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  • User-Defined Customer Events & their impact (FA Type Profile)

    - by Rajesh Sharma
    CC&B automatically creates field activities when a specific Customer Event takes place. This depends on the way you have setup your Field Activity Type Profiles, the templates within, and associated SP Condition(s) on the template. CC&B uses the service point type, its state and referenced customer event to determine which field activity type to generate.   Customer events available in the base product include: Cut for Non-payment (CNP) Disconnect Warning (DIWA) Reconnect for Payment (REPY) Reread (RERD) Stop Service (STOP) Start Service (STRT) Start/Stop (STSP)   Note the Field values/codes defined for each event.   CC&B comes with a flexibility to define new set of customer events. These can be defined in the Look Up - CUST_EVT_FLG. Values from the Look Up are used on the Field Activity Type Profile Template page.     So what's the use of having user-defined Customer Events? And how will the system detect such events in order to create field activity(s)?   Well, system can only detect such events when you reference a user-defined customer event on a Severance Event Type for an event type Create Field Activities.     This way you can create additional field activities of a specific field activity type for user-defined customer events.   One of our customers adopted this feature and created a user-defined customer event CNPW - Cut for Non-payment for Water Services. This event was then linked on a Field Activity Type Profile and referenced on a Severance Event - CUT FOR NON PAY-W. The associated Severance Process was configured to trigger a reconnection process if it was cancelled (done by defining a Post Cancel Algorithm). Whenever this Severance Event was executed, a specific type of Field Activity was generated for disconnection purposes. The Field Activity type was determined by the system from the Field Activity Type Profile referenced for the SP Type, SP's state and the referenced user-defined customer event. All was working well until the time when they realized that in spite of the Severance Process getting cancelled (when a payment was made); the Post Cancel Algorithm was not executed to start a Reconnection Severance Process for the purpose of generating a reconnection field activity and reconnecting the service.   Basically, the Post Cancel algorithm (if specified on a Severance Process Template) is triggered when a Severance Process gets cancelled because a credit transaction has affected/relieved a Service Agreement's debt.   So what exactly was happening? Now we come to actual question as to what is the impact in having a user-defined customer event.   System defined/base customer events are hard-coded across the entire system. There is an impact even if you remove any customer event entry from the Look Up. User-defined customer events are not recognized by the system anywhere else except in the severance process, as described above.   There are few programs which have routines to first validate the completion of disconnection field activities, which were raised as a result of customer event CNP - Cut for Non-payment in order to perform other associated actions. One such program is the Post Cancel Algorithm, referenced on a Severance Process Template, generally used to reconnect services which were disconnected from other Severance Event, specifically CNP - Cut for Non-Payment. Post cancel algorithm provided by the product - SEV POST CAN does the following (below is the algorithm's description):   This algorithm is called after a severance process has been cancelled (typically because the debt was paid and the SA is no longer eligible to be on the severance process). It checks to see if the process has a completed 'disconnect' event and, if so, starts a reconnect process using the Reconnect Severance Process Template defined in the parameter.    Notice the underlined text. This algorithm implicitly checks for Field Activities having completed status, which were generated from Severance Events as a result of CNP - Cut for Non-payment customer event.   Now if we look back to the customer's issue, we can relate that the Post Cancel algorithm was triggered, but was not able to find any 'Completed' CNP - Cut for Non-payment related field activity. And hence was not able to start a reconnection severance process. This was because a field activity was generated and completed for a customer event CNPW - Cut for Non-payment of Water Services instead.   To conclude, if you introduce new customer events that extend or simulate base customer events, the ones that are included in the base product, ensure that there is no other impact either direct or indirect to other business functions that the application has to offer.  

