Search Results

Search found 40386 results on 1616 pages for 'object design'.

Page 488/1616 | < Previous Page | 484 485 486 487 488 489 490 491 492 493 494 495  | Next Page >

  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

    Read the article

  • Part 8: How to name EBS Customizations

    - by volker.eckardt(at)oracle.com
    You might wonder why I am discussing this here. The reason is simple: nearly every project has a bit different naming conventions, which makes a the life always a bit complicated (for developers, but also setup responsible, and also for consultants).  Although we always create a document to describe the technical object naming conventions, I have rarely seen a dedicated document  with functional naming conventions. To be precisely, from my stand point, there should always be one global naming definition for an implementation! Let me discuss some related questions: What is the best convention for the customization reference? How to name database objects (tables, packages etc.)? How to name functional objects like Value Sets, Concurrent Programs, etc. How to separate customizations from standard objects best? What is the best convention for the customization reference? The customization reference is the key you use to reference your customization from other lists, from the project plan etc. Usually it is something like XXHU_CONV_22 (HU=customer abbreviation, CONV=Conversion object #22) or XXFA_DEPRN_RPT_02 (FA=Fixed Assets, DEPRN=Short object group, here depreciation, RPT=Report, 02=2nd report in this area) As this is just a reference (not an object name yet), I would prefer the second option. XX=Customization, FA=Main EBS Module linked (you may have sometimes more, but FA is the main) DEPRN_RPT=Short name to specify the customization 02=a unique number Important here is that the HU isn’t used, because XX is enough to mark a custom object, and the 3rd+4th char can be used by the EBS module short name. How to name database objects (tables, packages etc.)? I was leading different developer teams, and I know that one common way is it to take the Customization reference and add more chars behind to classify the object (like _V for view and _T1 for triggers etc.). The only concern I have with this approach is the reusability. If you name your view XXFA_DEPRN_RPT_02_V, no one will by choice reuse this nice view, as it seams to be specific for this CEMLI. My suggestion is rather to name the view XXFA_DEPRN_PERIODS_V and allow herewith reusability for other CEMLIs (although the view will be deployed primarily with CEMLI package XXFA_DEPRN_RPT_02). (check also one of the following Blogs where I will talk about deployment.) How to name Value Sets, Concurrent Programs, etc. For Value Sets I would go with the same convention as for database objects, starting with XX<Module> …. For Concurrent Programs the situation is a bit different. This “object” is seen and used by a lot of users, and they will search for. In many projects it is common to start again with the company short name, or with XX. My proposal would differ. If you have created your own report and you name it “XX: Invoice Report”, the user has to remember that this report does not start with “I”, it starts with X. Would you like typing an X if you are looking for an Invoice report? No, you wouldn’t! So my advise would be to name it:   “Invoice Report (XXAP)”. Still we know it is custom (because of the XXAP), but the end user will type the key “i” to get it (and will see similar reports starting also with “i”). I hope that the general schema behind has now become obvious. How to separate customizations from standard objects best? I would not have this section here if the naming would not play an important role. Unfortunately, we can not always link a custom application to our own object, therefore the naming is really important. In the file system structure we use our $XXyy_TOP, in JAVA_TOP it is perhaps also “xx” in front. But in the database itself? Although there are different concepts in place, still many implementations are using the standard “apps” approach, means custom objects are stored in the apps schema (which should not cause any trouble). Final advise: review the naming conventions regularly, once a month. You may have to add more! And, publish them! To summarize: Technical and functional customized objects should always follow a naming convention. This naming convention should be project wide, and only one place shall be used to maintain (like in a Wiki). If the name is for the end user, rather put a customization identifier at the end; if it is an internal name, start with XX…

    Read the article

  • Should actors in a game be responsible for drawing themselves?

    - by alex
    I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following properties... width height x y colour I also have a Pong object which has properties such as... width height backgroundColour draw(). The draw() method currently is resetting the canvas and that is where a question came up. Should the Paddle object have a draw() method responsible for its drawing, or should the draw() of the Pong object be responsible for drawing its actors (I assume that is the correct term, please correct me if I'm incorrect). I figured that it would be advantagous for the Paddle to draw itself, as I instantiate two objects, Player and Enemy. If it were not in the Pong's draw(), I'd need to write similar code twice. What is the best practice here? Thanks.

