODO: Add your categories articles_category = ListViewCategory("Articles", "dialog-information-symbolic") def search(self, search, results): # TODO: Add your search results results.append('https://wiki.ubuntu.com/Unity/Lenses/Singlet', 'ubuntu-logo', self.example_category, "text/html", 'Learn More', 'Find out how to write your Unity Lens', 'https://wiki.ubuntu.com/Unity/Lenses/Singlet') pass so .. what can i change in the edit ? (if anybody give me the entire edit file edited i will appreciate)

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  • Aligning text to the bottom of a div: am I confused about CSS or about blueprint? [closed]

    - by larsks
    I've used Blueprint to prototype a very simple page layout...but after reading up on absolute vs. relative positioning and a number of online tutorials regarding vertical positioning, I'm not able to get things working the way I think they should. Here's my html: <div class="container" id="header> <div class="span-4" id="logo"> <img src="logo.png" width="150" height="194" /> </div> <div class="span-20 last" id="title"> <h1 class="big">TITLE</h1> </div> </div> The document does include the blueprint screen.css file. I want TITLE aligned with the bottom of the logo, which in practical terms means the bottom of #header. This was my first try: #header { position: relative; } #title { font-size: 36pt; position: absolute; bottom: 0; } Not unexpectedly, in retrospect, this puts TITLE flush left with the left edge of #header...but it failed to affect the vertical positioning of the title. So I got exactly the opposite of what I was looking for. So I tried this: #title { position: relative; } #title h1 { font-size: 36pt; position: absolute; bottom: 0; } My theory was that this would allign the h1 element with the bottom of the containing div element...but instead it made TITLE disappear, completely. I guess this means that it's rendering off the visible screen somewhere. At this point I'm baffled. I'm hoping someone here can point me in the right direction. Thanks!

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  • Static classes and/or singletons -- How many does it take to become a code smell?

    - by Earlz
    In my projects I use quite a lot of static classes. These are usually classes that naturally seem to fit into a single-instance type of thing. Many times I use static classes and recently I've started using some singletons. How many of these does it take to become a code smell? For instance, in my recent project which has a lot of static classes is an Authentication library for ASP.Net. I use a static class for a helper class that fixes ASP.Net error codes so it can be used like CustomErrorsFixer.Fix(Context); Or my authentication class itself is a static class //in global.asax's begin_application Authentication.SomeState="blah"; Authentication.SomeOption=true; //etc //in global.asax's begin_request Authentication.Authenticate(); When are static or singleton classes bad to use? Am I doing it wrong, or am I just in a project that by definition has very little per-instance state associated with it? The only per-instance state I have is stored in HttpContext.Current.Items like so: /// <summary> /// The current user logged in for the HTTP request. If there is not a user logged in, this will be null. /// </summary> public static UserData CurrentUser{ get{ return HttpContext.Current.Items["fscauth_currentuser"] as UserData; //use HttpContext.Current as a little place to persist static data for this request } private set{ HttpContext.Current.Items["fscauth_currentuser"]=value; } }

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  • Designing configuration for subobjects

    - by Stefano Borini
    I have the following situation: I have a class (let's call it Main) encapsulating a complex process. This class in turn orchestrates a sequence of subalgorithms (AlgoA, AlgoB), each one represented by an individual class. To configure Main, I have a configuration stored into a configuration object MainConfig. This object contains all the config information for AlgoA and AlgoB with their specific parameters. AlgoA has no interest to the information relative to the configuration of AlgoB, so technically I could have (and in practice I have) a contained MainConfig.AlgoAConfig and MainConfig.AlgoBConfig instances, and initialize as AlgoA(MainConfig.AlgoAConfig) and AlgoB(MainConfig.AlgoBConfig). The problem is that there is some common configuration data. One example is the printLevel. I currently have MainConfig.printLevel. I need to propagate this information to both AlgoA and AlgoB, because they have to know how much to print. MainConfig also needs to know how much to print. So the solutions available are I pass the MainConfig to AlgoA and AlgoB. This way, AlgoA has technically access to the whole configuration (even that of AlgoB) and is less self-contained I copy the MainConfig.printLevel into AlgoAConfig and AlgoBConfig, so I basically have three printLevel information repeated. I create a third configuration class PrintingConfig. I have an instance variable MainConfig.printingConfig, and then pass to AlgoA both MainConfig.AlgoAConfig and MainConfig.printingConfig. Have you ever found this situation? How did you solve it ? Which one is stylistically clearer to a new reader of the code ?

