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  • Why use event listeners over function calls?

    - by Organiccat
    I've been studying event listeners lately and I think I've finally gotten them down. Basically, they are functions that are called on another object's method. My question is, why create an event listener when calling the function will work just fine? Example, I want to call player.display_health(), and when this is fired, the method player.get_health() should be fired and stored so that display_health() has access to it. Why should I use an event listener over simply calling the function? Even if display_health() were in another object, this still doesn't appear to be a problem to me. If you have another example that fits the usage better, please let me know. Perhaps particular languages don't benefit from it as much? (Javascript, PHP, ASP?)

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  • Implementing Database Settings Using Policy Based Management

    - by Ashish Kumar Mehta
    Introduction Database Administrators have always had a tough time to ensuring that all the SQL Servers administered by them are configured according to the policies and standards of organization. Using SQL Server’s  Policy Based Management feature DBAs can now manage one or more instances of SQL Server 2008 and check for policy compliance issues. In this article we will utilize Policy Based Management (aka Declarative Management Framework or DMF) feature of SQL Server to implement and verify database settings on all production databases. It is best practice to enforce the below settings on each Production database. However, it can be tedious to go through each database and then check whether the below database settings are implemented across databases. In this article I will explain it to you how to utilize the Policy Based Management Feature of SQL Server 2008 to create a policy to verify these settings on all databases and in cases of non-complaince how to bring them back into complaince. Database setting to enforce on each user database : Auto Close and Auto Shrink Properties of database set to False Auto Create Statistics and Auto Update Statistics set to True Compatibility Level of all the user database set as 100 Page Verify set as CHECKSUM Recovery Model of all user database set to Full Restrict Access set as MULTI_USER Configure a Policy to Verify Database Settings 1. Connect to SQL Server 2008 Instance using SQL Server Management Studio 2. In the Object Explorer, Click on Management > Policy Management and you will be able to see Policies, Conditions & Facets as child nodes 3. Right click Policies and then select New Policy…. from the drop down list as shown in the snippet below to open the  Create New Policy Popup window. 4. In the Create New Policy popup window you need to provide the name of the policy as “Implementing and Verify Database Settings for Production Databases” and then click the drop down list under Check Condition. As highlighted in the snippet below click on the New Condition… option to open up the Create New Condition window. 5. In the Create New Condition popup window you need to provide the name of the condition as “Verify and Change Database Settings”. In the Facet drop down list you need to choose the Facet as Database Options as shown in the snippet below. Under Expression you need to select Field value as @AutoClose and then choose Operator value as ‘ = ‘ and finally choose Value as False. Now that you have successfully added the first field you can now go ahead and add rest of the fields as shown in the snippet below. Once you have successfully added all the above shown fields of Database Options Facet, click OK to save the changes and to return to the parent Create New Policy – Implementing and Verify Database Settings for Production Database windows where you will see that the newly created condition “Verify and Change Database Settings” is selected by default. Continues…

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  • ODI 12c's Mapping Designer - Combining Flow Based and Expression Based Mapping

