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  • Structure of a .NET Assembly

    - by Om Talsania
    Assembly is the smallest unit of deployment in .NET Framework.When you compile your C# code, it will get converted into a managed module. A managed module is a standard EXE or DLL. This managed module will have the IL (Microsoft Intermediate Language) code and the metadata. Apart from this it will also have header information.The following table describes parts of a managed module.PartDescriptionPE HeaderPE32 Header for 32-bit PE32+ Header for 64-bit This is a standard Windows PE header which indicates the type of the file, i.e. whether it is an EXE or a DLL. It also contains the timestamp of the file creation date and time. It also contains some other fields which might be needed for an unmanaged PE (Portable Executable), but not important for a managed one. For managed PE, the next header i.e. CLR header is more importantCLR HeaderContains the version of the CLR required, some flags, token of the entry point method (Main), size and location of the metadata, resources, strong name, etc.MetadataThere can be many metadata tables. They can be categorized into 2 major categories.1. Tables that describe the types and members defined in your code2. Tables that describe the types and members referenced by your codeIL CodeMSIL representation of the C# code. At runtime, the CLR converts it into native instructions

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • How to refactor to cleaner version of maintaing states of the widget

    - by George
    Backstory I inherited a bunch of code that I'd like to refactor. It is a UI application written in javascript. Current state: We have main application which consist of several UI components. And each component has entry fields, textboxes, menus, etc), like "ticket", "customer information", etc. Based on input, where the application was called from, who is the user, we enable/disable, hide, show, change titles. Unfortunately, the app grew to the point where it is really hard to scale, add new features. Main the driver (application code) calls set/unset functions of the respective components. So a lot of the stuff look like this Main app unit function1() { **call_function2()** component1.setX(true); component1.setY(true); component2.setX(false); } call_function2() { // it may repeat some of the code function1 called } and we have a lot of this in the main union. I am cleaning this mess. What is the best way to maintain the state of widgets? Please let me know if you need me to clarify.

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • How to rotate a group of objects around a common center?

    - by user1662292
    I've made a model in 3D Studio Max 9. It consists of a variety of cubes, clyinders etc. In XNA I've imported the model okay and it shows correctly. However, when I apply rotation, each component in the model rotates around it's own centre. I want the model to rotate as a single unit. I've linked the components in 3D Max and they rotate as I want in Max. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); model = Content.Load<Model>("Models/Alien1"); } protected override void Update(GameTime gameTime) { camera.Update(1f, new Vector3(), graphics.GraphicsDevice.Viewport.AspectRatio); rotation += 0.1f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.Identity; Matrix rotationYMatrix = Matrix.CreateRotationY(rotation); Matrix translateMatrix = Matrix.CreateTranslation(location); worldMatrix = rotationYMatrix * translateMatrix; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = worldMatrix * transforms[mesh.ParentBone.Index]; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; } mesh.Draw(); } base.Draw(gameTime); } More Info: Rotating the object via it's properties works fine so I'm guessing there's something up with the code rather than with the object itself. Translating the object also causes the objects to get moved independently of each other rather than as a single model and each piece becomes spread around the scene. The model is in .X format.

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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

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

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  • I don't understand how TDD helps me get a good design if I need a design to start testing it

    - by Michael Stum
    I'm trying to wrap my head around TDD, specifically the development part. I've looked at some books, but the ones I found mainly tackle the testing part - the History of NUnit, why testing is good, Red/Green/Refactor and how to create a String Calculator. Good stuff, but that's "just" Unit Testing, not TDD. Specifically, I don't understand how TDD helps me get a good design if I need a Design to start testing it. To illustrate, imagine these 3 requirements: A catalog needs to have a list of products The catalog should remember which products a user viewed Users should be able to search for a product At this points, many books pull a magic rabbit out of a hat and just dive into "Testing the ProductService", but they don't explain how they came to the conclusion that there is a ProductService in the first place. That is the "Development" part in TDD that I'm trying to understand. There needs to be an existing design, but stuff outside of entity-services (that is: There is a Product, so there should be a ProductService) is nowhere to be found (e.g., the second requirement requires me to have some concept of a User, but where would I put the functionality to remind? And is Search a feature of the ProductService or a separate SearchService? How would I know which I should choose?) According to SOLID, I would need a UserService, but if I design a system without TDD, I might end up with a whole bunch of Single-Method Services. Isn't TDD intended to make me discover my design in the first place? I'm a .net developer, but Java resources would also work. I feel that there doesn't seem to be a real sample application or book that deals with a real line of business application. Can someone provide a clear example that illustrates the process of creating a design using TDD?