    Read the article

  • Algorithms for pairing a rating system to an assignment queue

    - by blunders
    Attempting to research how to allow a group of people to effectively rank a set of objects (each group member will have contributed one object to the group), and then assign each member an object that's not their own based on: Their ratings of the objects, Their objects rating, and The object remaining to be assigned. Idea is to attempt to assign objects to people based on the groups rating of their contribution to the group relative to other member's contribution, the the personal preferences expressed via the ratings. Any suggestions for: Further research, Refining the statement of the problem/solution, or A solution.

    Read the article

  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

    Read the article

  • Limiting the speed of the mouse cursor

    - by idlewire
    I am working on a simple game where you can drag objects around with the mouse cursor. As I drag the object around quickly, I notice there is some juddering, which seems to be due to the fact that I can move the mouse cursor faster than the game's update/draw. So, although I maintain the offset from where the player initially clicked on the object, the mouse's relative position to the object shifts around slightly before settling as I move the object very quickly. The only way I have found to get smooth, exact 1:1 movement is if I turn both IsFixedTimeStep and SynchronizeWithVerticalRetrace to false. However, I'd rather not have to do that. I have also tried making a custom mouse cursor, hiding the real mouse, taking the real mouse delta and clamping it to a maximum speed. Here is the problem: In windowed mode, the "real" mouse cursor moves off the window while the custom mouse cursor (since it's movement is being scaled) is still somewhere inside the game window. This becomes bizarre and is obviously not desired, as clicking at this point means clicking on things outside the game window. Is there any way to accomplish this in windowed mode? In fullscreen mode, the "real" mouse cursor is bounded to the edges of the screen. So I get to a point where there is no more mouse delta, yet my custom cursor is still somewhere in the middle of the screen and hence can't move further in that direction. If I wanted to clamp it to the edge of the screen when the real cursor is at the edge, then I would get an abrupt jump to the edge of the screen, which isn't desired either Any help would be appreciated. I'd like to be able to limit the speed of the mouse, but also would appreciate help with the first issue (the non-smooth relative offset between mouse cursor movement and object movement).

    Read the article

  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

    Read the article

  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

    Read the article

  • QuadTree: store only points, or regions?

    - by alekop
    I am developing a quadtree to keep track of moving objects for collision detection. Each object has a bounding shape, let's say they are all circles. (It's a 2D top-down game) I am unsure whether to store only the position of each object, or the whole bounding shape. If working with points, insertion and subdivision is easy, because objects will never span multiple nodes. On the other hand, a proximity query for an object may miss collisions, because it won't take the objects' dimensions into account. How to calculate the query region when you only have points? If working with regions, how to handle an object that spans multiple nodes? Should it be inserted in the nearest parent node that completely contains it, even if this exceeds the node's capacity? Thanks.

    Read the article

  • Do You Require PSD to CSS Conversion?

    The requirement to design a webpage usually motivates you to contact a person or a company who is proficient with webpage design and development process. Most of the people think that this is the right approach for getting their website developed, this is quite true.

    Read the article

  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

    Read the article

  • Development Pipeline / Phases

    - by Chris
    Hey All, Im looking for a bit of advice ... I have been developing websites for quite sometime now, and i have now come to the stage where i want to run things properly, i am trying to put together a proper workflow for my projects. i have come up with the following and would love any feedback or additions i havent added. Discovery and Research Information Architecture Interaction Design Visual Design Site Development Quality Assurance Launch, Wine and Cheese Cheers,

    Read the article

  • What level of detail to use in an interface members descriptions?