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  • C# Role Provider for multiple applications

    - by Juventus18
    I'm making a custom RoleProvider that I would like to use across multiple applications in the same application pool. For the administration of roles (create new role, add users to role, etc..) I would like to create a master application that I could login to and set the roles for each additional application. So for example, I might have AppA and AppB in my organization, and I need to make an application called AppRoleManager that can set roles for AppA and AppB. I am having troubles implementing my custom RoleProvider because it uses an initialize method that gets the application name from the config file, but I need the application name to be a variable (i.e. "AppA" or "AppB") and passed as a parameter. I thought about just implementing the required methods, and then also having additional methods that pass application name as a parameter, but that seems clunky. i.e. public override CreateRole(string roleName) { //uses the ApplicationName property of this, which is set in web.config //creates role in db } public CreateRole(string ApplicationName, string roleName) { //creates role in db with specified params. } Also, I would prefer if people were prevented from calling CreateRole(string roleName) because the current instance of the class might have a different applicationName value than intended (what should i do here? throw NotImplementedException?). I tried just writing the class without inheriting RoleProvider. But it is required by the framework. Any general ideas on how to structure this project? I was thinking make a wrapper class that uses the role provider, and explicitly sets the application name before (and after) and calls to the provider something like this: static class RoleProviderWrapper { public static CreateRole(string pApplicationName, string pRoleName) { Roles.Provider.ApplicationName = pApplicationName; Roles.Provider.CreateRole(pRoleName); Roles.Provider.ApplicationName = "Generic"; } } is this my best-bet?

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  • WCF/webservice architecture question

    - by M.R.
    I have a requirement to create a webservice to expose certain items from a CMS as a web service, and I need some suggestions - the structure of the items is as such: item - field 1 - field 2 - field 3 - field 4 So, one would think that the class for this will be: public class MyItem { public string ItemName { get; set; } public List<MyField> Fields { get; set; } } public class MyField { public string FieldName { get; set; } public string FieldValue { get; set; } //they are always string (except - see below) } This works for when its always one level deep, but sometimes, one of the fields is actually a point to ANOTHER item (MyItem) or multiple MyItem (List<MyItem>), so I thought I would change the structure of MyField as follows, to make FieldValue as object; public class MyField { public string FieldName { get; set; } public object FieldValue { get; set; } //changed to object } So, now, I can put whatever I want in there. This is great in theory, but how will clients consume this? I suspect that when users make a reference to this web service, they won't know which object is being returned in that field? This seems like a not-so-good design. Is there a better approach to this?

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  • Is it OK to remove appmenu-gtk and install appmenu-gtk:i386?

    - by medigeek
    I wanted to eliminate some skype errors and by installing the appmenu-gtk:i386 package the errors were gone! $ skype /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so: wrong ELF class: ELFCLASS64 (skype:2841): Gtk-WARNING **: Failed to load type module: /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so: wrong ELF class: ELFCLASS64 (skype:2841): Gtk-WARNING **: Failed to load type module: /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so: wrong ELF class: ELFCLASS64 (skype:2841): Gtk-WARNING **: Failed to load type module: /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so: wrong ELF class: ELFCLASS64 (skype:2841): Gtk-WARNING **: Failed to load type module: /usr/lib/gtk-2.0/2.10.0/menuproxies/libappmenu.so The change was easy: sudo apt-get install appmenu-gtk:i386 I haven't noticed any "weird" outcome (yet). The good thing was that it cleared the skype errors. But I have my doubts. Has anyone tried something similar? Removing appmenu-gtk and installing appmenu-gtk:i386 on a 64-bit system? Could it break any applications? Similar question: Resolving dependencies related to 32 bit libraries on 64 bit

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • Adventures in MVVM &ndash; My ViewModel Base &ndash; Silverlight Support!

