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  • Gradual approaches to dependency injection

    - by JW01
    I'm working on making my classes unit-testable, using dependency injection. But some of these classes have a lot of clients, and I'm not ready to refactor all of them to start passing in the dependencies yet. So I'm trying to do it gradually; keeping the default dependencies for now, but allowing them to be overridden for testing. One approach I'm conisdering is just moving all the "new" calls into their own methods, e.g.: public MyObject createMyObject(args) { return new MyObject(args); } Then in my unit tests, I can just subclass this class, and override the create functions, so they create fake objects instead. Is this a good approach? Are there any disadvantages? More generally, is it okay to have hard-coded dependencies, as long as you can replace them for testing? I know the preferred approach is to explicitly require them in the constructor, and I'd like to get there eventually. But I'm wondering if this is a good first step.

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  • In which cases Robolectric is a relevant solution?

    - by Francis Toth
    As you may now, Robolectric is a framework that provides stubs for Android objects, in order to make tests runnable outside the Dalvik environment. My concern is that, by doing this, one can fake a third party library, which is, I believe, not a good practice (it should be encapsulated instead). If you make assumptions about an interface you don't own, which is changed once your test has been written, you won't be always noticed about the modifications. This can lead to a misunderstanding between your implementations and the interface they depends on. In addition, Android use mostly inheritance over interfaces which limits contract testing. So here's my question: Are there situations when Robolectric is the way to go? Here are some links you can check for further information: test-doubles-with-mockito in-brief-contract-tests

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  • A design pattern for data binding an object (with subclasses) to asp.net user control

    - by Rohith Nair
    I have an abstract class called Address and I am deriving three classes ; HomeAddress, Work Address, NextOfKin address. My idea is to bind this to a usercontrol and based on the type of Address it should bind properly to the ASP.NET user control. My idea is the user control doesn't know which address it is going to present and based on the type it will parse accordingly. How can I design such a setup, based on the fact that, the user control can take any type of address and bind accordingly. I know of one method like :- Declare class objects for all the three types (Home,Work,NextOfKin). Declare an enum to hold these types and based on the type of this enum passed to user control, instantiate the appropriate object based on setter injection. As a part of my generic design, I just created a class structure like this :- I know I am missing a lot of pieces in design. Can anybody give me an idea of how to approach this in proper way.

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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • OAGi Architecture Council OAGIS Ten Work Group Completes first round review of Concepts for OAGIS Te

    - by michael.rowell
    Today the OAGi Architecture Council OAGIS Ten Work group completed the first level review of concepts for existing content for OAGIS Ten. This is one of the first milestones for OAGIS Ten. In doing this the concepts of key objects (the Nouns) have been identified along with the key context for their use. While OAGIS Ten remains a work-in-process the work group shows progress. Going forward the other councils will provide additional input to these and there own concepts and the contexts for each. Additionally, sub groups will focus on concepts for given domains. Stay tuned for future progress. If anyone is interested in joining the effort. OAGi membership is open to anyone, please see the OAGi Web site.

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  • Two network interfaces and two IP addresses on the same subnet in Linux