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  • How to educate business managers on the complexity of adding new features? [duplicate]

    - by Derrick Miller
    This question already has an answer here: How to educate business managers on the complexity of adding new features? [duplicate] 3 answers We maintain a web application for a client who demands that new features be added at a breakneck pace. We've done our best to keep up with their demands, and as a result the code base has grown exponentially. There are now so many modules, subsystems, controllers, class libraries, unit tests, APIs, etc. that it's starting to take more time to work through all of the complexity each time we add a new feature. We've also had to pull additional people in on the project to take over things like QA and staging, so the lead developers can focus on developing. Unfortunately, the client is becoming angry that the cost for each new feature is going up. They seem to expect that we can add new features ad infinitum and the cost of each feature will remain linear. I have repeatedly tried to explain to them that it doesn't work that way - that the code base expands in a fractal manner as all these features are added. I've explained that the best way to keep the cost down is to be judicious about which new features are really needed. But, they either don't understand, or they think I'm bullshitting them. They just sort of roll their eyes and get angry. They're all completely non-technical, and have no idea what does into writing software. Is there a way that I can explain this using business language, that might help them understand better? Are there any visualizations out there, that illustrate the growth of a code base over time? Any other suggestions on dealing with this client?

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  • Guidelines for creating referentially transparent callables

    - by max
    In some cases, I want to use referentially transparent callables while coding in Python. My goals are to help with handling concurrency, memoization, unit testing, and verification of code correctness. I want to write down clear rules for myself and other developers to follow that would ensure referential transparency. I don't mind that Python won't enforce any rules - we trust ourselves to follow them. Note that we never modify functions or methods in place (i.e., by hacking into the bytecode). Would the following make sense? A callable object c of class C will be referentially transparent if: Whenever the returned value of c(...) depends on any instance attributes, global variables, or disk files, such attributes, variables, and files must not change for the duration of the program execution; the only exception is that instance attributes may be changed during instance initialization. When c(...) is executed, no modifications to the program state occur that may affect the behavior of any object accessed through its "public interface" (as defined by us). If we don't put any restrictions on what "public interface" includes, then rule #2 becomes: When c(...) is executed, no objects are modified that are visible outside the scope of c.__call__. Note: I unsuccessfully tried to ask this question on SO, but I'm hoping it's more appropriate to this site.

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  • Will I be able to get programming interviews at good software companies with a non-CS degree?

    - by friend
    I'll be graduating in a year, but I'll have a degree in Economics. I'm pretty much done with my Economics coursework, and by the time next year comes around I will have devoted 1.5 years to learning CS. I will have almost finished the requirements to graduate with a degree in CS, but unfortunately my school requires a science series that would add another 6-9 months of study if I were to try and get the degree (not to mention a max unit cap). I have or will have taken: Objected Oriented Programming Discrete Math Data structures Calculus through multivariable (doubt this matters at all) Linear Algebra (same) Computer Organization Operating Systems Computational Statistics (many data mining projects in R) Parallel Programming Programming Languages Databases Algorithms Compilers Artificial Intelligence I've done well in the ones I've taken, and I hope to do well in the rest, but will that matter if I can't say to the HR people that I have a CS degree? I'd be happy to get an internship at first too, so should I just apply as if I'm an intern and not looking for fulltime, and then try and parlay that into something? Sidenote if you have time -- Is a computer networks or theory of computation class important? Would it be worth taking either of those in lieu of a class on my list? edit -- I know this isn't AskReddit or College Confidential; I know there will be some outrage at posting a question like this. I'm merely looking for insight into a situation that I've been struggling with, and I think this is the absolute best place to find an answer to this question. Thanks.