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM In my last post, I outlined the powerful features that are available in the ViewModelSupport.  It takes advantage of the dynamic features of C# 4.0 (as well as some 3.0 goodies) to help eliminate the plumbing that often comes with writing ViewModels.  If you are interested in learning about the capabilities, please take a look at that post and look at the code on CodePlex.  When I wrote about the ViewModel base class, I complained that the features did not work in Silverlight because as of 4.0, it does not support binding to dynamic properties.  Although I still think this is a bummer, I am happy to say that I have come up with a workaround.  In the Silverlight version of my base class, I include a PropertyCollectionConverter that lets you bind to dynamic properties in the ViewModelBase, especially the convention-based commands that the base class supports. To take advantage of any properties that are not statically defined, you can bind to the Properties property of the ViewModel and pass in a converter parameter for the name of the property you want to bind. For example, a ViewModel that looks like this: public class ExampleViewModel : ViewModelBase { public void Execute_MyCommand() { Set("Text", "Foo"); } } Can bind to the dynamic property and the convention-based command with the following XAML. <TextBlock Text="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=Text}" Margin="5" /> <Button Content="Execute MyCommand" Command="{Binding Properties, Converter={StaticResource PropertiesConverter}, ConverterParameter=MyCommand}" Margin="5" /> Of course, it is not as pretty as binding to Text and MyCommand like you can in WPF.  But, it is better than having a failed feature.  This allows you to share your ViewModels between WPF and Silverlight very easily.  <BeatDeadHorse>Hopefully, in Silverlight 5.0, we will see binding to dynamic properties more directly????</BeatDeadHorse>

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  • Problem with XeTeX (LaTeX) and system fonts

    - by mghg
    I have started to use an enterprise specific class for LaTeX, but have got a problem with usage system fonts in Ubuntu. The class uses the fontspec package, I have therefore been instructed to use XeTeX (i.e. the command xelatex instead of latex or pdflatex). However, the command xelatex testfile.tex results in the following message: ! Package xkeyval Error: `TeX' undefined in families `Ligatures'. See the xkeyval package documentation for explanation. Type H <return> for immediate help. ... l.61 \newfontfamily\headfont{Arial} ? The class has previously been used on Mac and Windows and the font setup is as follows: \newfontfamily\headfont{Arial} \newcommand\texthead[1]{\headfont #1} \setromanfont{Georgia} \setmainfont{Georgia} \setsansfont[Scale=MatchLowercase]{Verdana} It has been suggested that since XeTeX makes use of system fonts and the class file has worked flawlessly on Mac and Windows, the problem might be that Arial is not a name used in Ubuntu. I have tried to exchange Arial with Ubuntu Light in the setup code above, but that have not been any improvement. Any suggestions please on how to move forward?

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  • Inheritance, commands and event sourcing

    - by Arthis
    In order not to redo things several times I wanted to factorize common stuff. For Instance, let's say we have a cow and a horse. The cow produces milk, the horse runs fast, but both eat grass. public class Herbivorous { public void EatGrass(int quantity) { var evt= Build.GrassEaten .WithQuantity(quantity); RaiseEvent(evt); } } public class Horse : Herbivorous { public void RunFast() { var evt= Build.FastRun; RaiseEvent(evt); } } public class Cow: Herbivorous { public void ProduceMilk() { var evt= Build.MilkProduced; RaiseEvent(evt); } } To eat Grass, the command handler should be : public class EatGrassHandler : CommandHandler<EatGrass> { public override CommandValidation Execute(EatGrass cmd) { Contract.Requires<ArgumentNullException>(cmd != null); var herbivorous= EventRepository.GetById<Herbivorous>(cmd.Id); if (herbivorous.IsNull()) throw new AggregateRootInstanceNotFoundException(); herbivorous.EatGrass(cmd.Quantity); EventRepository.Save(herbivorous, cmd.CommitId); } } so far so good. I get a Herbivorous object , I have access to its EatGrass function, whether it is a horse or a cow doesn't matter really. The only problem is here : EventRepository.GetById<Herbivorous>(cmd.Id) Indeed, let's imagine we have a cow that has produced milk during the morning and now wants to eat grass. The EventRepository contains an event MilkProduced, and then come the command EatGrass. With the CommandHandler, we are no longer in the presence of a cow and the herbivorious doesn't know anything about producing milk . what should it do? Ignore the event and continue , thus allowing the inheritance and "general" commands? or throw an exception to forbid execution, it would mean only CowEatGrass, and HorseEatGrass might exists as commands ? Thanks for your help, I am just beginning with these kinds of problem, and I would be glad to have some news from someone more experienced.