    - by Scott Duckworth
    I recently ran into a situation where I needed two IP addresses on the same subnet assigned to one Linux host so that we could run two SSL/TLS sites. My first approach was to use IP aliasing, e.g. using eth0:0, eth0:1, etc, but our network admins have some fairly strict settings in place for security that squashed this idea: They use DHCP snooping and normally don't allow static IP addresses. Static addressing is accomplished by using static DHCP entries, so the same MAC address always gets the same IP assignment. This feature can be disabled per switchport if you ask and you have a reason for it (thankfully I have a good relationship with the network guys and this isn't hard to do). With the DHCP snooping disabled on the switchport, they had to put in a rule on the switch that said MAC address X is allowed to have IP address Y. Unfortunately this had the side effect of also saying that MAC address X is ONLY allowed to have IP address Y. IP aliasing required that MAC address X was assigned two IP addresses, so this didn't work. There may have been a way around these issues on the switch configuration, but in an attempt to preserve good relations with the network admins I tried to find another way. Having two network interfaces seemed like the next logical step. Thankfully this Linux system is a virtual machine, so I was able to easily add a second network interface (without rebooting, I might add - pretty cool). A few keystrokes later I had two network interfaces up and running and both pulled IP addresses from DHCP. But then the problem came in: the network admins could see (on the switch) the ARP entry for both interfaces, but only the first network interface that I brought up would respond to pings or any sort of TCP or UDP traffic. After lots of digging and poking, here's what I came up with. It seems to work, but it also seems to be a lot of work for something that seems like it should be simple. Any alternate ideas out there? Step 1: Enable ARP filtering on all interfaces: # sysctl -w net.ipv4.conf.all.arp_filter=1 # echo "net.ipv4.conf.all.arp_filter = 1" >> /etc/sysctl.conf From the file networking/ip-sysctl.txt in the Linux kernel docs: arp_filter - BOOLEAN 1 - Allows you to have multiple network interfaces on the same subnet, and have the ARPs for each interface be answered based on whether or not the kernel would route a packet from the ARP'd IP out that interface (therefore you must use source based routing for this to work). In other words it allows control of which cards (usually 1) will respond to an arp request. 0 - (default) The kernel can respond to arp requests with addresses from other interfaces. This may seem wrong but it usually makes sense, because it increases the chance of successful communication. IP addresses are owned by the complete host on Linux, not by particular interfaces. Only for more complex setups like load- balancing, does this behaviour cause problems. arp_filter for the interface will be enabled if at least one of conf/{all,interface}/arp_filter is set to TRUE, it will be disabled otherwise Step 2: Implement source-based routing I basically just followed directions from http://lartc.org/howto/lartc.rpdb.multiple-links.html, although that page was written with a different goal in mind (dealing with two ISPs). Assume that the subnet is 10.0.0.0/24, the gateway is 10.0.0.1, the IP address for eth0 is 10.0.0.100, and the IP address for eth1 is 10.0.0.101. Define two new routing tables named eth0 and eth1 in /etc/iproute2/rt_tables: ... top of file omitted ... 1 eth0 2 eth1 Define the routes for these two tables: # ip route add default via 10.0.0.1 table eth0 # ip route add default via 10.0.0.1 table eth1 # ip route add 10.0.0.0/24 dev eth0 src 10.0.0.100 table eth0 # ip route add 10.0.0.0/24 dev eth1 src 10.0.0.101 table eth1 Define the rules for when to use the new routing tables: # ip rule add from 10.0.0.100 table eth0 # ip rule add from 10.0.0.101 table eth1 The main routing table was already taken care of by DHCP (and it's not even clear that its strictly necessary in this case), but it basically equates to this: # ip route add default via 10.0.0.1 dev eth0 # ip route add 130.127.48.0/23 dev eth0 src 10.0.0.100 # ip route add 130.127.48.0/23 dev eth1 src 10.0.0.101 And voila! Everything seems to work just fine. Sending pings to both IP addresses works fine. Sending pings from this system to other systems and forcing the ping to use a specific interface works fine (ping -I eth0 10.0.0.1, ping -I eth1 10.0.0.1). And most importantly, all TCP and UDP traffic to/from either IP address works as expected. So again, my question is: is there a better way to do this? This seems like a lot of work for a seemingly simple problem.

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  • Lessons learned from Word 2007 automation with c# 2008

