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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • Google Cloud Platform : nouvelles fonctionnalités, augmentation des capacités des centres de données et réduction des prix

    Google Cloud Platform : nouvelles fonctionnalités réduction des prix et augmentation des capacités des centres de données en Europe Google a apporté une mise à jour importante à son offre Google Cloud Platform. Google Cloud Platform est une suite de solution Cloud computing (SaaS et IaaS) pour les développeurs, les entreprises et biens plus. L'offre comprend les plateformes : App Engine, Cloud Storage, BigQuery, Compute Engine, Cloud SQL, etc. Compute Engine, l'offre IaaS (Infrastructure as a Service) de l'éditeur dévoilée en juin dernier avec quatre types d'instances, s'enrichit de 36 nouveaux types d'instances, avec à la clé une réduction générale des prix. De...

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  • VMMap - awesome memory analysis tool

    VMMap is a process virtual and physical memory analysis utility. It shows a breakdown of a process's committed virtual memory types as well as the amount of physical memory (working set) assigned by the operating system to those types. Besides graphical representations of memory usage, VMMap also shows summary information and a detailed process memory map. Powerful filtering and refresh capabilities allow you to identify the sources of process memory usage and the memory cost of application features. Besides flexible views for analyzing live processes, VMMap supports the export of data in multiple forms, including a native format that preserves all the information so that you can load back in. It also includes command-line options that enable scripting scenarios. VMMap is the ideal tool for developers wanting to understand and optimize their application's memory resource usage. span.fullpost {display:none;}

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  • Calling Web Service with Complex Parameters in ADF Mobile

    - by Shay Shmeltzer
    Many of the SOAP based web services out there have parameters of specific object types - so not just simple String/int inputs. The ADF Web service data control makes it quite simple to interact with them. And this applies also in the case of ADF Mobile. Since there were several thread on OTN asking about this - I thought I'll do a quick demo to refresh people memory about how you pass these "complex" parameters to your Web service methods. By the way - this video is also relevant if you are not doing mobile development, you'll basically use the exact same process for building "regular web" ADF applications that access these types of Web services. One more thing you might want to do after you create the page is look at the binding tab to see the method call in there, and notice the parameters for it in the structure property. Go and look at their NDValue property to get the complete picture.

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  • Getting the URL to the Content Type Hub Programmatically in SharePoint 2010

    - by Damon
    Many organizations use the content-type hub to manage content-types in their SharePoint 2010 environment.  As a developer in these types of organizations, you may one day find yourself in need of getting the URL of the content type hub programmatically.  Here is a quick snippet that demonstrates how to do it fairly painlessly: public static Uri GetContentTypeHubUri(SPSite site) {     TaxonomySession session = new TaxonomySession(site);     return Session.DefaultSiteCollectionTermStore         .ContentTypePublishingHub; }

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  • VMMap - awesome memory analysis tool

    VMMap is a process virtual and physical memory analysis utility. It shows a breakdown of a process's committed virtual memory types as well as the amount of physical memory (working set) assigned by the operating system to those types. Besides graphical representations of memory usage, VMMap also shows summary information and a detailed process memory map. Powerful filtering and refresh capabilities allow you to identify the sources of process memory usage and the memory cost of application features. Besides flexible views for analyzing live processes, VMMap supports the export of data in multiple forms, including a native format that preserves all the information so that you can load back in. It also includes command-line options that enable scripting scenarios. VMMap is the ideal tool for developers wanting to understand and optimize their application's memory resource usage. span.fullpost {display:none;}

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  • Should developers be responsible for tests other than unit tests, if so which ones are the most common?

    - by Jackie
    I am currently working on a rather large project, and I have used JUnit and EasyMock to fairly extensively unit test functionality. I am now interested in what other types of testing I should worry about. As a developer is it my responsibility to worry about things like functional, or regression testing? Is there a good way to integrate these in a useable way in tools such as Maven/Ant/Gradle? Are these better suited for a Tester or BA? Are there other useful types of testing that I am missing?