    - by famousgarkin
    I am extracting interfaces from some classes in .NET, and I am not completely sure about what level of detail of description to use for some of the interface members (properties, methods). An example: interface ISomeInterface { /// <summary> /// Checks if the object is checked out. /// </summary> /// <returns> /// Returns true if the object is checked out, or if the object locking is not enabled, /// otherwise returns false. /// </returns> bool IsObjectCheckedOut(); } class SomeImplementation : ISomeInterface { public bool IsObjectCheckedOut() { // An implementation of the method that returns true if the object is checked out, // or if the object locking is not enabled } } The part in question is the <returns>...</returns> section of the IsObjectCheckedOut description in the interface. Is it ok to include such a detail about return value in the interface itself, as the code that will work with the interface should know exactly what that method will do? All the current implementations of the method will do just that. But is it ok to limit the possible other/future implementations by description this way? Or should this not be included in the interface description, as there is no way to actually ensure that other/future implementations will do exactly this? Is it better to be as general as possible regarding the interface in such circumstances? I am currently inclined to the latter option.

    Read the article

  • How to load Image in C# and set properties of the Picture Box

    - by SAMIR BHOGAYTA
    Create a C# application drag a picture Box, four buttons and open file dialog on the form. Write code on btn_browse Button click ----------------------------------------- private void btn_browse_Click(object sender, System.EventArgs e) { try { OpenFileDialog open = new OpenFileDialog(); open.Filter = "Image Files(*.jpg; *.jpeg; *.gif; *.bmp)|*.jpg; *.jpeg; *.gif; *.bmp"; if (open.ShowDialog()==DialogResult.OK) { pictureBox1.Image = new Bitmap(open.FileName); } } catch (Exception) { throw new ApplicationException("Failed loading image"); } } Write code on btn_StretchImage Button click ------------------------------------------------ private void btn_StretchImage_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage; } Write code on btn_AutoSize Button click ------------------------------------------------- private void btn_AutoSize_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.AutoSize; } Write code on btn_CenterImage Button click -------------------------------------------------- private void btn_CenterImage_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.CenterImage; }

    Read the article

  • Strategies for managing use of types in Python

    - by dave
    I'm a long time programmer in C# but have been coding in Python for the past year. One of the big hurdles for me was the lack of type definitions for variables and parameters. Whereas I totally get the idea of duck typing, I do find it frustrating that I can't tell the type of a variable just by looking at it. This is an issue when you look at someone else's code where they've used ambiguous names for method parameters (see edit below). In a few cases, I've added asserts to ensure parameters comply with an expected type but this goes against the whole duck typing thing. On some methods, I'll document the expected type of parameters (eg: list of user objects), but even this seems to go against the idea of just using an object and let the runtime deal with exceptions. What strategies do you use to avoid typing problems in Python? Edit: Example of the parameter naming issues: If our code base we have a task object (ORM object) and a task_obj object (higher level object that embeds a task). Needless to say, many methods accept a parameter named 'task'. The method might expect a task or a task_obj or some other construct such as a dictionary of task properties - it is not clear. It is them up to be to look at how that parameter is used in order to work out what the method expects.

    Read the article

  • How to dynamically generate PDF documents

    - by Thomas
    I want to build a web application for generating stylish PDF documents. The layout should be based on a design templates and the data should come dynamically from the database. Ideally I want to design the template in a "publishing like" tool with placeholders and replace these placeholders by the web application with the data from the database. Think of something like an invoice generator, where a customer could choose from different invoice templates and the invoice data itself coming from the DB. Thanks for your ideas!