    - by robertphyatt
    My organization has an ongoing project to take documents produced for internal regulations and such, change some of the formatting and then export it as PDF. Our requirements were that only one person would be doing this, but it has been painfully tedious and sometimes error-prone to do by hand. Enter the fearless developer to automate the situation! Since I am one of those guys that just plain does not like VB, I wanted to do the automation in the ever-so-much-more-familiar C#. While Microsoft had made a dll that makes such a task easier, documentation on MSDN is pretty lame and most of the forumns and posts on the internet had little to do with my task. So, I feel like I can give back to the community and make a post here of the things I have learned so far. I hope this is helpful to whoever stumbles upon it. Steps to do this: 1) First of all, make some sort of a project and use some sort of a means to get the filename of the word document you are trying to open. I got the filename the user wanted with an openFileDialog tied to a button that I labeled 'Browse':        private void btnBrowse_Click(object sender, EventArgs e)        {            try            {                DialogResult myResult = openFileDialog1.ShowDialog();                if (myResult.Equals(DialogResult.OK))                {                    if (openFileDialog1.SafeFileName.EndsWith(".doc"))                    {                        txtFileName.Text = openFileDialog1.SafeFileName;                        paramSourceDocPath = openFileDialog1.FileName;                        paramExportFilePath = openFileDialog1.FileName.Replace(".doc", ".pdf");                    }                    else                    {                        txtFileName.Text = "only something that end with .doc, please";                    }                }            }            catch (Exception err)            {                lblError.Text = err.Message;            }        }   2) Add in "using Microsoft.Office.Interop.Word;" after setting your project to reference Microsoft.Office.Core and Microsoft.Office.Interop.Word so that you don't have to add "Microsoft.Office.Interop.Word" to the front of everything. 3) Now you are ready to play. You will need to have a copy of word open and a copy of your word document that you want to modify open to be able to make the changes that are needed. The word interop dll likes using ref on all the parameters passed in, and likes to have them as objects. If you don't want to specify the parameter, you have to give it a "Type.Missing". I suggest creating some objects that you reuse all over the place to maintain sanity. object paramMissing = Type.Missing; ApplicationClass wordApplication = new ApplicationClass(); Document wordDocument = wordApplication.Documents.Open(                ref paramSourceDocPath, ref paramMissing, ref paramMissing,                ref paramMissing, ref paramMissing, ref paramMissing,                ref paramMissing, ref paramMissing, ref paramMissing,                ref paramMissing, ref paramMissing, ref paramMissing,                ref paramMissing, ref paramMissing, ref paramMissing,                ref paramMissing); 4) There are many ways to modify the text of the inside of the word document. One of the ways that was most effective for me was to break it down by paragraph and then do things on each paragraph by what style the particular paragraph had.            foreach (Paragraph thisParagraph in wordDocument.Content.Paragraphs)            {                string strStyleName = ((Style)thisParagraph.get_Style()).NameLocal;                string strText = thisParagraph.Range.Text;                //Do whatever you need to do            } 5) Sometimes you want to insert a new line character somewhere in the text or insert text into the document, etc.  There are a few ways you can do this: you can either modify the text of a paragraph by doing something like this ('\r' makes a new paragraph, '\v' will make a newline without making a new paragraph. If you remove a '\r' from the text, it will eliminate the paragraph you removed it from): thisParagraph.Range.Text = "A\vNew Paragraph!\r" + thisParagraph.Range.Text; OR you could select where you want to insert it and have it act like you were typing in Word like any normal user (note: if you do not collapse the range first, you will overwrite the thing you got the range from) object oCollapseDirectionEnd = WdCollapseDirection.wdCollapseEnd; object oCollapseDirectionStart = WdCollapseDirection.wdCollapseStart; Range rangeInsertAtBeginning = thisParagraph.Range; Range rangeInsertAtEnd = thisParagraph.Range; rangeInsertAtBeginning.Collapse(ref oCollapseDirectionStart); rangeInsertAtEnd.Collapse(ref oCollapseDirectionEnd); rangeInsertAtBeginning.Select(); wordApplication.Selection.TypeText("Blah Blah Blah"); rangeInsertAtEnd.Select(); wordApplication.Selection.TypeParagraph(); 6) If you want to make text columns, like a newspaper or newsletter, you have to modify the page layout of the document or a section of the document to make it happen. In my case, I only wanted a particular section to have that, and I wanted to have a black line before and after the newspaper-like text columns. First you need to do a section break on either side of what you wanted, then you take the section and modify the page layout. Then you can modify the borders of the section (or another object in the word document). I also show here how to modify the alignment of a paragraph.            object oSectionBreak = WdBreakType.wdSectionBreakContinuous;            //These ranges were set while I was going through the paragraphs of my document, like I was showing earlier            rangeHeaderStart.InsertBreak(ref oSectionBreak);            rangeHeaderEnd.InsertBreak(ref oSectionBreak);            //change the alignment to justify            object oRangeHeaderStart = rangeStartJustifiedAlignment.Start;            object oRangeHeaderEnd = rangeHeaderEnd.End;            Range rangeHeader = wordDocument.Range(ref oRangeHeaderStart, ref oRangeHeaderEnd);            rangeHeader.Paragraphs.Alignment = WdParagraphAlignment.wdAlignParagraphJustify;            //find the section break and make it into triple text columns            foreach (Section mySection in wordDocument.Sections)            {                if (mySection.Range.Start == rangeHeaderStart.Start)                {                    mySection.PageSetup.TextColumns.Add(ref paramMissing, ref paramMissing, ref paramMissing);                    mySection.PageSetup.TextColumns.Add(ref paramMissing, ref paramMissing, ref paramMissing);                    //I didn't like the default spacing and column widths. This is how I adjusted them.                    foreach (TextColumn txtc in mySection.PageSetup.TextColumns)                    {                        try                        {                            txtc.SpaceAfter = 151.6f;                            txtc.Width = 7;                        }                        catch (Exception)                        {                            txtc.Width = 151.6f;                        }                    }                }            } That is all  I have time for today! I hope this was helpful to someone!