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  • Translation and Localization Resources for UX Designers

    - by ultan o'broin
    Here is a handy list of translation and localization-related resources for user experience professionals. Following these will help you design an easily translatable user experience. Most of the references here are for web pages or software. Fundamentally, remember your designs will be consumed globally, and never divorce the design process from the development or deployment effort that goes into bringing your designs to life in code. Ask yourself today: Do you know how the text you are using in your designs are delivered to the customer, even in English? Key areas that UX designers always seen to fall foul of, in my space anyway, are: Terminology that is impossible to translate (jargon, multiple modifiers, gerunds) or is used inconsistently Poorly written, verbose text (really, just write well in English, no special considerations) String construction (concatenation of parts assembled dynamically) Composite widget positioning (my favourite) Hard-coded fonts, small font sizes, or character formatting or casing that doesn't work globally Format that is not separate from content Restricted real estate not allowing for text expansion in translation Forcing formatting with breaks, and hard-coding alphabetical sorting Graphics that do not work in Bi-Di languages (because they indicate directionality and can't flip) or contain embedded text. The problems of culturally offensive icons are well known by now in the enterprise applications space, though there are some dangers, such as the use of flags to indicate language, for example. Resources Internationalization Techniques: Authoring HTML & CSS Global By Design Insert Title Here : Variables in Interface Language Prose: Internationalisation Doc and help considerations I can deal with later.

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  • The term 'enterprise'

    - by SkonJeet
    I see the term 'enterprise' being thrown around software developers and programmers a lot and used loosely it seems. en·ter·prise/'ent?r?priz/ Noun: A project or undertaking, typically one that is difficult or requires effort. Initiative and resourcefulness. Can someone please clarify what this term actually encompasses? "At an enterprise level", "enterprise scale". There are even "enterprise editions" of things. What exactly does it mean? It obviously doesn't make sense judging by the above definition so more specifically to software what does one mean when using the word enterprise??? EDIT: To add a spin on this - how does this term then fit into phrases such as Enterprise Framework Model? What does data access and data context have to do with company-wide descriptions?

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  • Generic Repository with SQLite and SQL Compact Databases

    - by Andrew Petersen
    I am creating a project that has a mobile app (Xamarin.Android) using a SQLite database and a WPF application (Code First Entity Framework 5) using a SQL Compact database. This project will even eventually have a SQL Server database as well. Because of this I am trying to create a generic repository, so that I can pass in the correct context depending on which application is making the request. The issue I ran into is my DataContext for the SQL Compact database inherits from DbContext and the SQLite database inherits from SQLiteConnection. What is the best way to make this generic, so that it doesn't matter what kind of database is on the back end? This is what I have tried so far on the SQL Compact side: public interface IRepository<TEntity> { TEntity Add(TEntity entity); } public class Repository<TEntity, TContext> : IRepository<TEntity>, IDisposable where TEntity : class where TContext : DbContext { private readonly TContext _context; public Repository(DbContext dbContext) { _context = dbContext as TContext; } public virtual TEntity Add(TEntity entity) { return _context.Set<TEntity>().Add(entity); } } And on the SQLite side: public class ElverDatabase : SQLiteConnection { static readonly object Locker = new object(); public ElverDatabase(string path) : base(path) { CreateTable<Ticket>(); } public int Add<T>(T item) where T : IBusinessEntity { lock (Locker) { return Insert(item); } } }

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  • Scene Graph as Object Container?

    - by Bunkai.Satori
    Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector< for example. My question is, is it practical to use Scene Graph to contain the game objects, or should it be used only to define scene objects/nodes linkages, while keepig the objects stored in separate container, such as std::vector<?

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  • Is there any reason not to go directly from client-side Javascript to a database?

    - by Chris Smith
    So, let's say I'm going to build a Stack Exchange clone and I decide to use something like CouchDB as my backend store. If I use their built-in authentication and database-level authorization, is there any reason not to allow the client-side Javascript to write directly to the publicly available CouchDB server? Since this is basically a CRUD application and the business logic consists of "Only the author can edit their post" I don't see much of a need to have a layer between the client-side stuff and the database. I would simply use validation on the CouchDB side to make sure someone isn't putting in garbage data and make sure that permissions are set properly so that users can only read their own _user data. The rendering would be done client-side by something like AngularJS. In essence you could just have a CouchDB server and a bunch of "static" pages and you're good to go. You wouldn't need any kind of server-side processing, just something that could serve up the HTML pages. Opening my database up to the world seems wrong, but in this scenario I can't think of why as long as permissions are set properly. It goes against my instinct as a web developer, but I can't think of a good reason. So, why is this a bad idea? EDIT: Looks like there is a similar discussion here: Writing Web "server less" applications EDIT: Awesome discussion so far, and I appreciate everyone's feedback! I feel like I should add a few generic assumptions instead of calling out CouchDB and AngularJS specifically. So let's assume that: The database can authenticate users directly from its hidden store All database communication would happen over SSL Data validation can (but maybe shouldn't?) be handled by the database The only authorization we care about other than admin functions is someone only being allowed to edit their own post We're perfectly fine with everyone being able to read all data (EXCEPT user records which may contain password hashes) Administrative functions would be restricted by database authorization No one can add themselves to an administrator role The database is relatively easy to scale There is little to no true business logic; this is a basic CRUD app

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  • How to Be a Software Engineer?