    Read the article

  • concurrency::extent<N> from amp.h

    - by Daniel Moth
    Overview We saw in a previous post how index<N> represents a point in N-dimensional space and in this post we'll see how to define the N-dimensional space itself. With C++ AMP, an N-dimensional space can be specified with the template class extent<N> where you define the size of each dimension. From a look and feel perspective, you'd expect the programmatic interface of a point type and size type to be similar (even though the concepts are different). Indeed, exactly like index<N>, extent<N> is essentially a coordinate vector of N integers ordered from most- to least- significant, BUT each integer represents the size for that dimension (and hence cannot be negative). So, if you read the description of index, you won't be surprised with the below description of extent<N> There is the rank field returning the value of N you passed as the template parameter. You can construct one extent from another (via the copy constructor or the assignment operator), you can construct it by passing an integer array, or via convenience constructor overloads for 1- 2- and 3- dimension extents. Note that the parameterless constructor creates an extent of the specified rank with all bounds initialized to 0. You can access the components of the extent through the subscript operator (passing it an integer). You can perform some arithmetic operations between extent objects through operator overloading, i.e. ==, !=, +=, -=, +, -. There are operator overloads so that you can perform operations between an extent and an integer: -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, –= and, finally, there are additional overloads for plus and minus (+,-) between extent<N> and index<N> objects, returning a new extent object as the result. In addition to the usual suspects, extent offers a contains function that tests if an index is within the bounds of the extent (assuming an origin of zero). It also has a size function that returns the total linear size of this extent<N> in units of elements. Example code extent<2> e(3, 4); _ASSERT(e.rank == 2); _ASSERT(e.size() == 3 * 4); e += 3; e[1] += 6; e = e + index<2>(3,-4); _ASSERT(e == extent<2>(9, 9)); _ASSERT( e.contains(index<2>(8, 8))); _ASSERT(!e.contains(index<2>(8, 9))); grid<N> Our upcoming pre-release bits also have a similar type to extent, grid<N>. The way you create a grid is by passing it an extent, e.g. extent<3> e(4,2,6); grid<3> g(e); I am not going to dive deeper into grid, suffice for now to think of grid<N> simply as an alias for the extent<N> object, that you create when you encounter a function that expects a grid object instead of an extent object. Usage The extent class on its own simply defines the size of the N-dimensional space. We'll see in future posts that when you create containers (arrays) and wrappers (array_views) for your data, it is an extent<N> object that you'll need to use to create those (and use an index<N> object to index into them). We'll also see that it is a grid<N> object that you pass to the new parallel_for_each function that I'll cover in the next post. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Software Architecture Analysis Method (SAAM)

    Software Architecture Analysis Method (SAAM) is a methodology used to determine how specific application quality attributes were achieved and how possible changes in the future will affect quality attributes based on hypothetical cases studies. Common quality attributes that can be utilized by this methodology include modifiability, robustness, portability, and extensibility. Quality Attribute: Application Modifiability The Modifiability quality attribute refers to how easy it changing the system in the future will be. This to me is a very open-ended attribute because a business could decide to transform a Point of Sale (POS) system in to a Lead Tracking system overnight. (Yes, this did actually happen to me) In order for SAAM to be properly applied for checking this attribute specific hypothetical case studies need to be created and review for the modifiability attribute due to the fact that various scenarios would return various results based on the amount of changes. In the case of the POS change out a payment gateway or adding an additional payment would have scored very high in comparison to changing the system over to a lead management system. I personally would evaluate this quality attribute based on the S.O.I.L.D Principles of software design. I have found from my experience the use of S.O.I.L.D in software design allows for the adoption of changes within a system. Quality Attribute: Application Robustness The Robustness quality attribute refers to how an application handles the unexpected. The unexpected can be defined but is not limited to anything not anticipated in the originating design of the system. For example: Bad Data, Limited to no network connectivity, invalid permissions, or any unexpected application exceptions. I would personally evaluate this quality attribute based on how the system handled the exceptions. Robustness Considerations Did the system stop or did it handle the unexpected error? Did the system log the unexpected error for future debugging? What message did the user receive about the error? Quality Attribute: Application Portability The Portability quality attribute refers to the ease of porting an application to run in a new operating system or device. For example, It is much easier to alter an ASP.net website to be accessible by a PC, Mac, IPhone, Android Phone, Mini PC, or Table in comparison to desktop application written in VB.net because a lot more work would be involved to get the desktop app to the point where it would be viable to port the application over to the various environments and devices. I would personally evaluate this quality attribute based on each new environment for which the hypothetical case study identifies. I would pay particular attention to the following items. Portability Considerations Hardware Dependencies Operating System Dependencies Data Source Dependencies Network Dependencies and Availabilities  Quality Attribute: Application Extensibility The Extensibility quality attribute refers to the ease of adding new features to an existing application without impacting existing functionality. I would personally evaluate this quality attribute based on each new environment for the following Extensibility  Considerations Hard coded Variables versus Configurable variables Application Documentation (External Documents and Codebase Documentation.) The use of Solid Design Principles

    Read the article

< Previous Page | 484 485 486 487 488 489 490 491 492 493 494 495  | Next Page >