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  • Wait till all CCActions have completed

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

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  • MVC Pattern, ViewModels, Location of conversion.

    - by Pino
    I've been working with ASP.Net MVC for around a year now and have created my applications in the following way. X.Web - MVC Application Contains Controller and Views X.Lib - Contains Data Access, Repositories and Services. This allows us to drop the .Lib into any application that requires it. At the moment we are using Entity Framework, the conversion from EntityO to a more specific model is done in the controller. This set-up means if a service method returns an EntityO and then the Controller will do a conversion before the data is passed to a view. I'm interested to know if I should move the conversion to the Service so that the app doesn't have Entity Objects being passed around.

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • ETPM/OUAF 2.3.1 Framework Overview - Session 3

    - by MHundal
    The OUAF Framework Session 3 is now available. This session covered the following topics: 1. UI Maps - the generation of display of UI Maps in the system based on the setup of the Business Object.  Tips and tricks for generating the UI Map. 2. BPA Scripts - how scripts have changed using the different step types.  Overview of the BPA Scripts. 3. Case Study - a small presentation of using the different options available when implementing requirements. 4. Revision Control - the options for revision control of configuration objects in ETPM. You can stream the recording using the following link: https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=70894897&rKey=243f49614fd5d9c6 You can download the recording using the following link: https://oracletalk.webex.com/oracletalk/lsr.php?AT=dw&SP=MC&rID=70894897&rKey=863c9dacce78aad2

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Deploying Data Mining Models using Model Export and Import, Part 2

    - by [email protected]
    In my last post, Deploying Data Mining Models using Model Export and Import, we explored using DBMS_DATA_MINING.EXPORT_MODEL and DBMS_DATA_MINING.IMPORT_MODEL to enable moving a model from one system to another. In this post, we'll look at two distributed scenarios that make use of this capability and a tip for easily moving models from one machine to another using only Oracle Database, not an external file transport mechanism, such as FTP. The first scenario, consider a company with geographically distributed business units, each collecting and managing their data locally for the products they sell. Each business unit has in-house data analysts that build models to predict which products to recommend to customers in their space. A central telemarketing business unit also uses these models to score new customers locally using data collected over the phone. Since the models recommend different products, each customer is scored using each model. This is depicted in Figure 1.Figure 1: Target instance importing multiple remote models for local scoring In the second scenario, consider multiple hospitals that collect data on patients with certain types of cancer. The data collection is standardized, so each hospital collects the same patient demographic and other health / tumor data, along with the clinical diagnosis. Instead of each hospital building it's own models, the data is pooled at a central data analysis lab where a predictive model is built. Once completed, the model is distributed to hospitals, clinics, and doctor offices who can score patient data locally.Figure 2: Multiple target instances importing the same model from a source instance for local scoring Since this blog focuses on model export and import, we'll only discuss what is necessary to move a model from one database to another. Here, we use the package DBMS_FILE_TRANSFER, which can move files between Oracle databases. The script is fairly straightforward, but requires setting up a database link and directory objects. We saw how to create directory objects in the previous post. To create a database link to the source database from the target, we can use, for example: create database link SOURCE1_LINK connect to <schema> identified by <password> using 'SOURCE1'; Note that 'SOURCE1' refers to the service name of the remote database entry in your tnsnames.ora file. From SQL*Plus, first connect to the remote database and export the model. Note that the model_file_name does not include the .dmp extension. This is because export_model appends "01" to this name.  Next, connect to the local database and invoke DBMS_FILE_TRANSFER.GET_FILE and import the model. Note that "01" is eliminated in the target system file name.  connect <source_schema>/<password>@SOURCE1_LINK; BEGIN  DBMS_DATA_MINING.EXPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_SOURCE_DIR_OBJECT',                                 'name =''MY_MINING_MODEL'''); END; connect <target_schema>/<password>; BEGIN  DBMS_FILE_TRANSFER.GET_FILE ('MY_SOURCE_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '01.dmp',                               'SOURCE1_LINK',                               'MY_TARGET_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '.dmp' );  DBMS_DATA_MINING.IMPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_TARGET_DIR_OBJECT'); END; To clean up afterward, you may want to drop the exported .dmp file at the source and the transferred file at the target. For example, utl_file.fremove('&directory_name', '&model_file_name' || '.dmp');