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  • Android threads trouble wrapping my head around design

    - by semajhan
    I am having trouble wrapping my head around game design. On the android platform, I have an activity and set its content view with a custom surface view. The custom surface view acts as my panel and I create instances of all classes and do all the drawing and calculation in there. Question: Should I instead create the instances of other classes in my activity? Now I create a custom thread class that handles the game loop. Question: How do I use this one class in all my activities? Or do I have to create a separate thread each time? In my previous game, I had multiple levels that had to create an instance of the thread class and in the thread class I had to set constructor methods for each separate level and in the loop use a switch statement to check which level it needs to render and update. Sorry if that sounds confusing. I just want to know if the method I am using is inefficient (which it probably is) and how to go about designing it the correct way. I have read many tutorials out there and I am still having lots of trouble with this particular topic. Maybe a link to a some tutorials that explain this? Thanks.

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  • Why C# does not support multiple inheritance?

    - by Jalpesh P. Vadgama
    Yesterday, One of my friend Dharmendra ask me that why C# does not support multiple inheritance. This is question most of the people ask every time. So I thought it will be good to write a blog post about it. So why it does not support multiple inheritance? I tried to dig into the problem and I have found the some of good links from C# team from Microsoft for why it’s not supported in it. Following is a link for it. http://blogs.msdn.com/b/csharpfaq/archive/2004/03/07/85562.aspx Also, I was giving some of the example to my friend Dharmendra where multiple inheritance can be a problem.The problem is called the diamond problem. Let me explain a bit. If you have class that is inherited from the more then one classes and If two classes have same signature function then for child class object, It is impossible to call specific parent class method. Here is the link that explains more about diamond problem. http://en.wikipedia.org/wiki/Diamond_problem Now of some of people could ask me then why its supporting same implementation with the interfaces. But for interface you can call that method explicitly that this is the method for the first interface and this the method for second interface. This is not possible with multiple inheritance. Following is a example how we can implement the multiple interface to a class and call the explicit method for particular interface. Multiple Inheritance in C# That’s it. Hope you like it. Stay tuned for more update..Till then happy programming.

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  • Inconsistent accessibility error in xna.

    - by Tom
    Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I've come across the error described named above. So heres my problem; I have a SnakeFood class that has a method called "Reposition". In the game1 class I have a method called "UpdateInGame" which calls the reposition method to load an orange that spawns in a random place every second. My latest piece of code changed the reposition method to allow the snake I have on the screen to not be overlapped by the orange that randomly spawns. Now I get the error (in full): Error 1 Inconsistent accessibility: parameter type 'TheMathsSnakeGame.Snake' is less accessible than method 'TheMathsSnakeGame.SnakeFood.Reposition(TheMathsSnakeGame.Snake)' C:\Users\Tom\Documents\Visual Studio 2008\Projects\TheMathsSnakeGame\TheMathsSnakeGame\SnakeFood.cs 33 21 TheMathsSnakeGame I understand what the errors trying to tell me but having changed the accessiblity of the methods, I still can't get it to work. Sorry about the longwinded question. Thanks in advance :) Edit: Code I'm using (Game1 Class) private void UpdateInGame(GameTime gameTime) { //Calls the oranges "reposition" method every second if (gameTime.TotalGameTime.Milliseconds % 1000 == 0) orange.Reposition(sidney); sidney.Update(gameTime); } (SnakeFood Class) public void Reposition(Snake snake) { do { position = new Point(rand.Next(Grid.maxHeight), rand.Next(Grid.maxWidth)); } while (snake.IsBodyOnPoint(position)); }

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • C++11 Tidbits: access control under SFINAE conditions