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  • Enabling GTX 570

    - by Silas
    Hello i just built up my new system: Asus Rock Z77 Extreme 4 Intel i7 3770k 16 Gb Corsair Ram Zotac Nvidia GTX 570 bequiet! 630W Power supply 120 GB SSD So after i installed UBUNTU 12.04 64 bit. It ran smoothly. I downloaded and installed all the recommended updates. After checking the Sytem details the GTX 570 didnt show up as graphics unit. so i figured i needed to download the drivers. So i did but being a complete newbie to linux i didnt succeed in installing them. (I think) Anyway after several tries and errors i shut down the PC and restarted it. Resultung in do Signal to my screen after trying to reboot and all the monitor outs with no result i took out the graphic card and now it boots normally but after booting it says there is a problem with the system the graphics cant be recognized something something. So Question A: What do i do? I Like linux but the arbitrarity of the Errors that occur without any changes to the system scare me. Question B: Is there A beginners guide to Ubuntu where i could start from scratch because i really want this to work? Question C: Now that the System is (suddently) showing these graphic errors So far without visible consequence despite the error message. should i reinstall the GPU and give the driver installation another try or the other way around? Ill be very grateful for any help. Thank you in advance!

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  • Is there a better strategy than relying on the compiler to catch errors?

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being an expert. For some time, I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC, I typed in long blocks before finding they would not run and they were a nightmare to debug. So I learned to write a small bit and then test it. These days, I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Concurrent Affairs

    - by Tony Davis
    I once wrote an editorial, multi-core mania, on the conundrum of ever-increasing numbers of processor cores, but without the concurrent programming techniques to get anywhere near exploiting their performance potential. I came to the.controversial.conclusion that, while the problem loomed for all procedural languages, it was not a big issue for the vast majority of programmers. Two years later, I still think most programmers don't concern themselves overly with this issue, but I do think that's a bigger problem than I originally implied. Firstly, is the performance boost from writing code that can fully exploit all available cores worth the cost of the additional programming complexity? Right now, with quad-core processors that, at best, can make our programs four times faster, the answer is still no for many applications. But what happens in a few years, as the number of cores grows to 100 or even 1000? At this point, it becomes very hard to ignore the potential gains from exploiting concurrency. Possibly, I was optimistic to assume that, by the time we have 100-core processors, and most applications really needed to exploit them, some technology would be around to allow us to do so with relative ease. The ideal solution would be one that allows programmers to forget about the problem, in much the same way that garbage collection removed the need to worry too much about memory allocation. From all I can find on the topic, though, there is only a remote likelihood that we'll ever have a compiler that takes a program written in a single-threaded style and "auto-magically" converts it into an efficient, correct, multi-threaded program. At the same time, it seems clear that what is currently the most common solution, multi-threaded programming with shared memory, is unsustainable. As soon as a piece of state can be changed by a different thread of execution, the potential number of execution paths through your program grows exponentially with the number of threads. If you have two threads, each executing n instructions, then there are 2^n possible "interleavings" of those instructions. Of course, many of those interleavings will have identical behavior, but several won't. Not only does this make understanding how a program works an order of magnitude harder, but it will also result in irreproducible, non-deterministic, bugs. And of course, the problem will be many times worse when you have a hundred or a thousand threads. So what is the answer? All of the possible alternatives require a change in the way we write programs and, currently, seem to be plagued by performance issues. Software transactional memory (STM) applies the ideas of database transactions, and optimistic concurrency control, to memory. However, working out how to break down your program into sufficiently small transactions, so as to avoid contention issues, isn't easy. Another approach is concurrency with actors, where instead of having threads share memory, each thread runs in complete isolation, and communicates with others by passing messages. It simplifies concurrent programs but still has performance issues, if the threads need to operate on the same large piece of data. There are doubtless other possible solutions that I haven't mentioned, and I would love to know to what extent you, as a developer, are considering the problem of multi-core concurrency, what solution you currently favor, and why. Cheers, Tony.

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  • What makes you look like a bad developer (ie a hacker) [on hold]