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Exposing business logic as WCF service

    - by Oren Schwartz
    I'm working on a middle-tier project which encapsulates the business logic (uses a DAL layer, and serves a web application server [ASP.net]) of a product deployed in a LAN. The BL serves as a bunch of services and data objects that are invoked upon user action. At present times, the DAL acts as a separate application whereas the BL uses it, but is consumed by the web application as a DLL. Both the DAL and the web application are deployed on different servers inside organization, and since the BL DLL is consumed by the web application, it resides in the same server. The worst thing about exposing the BL as a DLL is that we lost track with what we expose. Deployment is not such a big issue since mostly, product versions are deployed together. Would you recommend migrating from DLL to WCF service? If so, why? Do you know anyone who had a similar experience?

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • Can an aggregate root hold references of members of another aggregate root?

    - by Rushino
    Hello, I know outside aggregates cant change anything inside an aggregate without passing by his root. That said i would like to know if an aggregate root can hold references of members (objects insides) of another aggregate root? (fellowing DDD rules) Example : a Calendar contain a list of phases which contain a list of sequences which contain a list of assignations Calendar is root because phases and sequences and assignations only work in context of a calendar. You also have Students and Groups of student (called groups) It is possible (fellowing DDD rules) to make Groups holding references of assignations or it need to pass by the root for accessing groups from assignations ? Thanks.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Cooperator Framework

    - by csharp-source.net
    Cooperator Framework is a base class library for high performance Object Relational Mapping (ORM), and a code generation tool that aids agile application development for Microsoft .Net Framework 2.0/3.0. The main features are: * Use business entities. * Full typed Model (Data Layer and Entities) * Maintain persistence across the layers by passing specific types( .net 2.0/3.0 generics) * Business objects can bind to controls in Windows Forms and Web Forms taking advantage of data binding of Visual Studio 2005. * Supports any Primary Key defined on tables, with no need to modify it or to create a unique field. * Uses stored procedures for data access. * Supports concurrency. * Generates code both for stored procedures and projects in C# or Visual Basic. * Maintains the model in a repository, which can be modified in any stage of the development cycle, regenerating the model on demand.

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  • conventions for friend methods in Perl

    - by xenoterracide
    Perl doesn't support a friend relationship between objects, nor does it support private or protected methods. What is usually done for private methods is to prefix the name with an underscore. I occasionally have methods that I think of as friend methods. Meaning that I expect them to be used by a specific object, or an object with a specific responsibility, but I'm not sure if I should make that method public (meaning foo ) or private ( _foo ) or if there's a better convention? is there a convention for friend methods?

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • DDD: Service or Repository

    - by tikhop
    I am developing an app in DDD manner. And I have a little problem with it. I have a Fare (airline fare) and FareRepository objects. And at some point I should load additional fare information and set this information to existing Fare. I guess that I need to create an Application Service (FareAdditionalInformationService) that will deal with obtaining data from the server and than update existing Fare. However, some people said me that it is necessary to use FareRepository for this problem. I don't know wich place is better for my problem Service or Repository.

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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