    - by Paolo Carlini
    Lately I have been spending quite a bit of time on the SFINAE ("Substitution failure is not an error") features of C++, fixing and tweaking various bits of the GCC implementation. An important missing piece was the implementation of the resolution of DR 1170 which, in a nutshell, mandates that access checking is done as part of the substitution process. Consider: class C { typedef int type; }; template <class T, class = typename T::type> auto f(int) - char; template <class> auto f(...) -> char (&)[2]; static_assert (sizeof(f<C>(0)) == 2, "Ouch"); According to the resolution, the static_assert should not fire, and the snippet should compile successfully. The reason being that the first f overload must be removed from the candidate set because C::type is private to C. On the other hand, before the resolution of DR 1170, the expected behavior was for the first overload to remain in the candidate set, win over the second one, to eventually lead to an access control error (*). GCC mainline (would be 4.8) finally implements the DR, thus benefiting the many modern programming techniques heavily exploiting SFINAE, among which certainly the GNU C++ runtime library itself, which relies on it for the internals of <type_traits> and in several other places. Note that the resolution of the DR is active even in C++98 mode, not just in C++11 mode, because it turned out that the traditional behavior, as implemented in GCC, wasn't fully consistent in all the possible circumstances. (*) In practice, GCC didn't really implement this, the static_assert triggered instead.

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  • Dependency injection: what belongs in the constructor?

    - by Adam Backstrom
    I'm evaluating my current PHP practices in an effort to write more testable code. Generally speaking, I'm fishing for opinions on what types of actions belong in the constructor. Should I limit things to dependency injection? If I do have some data to populate, should that happen via a factory rather than as constructor arguments? (Here, I'm thinking about my User class that takes a user ID and populates user data from the database during construction, which obviously needs to change in some way.) I've heard it said that "initialization" methods are bad, but I'm sure that depends on what exactly is being done during initialization. At the risk of getting too specific, I'll also piggyback a more detailed example onto my question. For a previous project, I built a FormField class (which handled field value setting, validation, and output as HTML) and a Model class to contain these fields and do a bit of magic to ease working with fields. FormField had some prebuilt subclasses, e.g. FormText (<input type="text">) and FormSelect (<select>). Model would be subclassed so that a specific implementation (say, a Widget) had its own fields, such as a name and date of manufacture: class Widget extends Model { public function __construct( $data = null ) { $this->name = new FormField('length=20&label=Name:'); $this->manufactured = new FormDate; parent::__construct( $data ); // set above fields using incoming array } } Now, this does violate some rules that I have read, such as "avoid new in the constructor," but to my eyes this does not seem untestable. These are properties of the object, not some black box data generator reading from an external source. Unit tests would progressively build up to any test of Widget-specific functionality, so I could be confident that the underlying FormFields were working correctly during the Widget test. In theory I could provide the Model with a FieldFactory() which could supply custom field objects, but I don't believe I would gain anything from this approach. Is this a poor assumption?

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  • Should a Parent with Children have a DefaultChild, or should a Child have a Default property?

    - by Stijn
    Which of the following two models makes more sense? I'm leaning towards the first one because there can only be one default child. The examples are in C# but I think it can apply to other languages too. Here DefaultChild holds one of the items in Children. class Parent { int ID { get; set; } Child DefaultChild { get; set; } IEnumerable<Child> Children { get; set; } } class Child { int ID { get; set; } } Here one of the items in Children has Default set to true while the others have it set to false. class Parent { int ID { get; set; } IEnumerable<Child> Children { get; set; } } class Child { int ID { get; set; } bool Default { get; set; } } A concrete situation: a User in our system has one or more Customers attached. When logging in, if said User has a default Customer, they are immediately working under this Customer. If they don't, they have to select a Customer to work under. While logged in, they can switch between Customers.

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  • Changing State in PlayerControler from PlayerInput

    - by Jeremy Talus
    In my player input I wanna change the the "State" of my player controller but I have some trouble to do it my player input is declared like that : class ResistancePlayerInput extends PlayerInput within ResistancePlayerController config(ResistancePlayerInput); and in my playerControler I have that : class ResistancePlayerController extends GamePlayerController; var name PreviousState; DefaultProperties { CameraClass = class 'ResistanceCamera' //Telling the player controller to use your custom camera script InputClass = class'ResistanceGame.ResistancePlayerInput' DefaultFOV = 90.f //Telling the player controller what the default field of view (FOV) should be } simulated event PostBeginPlay() { Super.PostBeginPlay(); } auto state Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 200; `log("Player Walking"); } } state Running extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 350; `log("Player Running"); } } state Sprinting extends Walking { event BeginState(name PreviousStateName) { Pawn.GroundSpeed = 800; `log("Player Sprinting"); } } I have tried to use PCOwner.GotoState(); and ResistancePlayerController(PCOwner).GotoState(); but won't work. I have also tried a simple GotoState, and nothing happen how can I call GotoState for the PC Class from my player input ?