    - by user134583
    This comes from a lot of people about me, so I have to look at myself. So I would wonder what make one a bad developer (ie a hacker). These are a few things about me I used IDE intensively, all features, you name it: auto-completion, refactoring, quick fixes, open type, view hierarchy, API documentation, etcc When I deal with writing code for a project in domain I am not used to (I can't have fluency in this, this is new), I only have a very rough high level ideas. I don't use the standard modeling diagrams for early detail planning. Unorthodox diagrams that I invented when I need to draw the design in details. I don't use UML or similar, I find them not enough. I divide the sorts of diagram I drew into 3 types. Very high level diagrams which probably can be understood by almost anybody. Data entity diagram used for modeling data objects only (like ER diagrams and tree for inheritances and composition). Action diagrams for agents/classes and their interactions on data objects they contain. Constantly changing the interface (public methods) between interacting agents/classes if the need arises. I am more refrained when the interface and the module have matured Write initial concept code in a quick hackie way just so that the module works in the general cases so that I can play around with it. The module will be re-factored intensively after playing around so I could see more corner cases that I couldn't or (wouldn't want) anticipate before writing code. Using JUnit for integration-like test by using TestSuite class and ordering Unit test classes in the suite Using debugger almost anytime there is a problem instead of reading the code Constantly search on the internet for how to do some thing with some library that I haven't used a lot. So judgment, am I a bad developer? a hacker? Put in other words, to make sure this is not considered off-topic: - Is this bad practice to make your code too agile during incubating/prototyping phase of software development - Is it bad practice to use JUnit for integration testing, (I know there are other framework for integration testing, but those frameworks are for a specific products, not general)

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  • Spending a good fortune on a certificate holding Scrum Master or a Veteran XP coach?

    - by ashy_32bit
    There is a very prestigious company that delivers a well-sold software about financial systems. It has more that 20 years of history, and is staffed with about 20 programmers and much larger number of managerial staff. Dissatisfied customers have reported strange bugs and no one has a clue what is wrong, hard to read code, and customization is prohibitively expensive. In a word, the software is rotten. The company decided to spend a fortune and found the Agile thing as the remedy but they are stuck about what it is they need most urgently. Is it about the process or the developers or both? The challenge breaks down to the following options: They can hire a certificate holding Scrum Master to teach them Scrum. When asked about the value of doing it, the SM responded: "I will prepare them to embrace Agile and only then they can go Agile and save the product". They can as well hire a veteran XP coach. When posed with the same question he responded : "The most urgent problem is with the programmers and not the management, XP will save the product from rot and only then Scrum will make sense" Developers are far from capable of doing agile programming practices at the moment. No unit tests, no pair programmings, no CI (huh? what is it?) ... you get the idea. Some say they would be far better trying to improve their programming first (hire option 2) and then go with the process. Many say quite the opposite. Any insights ?

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  • Is spreading code with refactoring comments a good idea?

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

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  • MVVM and service pattern

    - by alfa-alfa
    I'm building a WPF application using the MVVM pattern. Right now, my viewmodels calls the service layer to retrieve models (how is not relevant to the viewmodel) and convert them to viewmodels. I'm using constructor injection to pass the service required to the viewmodel. It's easily testable and works well for viewmodels with few dependencies, but as soon as I try to create viewModels for complex models, I have a constructor with a LOT of services injected in it (one to retrieve each dependencies and a list of all available values to bind to an itemsSource for example). I'm wondering how to handle multiple services like that and still have a viewmodel that I can unit test easily. I'm thinking of a few solutions: Creating a services singleton (IServices) containing all the available services as interfaces. Example: Services.Current.XXXService.Retrieve(), Services.Current.YYYService.Retrieve(). That way, I don't have a huge constructor with a ton of services parameters in them. Creating a facade for the services used by the viewModel and passing this object in the ctor of my viewmodel. But then, I'll have to create a facade for each of my complexe viewmodels, and it might be a bit much... What do you think is the "right" way to implement this kind of architecture ?

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

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  • CI - How long is continous?

    - by Andy
    We currently are using CCNet as our continous integration server. Most projects check for changes every 30 seconds (the default) and if needed perform a build (unit tests, stylecop, fxcop, etc). We've gotten quite a few projects now, and the server spends most of its time near 100% cpu utilization. This has alarmed some of the development team, even though the server is responsive and builds are still about the same length of time they've always been. Its been suggested that we lower the check interval to about five minutes. To me that seems too long, and we risk people committing code and then going home for the weekend and now there's a broken build possibly holding up others. In response, the suggestion is that if someone needs to know the results they can force the build. But that seems to defeat the purpose of CI, as I thought it was supposed to be automated. My proposed solution is just to get another build server and split the builds amongst the servers. Am I thinking about this the wrong way, or is there a point where if integration isn't often enough you're not really doing CI anymore?