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  • RPG Item processing

    - by f00b4r
    I started working on an item system for my (first) game, and I'm having a problem conceptualizing how it should work. Since Items can produce a bunch of potentially non-standard actions (revive a character vs increasing some stat) or have use restrictions (can only revive if a character is dead). For obvious reasons, I don't want to create a new Item class for every item type. What is the best way to handle this? Should I make a handful of item types (field modifiers, status modifiers, )? Is it normal to script item usage? Could (should?) this be combined with the above mentioned solution (have a couple of different sub item types, make special case items usage scripted)? Thanks.

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  • What is the traditional way to maintain extensibility in a database-driven application like this?

    - by Jsess
    I'm working on a simple application for a game in Java that allows a user to record whether they have collected a given item and how much experience it contains. This will work for multiple item types (weapons, armor) and each will have its own tab with a list of all items that qualify under it. Making changes as new types are added is not such a big deal (if a clothing slot is added, for instance), but new items are added to the game all the time in biweekly patches, and I'm not sure what the traditional/customary way to make sure the application is user-extensible without requiring me to would be. Whether that would be adding a configuration menu that allows users to add news items (new rows to the local SQLite database) or a text file with something similar, but I'm certain there's a well-accepted way to do this that I'm not aware of. I'm new to databases and ignorant of the solution, so what's the professional/futureproof way to do this?

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  • Utility Objects–Waitfor Delay Coordinator (SQL Server 2008+)

    - by drsql
    Finally… took longer than I had expected when I wrote this a while back, but I had to move my website and get DNS moved before I could post code… When I write code, I do my best to test that code in as many ways as necessary. One of the last types of tests that is necessary is concurrency testing. Concurrency testing is one of the most difficult types of testing because it takes running multiple processes simultaneously and making sure that you get the correct answers multiple times. This is really...(read more)

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  • Who should respond to collision: Unit or projectile?

    - by aleguna
    In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For example a bullet will likely kill a human, but it will do nothing to a tank. The same goes if unit handles a collision. So either way one of them should be aware of all possible types of the other. Of course the 'true' way would be to do full physics simulation, but that's not an option for an RTS with 1000s of units and projectiles... So what are the common practicies in this regards?

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  • MSM Merge Modules in Visual Studio 2013 [on hold]

    - by theGreenCabbage
    Could someone please let me know where I might find resources for creating MSM files? While I am able to create MSI files using InstallShield, it seems that Visual Studio no longer supports Merge Module Projects, judging by the link below and the screenshot of my version of Visual Studio 2013 - http://msdn.microsoft.com/en-us/library/z6z02ts5(v=vs.80).aspx To create a new merge module project: On the File menu, point to Add, then click New Project. In the resulting Add New Project dialog box, in the Project types pane, open the Other Project Types node and select Setup and Deployment Projects. In the Templates pane, choose Merge Module Project.

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  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

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  • Data architecture for event log metrics?

    - by elliot42
    My service has a large ongoing number of user events, and we would like to do things like "count occurrence of event type T since date D." We are trying to make two basic decisions: What to store? Storing every event vs. only storing aggregates (Event log style) log every event and count them later, vs. (Time-series style) store a single aggregated "count of event E for date D" for every day Where to store the data In a relational database (particularly MySQL) In a non-relational (NoSQL) database In flat log files (collected centrally over the network via syslog-ng) What is standard practice / where can I read more about comparing the different types of systems? Additional details: The total event stream is large, potentially hundreds of thousands of entries per day But our current need is only to count certain types of events within it We don't necessarily need real-time access to the raw data or aggregation results IMHO, "log all events to files, crawl them at a later time to filter and aggregate the stream" is a pretty standard UNIX Way, but my Rails-y compatriots seem to think that nothing is real unless it's in MySQL.

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  • Convincing Upper Management the need of larger monitors for Developers

    - by The Rubber Duck
    The company I work for has recently hired on several developers, and there are a limited number of monitors to go around. There are two types in the office - a standard 15" (thankfully flatscreen) and a widescreen 23". No developer has a machine capable of a dual monitor setup, and the largest monitors went to the people who got here first. Three or four new senior level developers only have a 15" monitor to work on. To make matters worse, there are perhaps a total of 25-30 DBAs/Testers/Admin types in the company who all have dual screen 23" setups. We have brought the issue to management, and they refuse to take away large monitors from people who have been here for years for the sake of new employees, even if they are senior level. We have pitched the idea of testers sacrificing a large monitor for one of our small ones, but they won't go for that either. What can I say to management to illustrate the need of monitors for developers?