    - by Mistrio
    My problem is kind of weird so please bear with me. I have been working in a start up concerned basically with mobile development since my graduation 2 years ago. I develop apps for iOS but it's not really relevant. The start up structure is simply founders developers, with no middle-tier technical supervision or project management whatsoever. A typical project cycle of ours is like this: meet with a client send very vague recruitment to an outsourced graphics designer dig in development right after we get the design, no questions asked then improvise improvise improvise! It's not that we are unaware that stuff like requirements analysis, UML, design patterns, source code control, testing, development methodologies... etc. exist, we just simply don't use them, and I mean like never. The result is usually a clunk of hardly-maintainable yet working code. Despite everything we are literally flourishing with many successful apps on all platforms and bigger clients each project. The thing is, we want the chaos and we're looking for advice. How would you fix our company technically? Given that you can't hire project managers or team leaders just because we are barely 5 developers, so it wouldn't be a justified cost for the founders, but one-time things like courses, books, private training... etc is an option. Lastly, if it's relevant, we are based in Egypt. Thank you a lot in advance.

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  • What is a best practice tier structure of a Java EE 6/7 application?

    - by James Drinkard
    I was attempting to find a best practice for modeling the tiers in a Java EE application yesterday and couldn't come up with anything current. In the past, say java 1.4, it was four tiers: Presentation Tier Web Tier Business Logic Tier DAL (Data Access Layer ) which I always considered a tier and not a layer. After working with Web Services and SOA I thought to add in a services tier, but that may fall under 3. the business logic tier. I did searches for quite a while and reading articles. It seems like Domain Driven Design is becoming more popular, but I couldn't find a diagram on it's tier structure. Anyone have ideas or diagrams on what the proper tier structure is for newer Java EE applications or is it really the same, but more items are ranked under the four I've mentioned?

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  • Entity component system -> handling components that depend on one another

    - by jtedit
    I really like the idea of an entity component system and feel it has great flexibility, but have a question. How should dependent components be handled? I'm not talking about how components should communicate with other components they depend on, I have that sorted, but rather how to ensure components are present. For example, an entity cannot have a "velocity" component if it doesn't have a "position" component, in the same way it cant have an "acceleration" component if it doesn't have a "velocity" component. My first idea was every component class overrides an "onAddedToEntity(Entity ent)" function. Then in that function it checks that prerequisite components are also added to the entity, eg: struct EntCompVelocity() : public EntityComponent{ //member variables here void onAddedToEntity(Entity ent){ if(!ent.hasComponent(EntCompPosition::Id)){ ent.addComponent(new EntCompPosition()); } } } This has the nice property that if the acceleration component adds the velocity component, the velocity component will itself add the position component to the entity so dependency "trees" will sort themselves out. However my concern is if I do this components will silently be added with default values and, in the example of adding position, many entities will appear at the origin. Another idea was to simple have the "Entity.addComponent();" function return false if the component's prerequisite components aren't already on the entity, this would force you to manually add the position component and set its value before adding the velocity component. Finally I could simply not ensure a components prerequisite components are added, the "UpdatePosition" system only deals with entities with both a position and velocity component, so therefore adding a velocity component without having a position component wont be a problem (it wont cause crashes due to null pointer/etc), but it does mean entities will carry useless unused data if you add components but not their prerequisite components. Does anyone have experience with this problem and/or any of these methods to solve it? How did you solve the problem?

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  • How to structure game states in an entity/component-based system

    - 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? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • What are the benefits of designing a KeyBinding relay?