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Reliance on the compiler

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being expert. For some time I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC I typed in long listings before finding they would not run and they were a nightmare to debug. So I learnt to write a small bit and then test it. These days I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this ? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Oracle regains the #1 UNIX Shipments Marketshare

    - by EricReid-Oracle
    Oracle has regained the #1 UNIX Server Shipments spot! According to IDC, Oracle’s share was 33.6%, up from 32.7% in the year ago period, and 32.2% in C4Q13:  IDC: WW Unix Unit Shipments, Share, Growth 2013Q1 Share 2013Q4 Share 2014Q1 Share Sequential Growth Y/Y Growth Oracle 10,141 32.7% 10,294 32.2% 8,355 33.6% -18.8% -17.6% IBM 10,203 32.9% 11,533 36.0% 6,919 27.8% -40.0% -32.2% HP 7,046 22.7% 6,786 21.2% 6,549 26.4% -3.5% -7.1% Fujitsu 1,174 3.8% 1,141 3.6% 1,069 4.3% -6.3% -8.9% Dell 565 1.8% 499 1.6% 519 2.1% 4.0% -8.2% NEC 69 0.2% 81 0.3% 63 0.3% -22.5% -9.4% Others 1,804 5.8% 1,684 5.3% 1,380 5.6% -18.1% -23.5% Total Market 31,002 100.0% 32,018 100.0% 24,854 100.0% -22.4% -19.8% While the UNIX server space is currently undergoing some contraction (on a pure numbers basis), this can be traced in part to an overall consolidation trend, due to the greatly-increased price-performance of our systems. Consider this: one SPARC T5-4 system has 1/16th the number of sockets and 1/192nd the number of cores of the previous high-end M9000-64 system -- all at 5X the price-performance. SPARC. Solaris. Nuff' said.

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  • Oracle Enterprise Computing Summit??!??????/EM????????

    - by Oracle Japan Marketing
    .NewsType1107 img{border:none; vertical-align:bottom;} .NewsType1107 p{margin:0; padding:0;} .NewsType1107 td{color:#333333; line-height:1.5; font-family:"MS P????", Osaka, Hiragino Kaku Gothic Pro; font-size:12px;} .NewsType1107 table.t10 td, .small{font-size:10px;} .NewsType1107 a:link, a:visited{color:#ff0000;} .NewsType1107 a:hover, a:active{color:#ff0000; text-decoration:none;} .NewsType1107 a.l01:link, a.l01:visited, a.l01:hover, a.l01:active{color:#333333;} .NewsType1107 span.r, td.r{color:#ff0000;} .NewsType1107 table.tbl-semi td{padding:5px;} ?????BCP????????????????????????! ??????????????????????????????Oracle Enterprise Computing? ??????????????????????????????????Oracle Enterprise Computing?????????????????????? ??·?????????? >> ????????????????IT???????????????????? ???????????????????????ID??·??????????·?????3??????????????????????????????? ????????? >> ??????????????????????????????????????????????????????? Oracle EPM & BI Summit???????·?????????????????????????????????????·???????????????????????? ??·?????????? >> ???????????????????????????? ???5??????????????????????????????????????????????????????????????????????????????????? ??·?????????? >> -- ?????????????????????? ????????????????????????! ???????????????????????????????????????? ????????? >> ?????????????!??????????????? ? Sun????&?????·?????????????????????IT????????? ? ???????????·???????????????????IT???????????? ????????????? ? ?????????·????????????????????BI?? more solutions ? LIXIL ?????ERP?????????????????????????????????????????????? ? ?????????? Oracle EBS???·?????????????????????????????????????????? ? ????? Oracle EBS???/??????????????????????????????????????????????????????? more success stories IT?????????????????????????????????????·???·?????? >> ???????????????????????? ?? ???? ?? 7/6(?)10:30~18:00 ?????????? 2011 ?????????(??) 7/7(?)14:00~19:00 Java SE 7 ?????? ?????? ??????????(??) 7/13(?)13:30~16:45 ?????????????????????????? ??????????(??) 7/15(?)13:00~18:00 ?????!??????????????????????? ??????????(??) 7/20(?)9:30~17:50 ????·????????&????????2011 ?????????????(??) 7/20(?)13:30~17:00 ???????????????????????????? ??????????(??) 7/25(?)14:00~17:00 MySQL?????????????? ??????????(??) 7/26(?)13:30~17:45 Oracle Enterprise Computing Summit ???????????(??) Copyright © 2011, Oracle.All Rights Reserved. ???????????? | ???????????? | ??????????/????????

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