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  • How do I count Internal Logical Files (ILF) and External Inputs (EI) for a dynamic form entry page?

    - by DmytroL
    Assuming I have an applicant information entry screen, the number and types of fields on which can be defined by the system administrator, how do I go about counting the number of Internal Logical Files (ILFs) and Data Element Types (DETs) for the related data functions? So far I have come up with something like this: ILF #1 (control information): Field Metadata, 1 RET, ~3 DET (name, type, mandatory) ILF #2 (business data): Applicant Data, most likely 1 RET, but how many DET? Of course I could count it as 2 DET (Field ref, Value), but I am not sure that would be correct And when it comes to an External Input (EI), say, "Add New Applicant", things become even more complicated, because the number of DET corresponding to the user-editable fields is totally dependent on the control information in ILF #1, and I am out of ideas here... Anyone fancy to help with that? Thanks in advance!

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • What Design Pattern is separating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • C++ strongly typed typedef

    - by Kian
    I've been trying to think of a way of declaring strongly typed typedefs, to catch a certain class of bugs in the compilation stage. It's often the case that I'll typedef an int into several types of ids, or a vector to position or velocity: typedef int EntityID; typedef int ModelID; typedef Vector3 Position; typedef Vector3 Velocity; This can make the intent of code more clear, but after a long night of coding one might make silly mistakes like comparing different kinds of ids, or adding a position to a velocity perhaps. EntityID eID; ModelID mID; if ( eID == mID ) // <- Compiler sees nothing wrong { /*bug*/ } Position p; Velocity v; Position newP = p + v; // bug, meant p + v*s but compiler sees nothing wrong Unfortunately, suggestions I've found for strongly typed typedefs include using boost, which at least for me isn't a possibility (I do have c++11 at least). So after a bit of thinking, I came upon this idea, and wanted to run it by someone. First, you declare the base type as a template. The template parameter isn't used for anything in the definition, however: template < typename T > class IDType { unsigned int m_id; public: IDType( unsigned int const& i_id ): m_id {i_id} {}; friend bool operator==<T>( IDType<T> const& i_lhs, IDType<T> const& i_rhs ); }; Friend functions actually need to be forward declared before the class definition, which requires a forward declaration of the template class. We then define all the members for the base type, just remembering that it's a template class. Finally, when we want to use it, we typedef it as: class EntityT; typedef IDType<EntityT> EntityID; class ModelT; typedef IDType<ModelT> ModelID; The types are now entirely separate. Functions that take an EntityID will throw a compiler error if you try to feed them a ModelID instead, for example. Aside from having to declare the base types as templates, with the issues that entails, it's also fairly compact. I was hoping anyone had comments or critiques about this idea? One issue that came to mind while writing this, in the case of positions and velocities for example, would be that I can't convert between types as freely as before. Where before multiplying a vector by a scalar would give another vector, so I could do: typedef float Time; typedef Vector3 Position; typedef Vector3 Velocity; Time t = 1.0f; Position p = { 0.0f }; Velocity v = { 1.0f, 0.0f, 0.0f }; Position newP = p + v*t; With my strongly typed typedef I'd have to tell the compiler that multypling a Velocity by a Time results in a Position. class TimeT; typedef Float<TimeT> Time; class PositionT; typedef Vector3<PositionT> Position; class VelocityT; typedef Vector3<VelocityT> Velocity; Time t = 1.0f; Position p = { 0.0f }; Velocity v = { 1.0f, 0.0f, 0.0f }; Position newP = p + v*t; // Compiler error To solve this, I think I'd have to specialize every conversion explicitly, which can be kind of a bother. On the other hand, this limitation can help prevent other kinds of errors (say, multiplying a Velocity by a Distance, perhaps, which wouldn't make sense in this domain). So I'm torn, and wondering if people have any opinions on my original issue, or my approach to solving it.