    - by Adam Naylor
    The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or release) occurred. I just wanted to get an idea from developers what they considered to be the key benefits of designing your input system around this approach? One thing i don't particularly like is the appending of the timestamp to the bound command. This seems like a bit of a hack to bend the CLI into handling the games input? Also I feel that detecting the keypress only to add the command to a stream of text that gets parsed at a later date to be a slightly latent way of responding to input? (or is this unfounded?) The only real benefit i can see is that it allows you to bind 'complex' commands to keypresses; like 'switch weapon;+fire;' for example. Or maybe for journaling purposes? Thanks for any insights!

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Telecomunication SID model and resources [on hold]

    - by andygluk
    There is a SID model well-known in telecom industry. Following this model you define resources as resources owned by your enterprise, and then you build resource-oriented services on top of it and then customer-oriented services and so on... So everything is based on enterprise-owned resources, which you have to identify first. What I am looking for and what I am asking is some alternative to this model, build not on enterprise-owned resources, but on resources sell by enterprise. Say, you are selling licenses for using your products. So instead of building model on top of enterprise resources you may be interested to build it on top of licenses you are selling.

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Access Control and Accessibility in Oracle IRM 11g

    - by martin.abrahams
    A recurring theme you'll find throughout this blog is that IRM needs to balance security with usability and manageability. One of the innovations in Oracle IRM 11g typifies this, as we have introduced a new right that may be included in any role - Accessibility. When creating or modifying a role, you simply select Accessibility along with Open, Print, Edit or whatever rights you want to include in the role. You might, for example, have parallel roles of Reader and Reader with Accessibility and Contributor and Contributor with Accessibility. The effect of the Accessibility right is to relax some of the protection of content in use such that selected users can use accessibility tools. For example, a user with the Accessibility right would be able to use the screen magnification tool, which IRM would ordinarily prevent because it involves screen capture. This new right makes it easy for you to apply security to documents yet, subject to suitable approval processes, cater for the fact that a subset of users might be disproportionately inconvenienced by some of the normal usage constraints. Rather than make those users put up with the restrictions, or perhaps exempt them from using sealed documents altogether, this new right allows you to accommodate them in a controlled manner, and to balance security with corporate accessibility goals.

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  • How do you develop web applications? [closed]

    - by ck3g
    How do you and/or your team develop your web applications? Language, framework or platform doesn't matter. I would like to know about the structure of your environment. For example: Using IDE on workstation and project files on remote host accessing via sftp. Files are saved instantly on remote host; All files are local and are uploaded on remote host during saving; Files are local, web server is running on local computer and is tested at local host. etc. You could write down also about the benefits of your approach, this will be useful for me. Thanks upd: Here must be a question and here it is: which is the best approach by your opinion?

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  • Game actions that take multiple frames to complete

    - by CantTetris
    I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else remove all complete rows move rows down so there are no gaps if we can spawn a new block spawn a new current block else game over Everything in the game so far happens instantly - things are spawned instantly, rows are removed instantly etc. But what if I don't want things to happen instantly (i.e animate things)? for every frame handle input if it's time to make the current block move down a row if we can move the block move the block else ?? animate complete rows disappearing (somehow, wait over multiple frames until the animation is done) ?? animate rows moving downwards (and again, wait over multiple frames) if we can spawn a new block spawn a new current block else game over In my Pong clone this wasn't an issue, as every frame I was just moving the ball and checking for collisions. How can I wrap my head around this issue? Surely most games involves some action that takes more than a frame, and other things halt until the action is done.

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  • What is enterprise software, exactly?

    - by good_computer
    I don't understand the difference between "normal" software and enterprise software. Even after reading these... "Enterprise Software" on Wikipedia "Enterprise Software Is Sexy Again" on Techcrunch "The Great Enterprise Software Swindle" on Coding Horror I can't really wrap my head around the real differences. Is there any difference at all between the two? Why do people say enterprise software sucks?

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • Is it possible to migrate struts/spring based application to GWT?

    - by Satish Pandey
    I am using the combination of spring, spring-security, struts and iBatis in my application. Now I am looking to migrate the struts UI to GWT. The new combination must be spring, spring-security, GWT and iBatis. I applied a layered approach to develop my application. In Controller/UI layer i am using Struts. I want to replace struts and use GWT in Controller/UI layer. Is is possible to use GWT without affecting another layers DAO/BL/SL?