    - by Madhu Nair
    post by David Allan ODI is renowned for its declarative designer and minimal expression based paradigm. The new ODI 12c release has extended this even further to provide an extended declarative mapping designer. The ODI 12c mapper is a fusion of ODI's new declarative designer with the familiar flow based designer while retaining ODI’s key differentiators of: Minimal expression based definition, The ability to incrementally design an interface and to extract/load data from any combination of sources, and most importantly Backed by ODI’s extensible knowledge module framework. The declarative nature of the product has been extended to include an extensible library of common components that can be used to easily build simple to complex data integration solutions. Big usability improvements through consistent interactions of components and concepts all constructed around the familiar knowledge module framework provide the utmost flexibility. Here is a little taster: So what is a mapping? A mapping comprises of a logical design and at least one physical design, it may have many. A mapping can have many targets, of any technology and can be arbitrarily complex. You can build reusable mappings and use them in other mappings or other reusable mappings. In the example below all of the information from an Oracle bonus table and a bonus file are joined with an Oracle employees table before being written to a target. Some things that are cool include the one-click expression cross referencing so you can easily see what's used where within the design. The logical design in a mapping describes what you want to accomplish  (see the animated GIF here illustrating how the above mapping was designed) . The physical design lets you configure how it is to be accomplished. So you could have one logical design that is realized as an initial load in one physical design and as an incremental load in another. In the physical design below we can customize how the mapping is accomplished by picking Knowledge Modules, in ODI 12c you can pick multiple nodes (on logical or physical) and see common properties. This is useful as we can quickly compare property values across objects - below we can see knowledge modules settings on the access points between execution units side by side, in the example one table is retrieved via database links and the other is an external table. In the logical design I had selected an append mode for the integration type, so by default the IKM on the target will choose the most suitable/default IKM - which in this case is an in-built Oracle Insert IKM (see image below). This supports insert and select hints for the Oracle database (the ANSI SQL Insert IKM does not support these), so by default you will get direct path inserts with Oracle on this statement. In ODI 12c, the mapper is just that, a mapper. Design your mapping, write to multiple targets, the targets can be in the same data server, in different data servers or in totally different technologies - it does not matter. ODI 12c will derive and generate a plan that you can use or customize with knowledge modules. Some of the use cases which are greatly simplified include multiple heterogeneous targets, multi target inserts for Oracle and writing of XML. Let's switch it up now and look at a slightly different example to illustrate expression reuse. In ODI you can define reusable expressions using user functions. These can be reused across mappings and the implementations specialized per technology. So you can have common expressions across Oracle, SQL Server, Hive etc. shielding the design from the physical aspects of the generated language. Another way to reuse is within a mapping itself. In ODI 12c expressions can be defined and reused within a mapping. Rather than replicating the expression text in larger expressions you can decompose into smaller snippets, below you can see UNIT_TAX AMOUNT has been defined and is used in two downstream target columns - its used in the TOTAL_TAX_AMOUNT plus its used in the UNIT_TAX_AMOUNT (a recording of the calculation).  You can see the columns that the expressions depend on (upstream) and the columns the expression is used in (downstream) highlighted within the mapper. Also multi selecting attributes is a convenient way to see what's being used where, below I have selected the TOTAL_TAX_AMOUNT in the target datastore and the UNIT_TAX_AMOUNT in UNIT_CALC. You can now see many expressions at once now and understand much more at the once time without needlessly clicking around and memorizing information. Our mantra during development was to keep it simple and make the tool more powerful and do even more for the user. The development team was a fusion of many teams from Oracle Warehouse Builder, Sunopsis and BEA Aqualogic, debating and perfecting the mapper in ODI 12c. This was quite a project from supporting the capabilities of ODI in 11g to building the flow based mapping tool to support the future. I hope this was a useful insight, there is so much more to come on this topic, this is just a preview of much more that you will see of the mapper in ODI 12c.

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  • CIC 2010 - Ghost Stories and Model Based Design

    - by warren.baird
    I was lucky enough to attend the collaboration and interoperability congress recently. The location was very beautiful and interesting, it was held in the mountains about two hours outside Denver, at the Stanley hotel, famous both for inspiring Steven King's novel "The Shining" and for attracting a lot of attention from the "Ghost Hunters" TV show. My visit was prosaic - I didn't get to experience the ghosts the locals promised - but interesting, with some very informative sessions. I noticed one main theme - a lot of people were talking about Model Based Design (MBD), which is moving design and manufacturing away from 2d drawings and towards 3d models. 2d has some pretty deep roots in industrial manufacturing and there have been a lot of challenges encountered in making the leap to 3d. One of the challenges discussed in several sessions was how to get model information out to the non-engineers in the company, which is a topic near and dear to my heart. In the 2D space, people without access to CAD software (for example, people assembling a product on the shop floor) can be given printouts of the design - it's not particularly efficient, and it definitely isn't very green, but it tends to work. There's no direct equivalent in the 3D space. One of the ways that AutoVue is used in industrial manufacturing is to provide non-CAD users with an easy to use, interactive 3D view of their products - in some cases it's directly used by people on the shop floor, but in cases where paper is really ingrained in the process, AutoVue can be used by a technical publications person to create illustrative 2D views that can be printed that show all of the details necessary to complete the work. Are you making the move to model based design? Is AutoVue helping you with your challenges? Let us know in the comments below.

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  • Is there a “P” programming language? [closed]

    - by Synetech
    I’m wondering if anybody has made a programming language based on BCPL, named P. There was a language named B that was based on BCPL, followed of course by C, also based on BCPL. I’ve seen plenty of whimsically named programming languages, so I can’t help but be surprised if nobody made one called P. I checked the Wikipedia’s—not exactly comprehensive—list of programming languages, and while there are three languages named L (none of which are related to BCPL), there are none called P—in fact, it is one of the only letters not used as a name. (Google is useless for one-letter query terms.) Does anybody know if a P has been made, even as a lark. (Yes, I know about P#, but that is based on Prolog, not BCPL; there is one called P, but it is also not related to BCPL.)

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Finding a new programming language for web development?