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  • Problem serialising TextBuffer

    - by njallam
    The following is supposed to serialise a TextArea's content to a string. The first two line complete fine, however I have problems from then onwards. page_content = subject_content.get_nth_page(pn) page_name = subject_content.get_tab_label(page_content).get_text() c_buffer = page_content.get_buffer() c_format = c_buffer.register_serialize_tagset() serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) The first error I get is: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 160, in save c_format = c_buffer.register_serialize_tagset() File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: register_serialize_tagset() takes exactly 2 arguments (1 given) When inserting None as a parameter to c_format = c_buffer.register_serialize_tagset() I get the following as well: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 161, in save serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: serialize() takes exactly 5 arguments (4 given) I have no idea of a workaround for that, however I shouldn't have to fill None in that other function in the first place. What is happening here?

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  • Add Service Reference is generating Message Contracts

    - by JohnIdol
    OK, this has been haunting me for a while, can't find much on Google and I am starting to lose hope so I am reverting to the SO community. When I import a given service using "Add service Reference" on Visual Studio 2008 (SP1) all the Request/Response messages are being unnecessarily wrapped into Message Contracts (named as -- "operationName" + "Request"/"Response" + "1" at the end). The code generator says: // CODEGEN: Generating message contract since the operation XXX is neither RPC nor document wrapped. The guys who are generating the wsdl from a Java service say they are specifying DOCUMENT-LITERAL/WRAPPED. Any help/pointer/clue would be highly appreciated. Update: this is a sample of my wsdl for one of the operations that look suspicious. Note the mismatch on the message element attribute for the request, compared to the response. <!- imports namespaces and defines elements --> <wsdl:types> <xsd:schema targetNamespace="http://WHATEVER/" xmlns:xsd_1="http://WHATEVER_1/" xmlns:xsd_2="http://WHATEVER_2/"> <xsd:import namespace="http://WHATEVER_1/" schemaLocation="WHATEVER_1.xsd"/> <xsd:import namespace="http://WHATEVER_2/" schemaLocation="WHATEVER_2.xsd"/> <xsd:element name="myOperationResponse" type="xsd_1:MyOperationResponse"/> <xsd:element name="myOperation" type="xsd_1:MyOperationRequest"/> </xsd:schema> </wsdl:types> <!- declares messages - NOTE the mismatch on the request element attribute compared to response --> <wsdl:message name="myOperationRequest"> <wsdl:part element="tns:myOperation" name="request"/> </wsdl:message> <wsdl:message name="myOperationResponse"> <wsdl:part element="tns:myOperationResponse" name="response"/> </wsdl:message> <!- operations --> <wsdl:portType name="MyService"> <wsdl:operation name="myOperation"> <wsdl:input message="tns:myOperationRequest"/> <wsdl:output message="tns:myOperationResponse"/> <wsdl:fault message="tns:myOperationFault" name="myOperationFault"/> <wsdl:fault message="tns:myOperationFault1" name="myOperationFault1"/> </wsdl:operation> </wsdl:portType> Update 2: I pulled all the types that I had in my imported namespace (they were in a separate xsd) into the wsdl, as I suspected the import could be triggering the message contract generation. To my surprise it was not the case and having all the types defined in the wsdl did not change anything. I then (out of desperation) started constructing wsdls from scratch and playing with the maxOccurs attributes of element attributes contained in a sequence attribute I was able to reproduce the undesired message contract generation behavior. Here's a sample of an element: <xsd:element name="myElement"> <xsd:complexType> <xsd:sequence> <xsd:element minOccurs="0" maxOccurs="1" name="arg1" type="xsd:string"/> </xsd:sequence> </xsd:complexType> </xsd:element> Playing with maxOccurs on elements that are used as messages (all requests and responses basically) the following happens: maxOccurs = "1" does not trigger the wrapping macOcccurs 1 triggers the wrapping maxOccurs = "unbounded" triggers the wrapping I was not able to reproduce this on my production wsdl yet because the nesting of the types goes very deep, and it's gonna take me time to inspect it thoroughly. In the meanwhile I am hoping it might ring a bell - any help highly appreciated.

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