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  • C# Role Provider for multiple applications

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

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  • Framework 4 Features: Login Id Support

    - by Anthony Shorten
    Given that Oracle Utilities Application Framework 4 is available as part of Mobile Work Force Management and other product progressively I am preparing a number of short but sweet blog entries highlighting some of the new functionality that has been implemented. This is the first entry and it is on a new security feature called Login Id. In past releases of the Oracle Utilities Application Framework, the userid used for authentication and authorization was limited to eight (8) characters in length. This mirrored what the market required in the past with LAN userids and even legacy userids being that length. The technology market has since progressed to longer userid lengths. It is very common to hear that email addresses are being used as credentials for production systems. To achieve this in past versions of the Oracle Utilities Application Framework, sites had to introduce a short userid (8 characters in length) as an alias in your preferred security store. You then configured your J2EE Web Application Server to use the alias as credentials. This sometimes was a standard feaure of the security store and/or the J2EE Web Application Server, if you were lucky. If not, some java code has to be written to implement the solution. In Oracle Utilities Application Framework 4 we introduced a new attribute on the user object called Login Id. The Login Id can be up to 256 characters in length and is an alternative to the existing userid stored on the user object. This means the Oracle Utilities Application Framework can support both long and short userids. For backward compatibility we use the Login Id for authentication but the short userid for authorization and auditing. The user object within the Oracle Utilities Application Framework holds the translation. Backward compatibility is always a consideration in any of our designs for future or changed functionality. You will see reference to this fact in the blog entries I will be composing over the next few months. We have also thought about the flexibility in implementing this feature. The Login Id can be the same value of the Userid (the default for backward compatibility) or can be different. Both the Login Id and Userid have to be unique. This avoids sharing of credentials and is also backward compatible. You can manually enter the Login Id or provision it from Oracle Identity Manager (or other tool). If you use the Login Id only, then we will not autogenerate a short userid automatically as the rules for this can vary from site to site. You have a number of options there. Most Identity provisioning tools can generate a short userid at user creation time and this can be used. If you do not use provisioning tools, then you can write a class extension using the SDK to autoegenerate the userid based upon your sites preference. When we designed the feature there were lots of styles of generating userids (random, initial and surname, numbers etc). We could not really see a clear winner in that respect so we just allowed the extension to be inserted in if necessary. Most customers indicated to us that identity provisioning was the preferred way. This is why we released an Oracle Identity Manager integration with the framework. The Login id is case sensitive now which was not supported under userid. The introduction of the Login Id allows the product to offer flexible options when configuring security whilst maintaining backward compatibility.

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  • Generating Report for NUnit

    - by thangchung
     All source codes for this post can be found at my github.Time ago, I received a request that people ask me how they can generate reports of the results of testing using NUnit? In fact, I may never do this. In the little world of my programming, I only care about the test results, red-green-refactoring, and that was it. When I got that question quite a bit unexpected, I knew that I could use NCover to generate reports, but reports of NCover too simple, it did not give us more details on the number of test cases, test methods, ... And I began to see about creating interesting report for NUnit.I was lucky to find an open source here. Its authors call it NUnit2Report, but one disadvantage is it only running on .NET 1.0. Indeed too old compared to the current version 4.0. And I try to download the preview, but I could not run. I had to open its source code and found that it uses XSLT to convert the output of NUnit results from XML to HTML. Nothing really special, because I also knew that after NUnit run output file extension is XML is created. Author only use this file to convert to HTML using XSLT. And I decided to convert it to. NET 4.0, because I will not have to code from scratch. Conversion work made me take some time, but was lucky that I finally have what I want. Thanks Gilles for the this OSS. I will send a mail to thank him for his efforts but put this out for the OSS. Now I will show people how to do it. I used the auto built NAnt and NUnit for running TestCase, and I use Selenium testing framework. After writing three TestCase using Selenium, I ran NUnit, and got the following results: There are 1 fail and 2s success. In the bin directory of this project will have the NUnit output file as shown below: Then I create a build file, and a bat file for easy running (can use PowerShell is here also.) Double click in the bat file to create a report like this:       Finally open the index.html file in the folder to view report. As everyone can see, it is the TestCase and divide very clearly, that I meet the requirements. This is really good. Once again I really thank NUnit2Report from Gilles. People can contact him via the mail address [email protected] or website  http://nunit2report.sourceforge.net. It really is useful to those who promised to QA. Hopefully this post will help anyone really interested in doing reports for NUnit.   

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