    - by Xeoncross
    I'm wondering if there are any un-biased resources that give good, specific overviews of programming languages and their intended goals. I would like to learn a new language, but visiting the sites of each language isn't working. Each one talks about how great it is without much mention of it's weaknesses or specific goals. Ruby is a dynamic, open source programming language with a focus on simplicity and productivity. Python is a programming language that lets you work more quickly and integrate your systems more effectively. Having been a PHP developer for years, Vic Cherubini sums up my plight well: I knew PHP well, had my own framework, and could work quickly to get something up and running. I programmed like this throughout the MVC revolution. I got better and better jobs (read: better paying, better title) as a PHP developer, but all along the way realizing that the code I wrote on my own time was great, and the code I worked with at work was horrible. Like, worse than horrible. Atrocious. OS Commerce level bad. Having side projects kept me sane, because the code I worked with at work made me miserable. This is why I'm retiring from PHP for my side projects and new programming ventures. I'm spent with PHP. Exhausted, if you will. I've reached a level where I think I'm at the top with it as a language and if I don't move on to a new language soon, I'll be done completely with programming and I do not want that. Languages I've looked at include JavaScript (for node.js), Ruby, Python, & Erlang. I've even thought about Scala or C++. The problem is figuring out which ones are built to handle my needs the best. So where can I go to skip the hype and get real information about the maturity of a platform, the size of the community, and the strengths & weaknesses of that language. If I know these then picking a language to continue my web development should be easy.

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Event sourcing and persistence

    - by jgauffin
    I'm reading up on event sourcing and have a question regarding persistence. I can still have a DB with all entities, right? Or should the events be replayed every time the application is started to get the latest version of each entity in the memory? Seems like a waste on larger systems (as in large amount of data)? The point with event sourcing is that I can can replay the events to populate a data store if required? (or analyze the data)

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  • pitfalls/disadvantages of functional programming

    - by CrazyJugglerDrummer
    When would you NOT want to use functional programming? What is it not so good at? I am more looking for disadvantages of the paradigm as a whole, not things like "not widely used", or "no good debugger available". Those answers may be correct as of now, but they deal with FP being a new concept (an unavoidable issue) and not any inherent qualities. Related: pitfalls of object oriented programming advantages of functional programming

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  • Evolution of mainstream programming languages: simplicity versus complexity.

    - by Giorgio
    I had posted this question on http://stackoverflow.com but I was suggested that it may be more appropriate to post it on this forum. I did a quick search on this site and it seems to me that this question has not been asked yet. Please give me a hint if the topic has been raised already by someone else. Update I have rephrased this question, removed personal opinions and made it shorter. I hope in this way it is better suited for this forum. By looking at the recent development of Java (Java 7) and C++ (C++0x) I see that new features are added to these languages. For sure this makes it easier to use certain programming idioms, adding to the productivity of developers. On the other hand, there might be the following risks A language becomes too big, complex, and difficult to understand. It lacks coherence in the design, e.g. if it mixes different paradigms like object-orientation and functional programming, which might not fit well together. Questions: what is more important to you as a developer: to have a rich language that captures a large collection of programming idioms or to have a small language that aims at coherence and simplicity (of course, with a good deal of libraries and tools accompanying it)? Or is it possible to have both? With respect to these issues: How do you judge the current evolutions of main-stream programming languages like Java or C++? Are they becoming too complex, less intuitive? Do they have enough features? Do they need more? Are they still easy enough to understand and use?

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  • Adobe Air turn based multiplayer Game, sockets vs http bandwidth

    - by Arin Aivazian
    I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so far: socket connection and http requests My question is: Is the bandwidth requirement for socket connection vs http requests different? I need the game to work with very low speed internet connections

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  • Any multiplayer webgame engine based on Flex

    - by Hongyu Ouyang
    My team is developing a multiplayer webgame (like a virtual world) in a short time(several months using after-school time), and I wonder if there are any webgame engine based on Flex. When I googled it I got many results related to HTML5, but I doubted if it is suitable for quick development. Do anyone have the experience of developing a webgame using A good engine? Are there any engine recommended? I prefer actionscript and flex to a javascript or HTML5 solution.

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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  • Teaching programming to a non-CS graduate

    - by Shahzada
    I have a couple of friends interested in computer programming, but they're non-CS graduates; some of them have very little experience in software testing field (some of them took some basic software testing courses). I am going to be working with them on teaching basic computer programming, and computer science fundamentals (data structures etc). My questions are; What language should I start with? What are essential computer science topics that I should cover before jumping them into computer programming? What readings can I incorporate to make the topic interesting and non-overwhelming? If we want to spend a year on it, what topics should take priority and must be covered in 12 months? Again, these are non computer science folks, and I want to keep the learning as much fun as possible. Thanks everyone.

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • When Programming will become deprecated [closed]

    - by Vibeeshan
    Possible Duplicate: Will programmers be around in a few years? According to the history of programming, with each new generation of software engineering it seems to become easier and easier. Machine Code - Assembly - Programming Languages - easier - more easier - etc. If this situation continues anyone will be able to program (even complex systems). Even now, most of the kids study programming at school (Pascal , VB, etc.). Will be there any jobs called software engineering in future (if everyone know to program). ....and.... What do you think about the future of software development?

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