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  • Custom inventory items based on inheritance

    - by Bogdan Marginean
    So, here's the scenario: I'm building an RPG. Like most of the other RPGs on the market, my game will feature an inventory and of course, inventory items. So far I've worked well with using a single class for all items, because I did not need anything else than character stat alteration on item usage (consumption). However, I'd like some items to have a more exotic effect. Think of something like when the user consumes a transformation potion, he automatically turns into a beast. In order to achieve this I've thought about declaring a new class that inherits from BaseItem for each item. Each descendant would override some methods (like void OnConsume()), to change the base behavior. This works fine, but when it comes to inventory management, I have some issues. The actual inventory will have to work with BaseItem components only (for obvious reasons, as it's an enumerable collection of objects of the same type); casting any descendant to the base class is possible, so no problems in adding items to the inventory. But how can I keep track of the descendant's type (class) for each item in the inventory? And how to perform the descendant's OnConsume from withint he inventory, for each item? Let me know if you can think of a better solution than mine, or if you can think of a solution to my problem only. Development is done in C#, inside Unity 3.5. Thanks!

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  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • Code contracts and inheritance

    - by DigiMortal
    In my last posting about code contracts I introduced you how to force code contracts to classes through interfaces. In this posting I will go step further and I will show you how code contracts work in the case of inherited classes. As a first thing let’s take a look at my interface and code contracts. [ContractClass(typeof(ProductContracts))] public interface IProduct {     int Id { get; set; }     string Name { get; set; }     decimal Weight { get; set; }     decimal Price { get; set; } }   [ContractClassFor(typeof(IProduct))] internal sealed class ProductContracts : IProduct {     private ProductContracts() { }       int IProduct.Id     {         get         {             return default(int);         }         set         {             Contract.Requires(value > 0);         }     }       string IProduct.Name     {         get         {             return default(string);         }         set         {             Contract.Requires(!string.IsNullOrWhiteSpace(value));             Contract.Requires(value.Length <= 25);         }     }       decimal IProduct.Weight     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 3);             Contract.Requires(value < 100);         }     }       decimal IProduct.Price     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 0);             Contract.Requires(value < 100);         }     } } And here is the product class that inherits IProduct interface. public class Product : IProduct {     public int Id { get; set; }     public string Name { get; set; }     public virtual decimal Weight { get; set; }     public decimal Price { get; set; } } if we run this code and violate the code contract set to Id we will get ContractException. public class Program {     static void Main(string[] args)     {         var product = new Product();         product.Id = -100;     } }   Now let’s make Product to be abstract class and let’s define new class called Food that adds one more contract to Weight property. public class Food : Product {     public override decimal Weight     {         get         {             return base.Weight;         }         set         {             Contract.Requires(value > 1);             Contract.Requires(value < 10);               base.Weight = value;         }     } } Now we should have the following rules at place for Food: weight must be greater than 1, weight must be greater than 3, weight must be less than 100, weight must be less than 10. Interesting part is what happens when we try to violate the lower and upper limits of Food weight. To see what happens let’s try to violate rules #2 and #4. Just comment one of the last lines out in the following method to test another assignment. public class Program {     static void Main(string[] args)     {         var food = new Food();         food.Weight = 12;         food.Weight = 2;     } } And here are the results as pictures to see where exceptions are thrown. Click on images to see them at original size. Violation of lower limit. Violation of upper limit. As you can see for both violations we get ContractException like expected. Code contracts inheritance is powerful and at same time dangerous feature. Although you can always narrow down the conditions that come from more general classes it is possible to define impossible or conflicting contracts at different points in inheritance hierarchy.

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