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  • Correct For Loop Design

    - by Yttrill
    What is the correct design for a for loop? Felix currently uses if len a > 0 do for var i in 0 upto len a - 1 do println a.[i]; done done which is inclusive of the upper bound. This is necessary to support the full range of values of a typical integer type. However the for loop shown does not support zero length arrays, hence the special test, nor will the subtraction of 1 work convincingly if the length of the array is equal to the number of integers. (I say convincingly because it may be that 0 - 1 = maxval: this is true in C for unsigned int, but are you sure it is true for unsigned char without thinking carefully about integral promotions?) The actual implementation of the for loop by my compiler does correctly handle 0 but this requires two tests to implement the loop: continue: if not (i <= bound) goto break body if i == bound goto break ++i goto continue break: Throw in the hand coded zero check in the array example and three tests are needed. If the loop were exclusive it would handle zero properly, avoiding the special test, but there'd be no way to express the upper bound of an array with maximum size. Note the C way of doing this: for(i=0; predicate(i); increment(i)) has the same problem. The predicate is tested after the increment, but the terminating increment is not universally valid! There is a general argument that a simple exclusive loop is enough: promote the index to a large type to prevent overflow, and assume no one will ever loop to the maximum value of this type.. but I'm not entirely convinced: if you promoted to C's size_t and looped from the second largest value to the largest you'd get an infinite loop!

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Choosing Technology To Include In Software Design

    How many of us have been forced to select one technology over another when designing a new system? What factors do we and should we consider? How can we ensure the correct business decision is made? When faced with this type of decision it is important to gather as much information possible regarding each technology being considered as well as the project itself. Additionally, I tend to delay my decision about the technology until it is ultimately necessary to be made. The reason why I tend to delay such an important design decision is due to the fact that as the project progresses requirements and other factors can alter a decision for selecting the best technology for a project. Important factors to consider when making technology decisions: Time to Implement and Maintain Total Cost of Technology (including Implementation and maintenance) Adaptability of Technology Implementation Team’s Skill Sets Complexity of Technology (including Implementation and maintenance) orecasted Return On Investment (ROI) Forecasted Profit on Investment (POI) Of the factors to consider the ROI and POI weigh the heaviest because the take in to consideration the other factors when calculating the profitability and return on investments.For a real world example let us consider developing a web based lead management system for a new company. This system can either be hosted on Microsoft Windows based web server or on a Linux based web server. Important Factors for this Example Implementation Team’s Skill Sets Member 1  Skill Set: Classic ASP, ASP.Net, and MS SQL Server Experience: 10 years Member 2  Skill Set: PHP, MySQL, Photoshop and MS SQL Server Experience: 3 years Member 3  Skill Set: C++, VB6, ASP.Net, and MS SQL Server Experience: 12 years Total Cost of Technology (including Implementation and maintenance) Linux Initial Year: $5,000 (Random Value) Additional Years: $3,000 (Random Value) Windows Initial Year: $10,000 (Random Value) Additional Years: $3,000 (Random Value) Complexity of Technology Linux Large Learning Curve with user driven documentation Estimated learning cost: $30,000 Windows Minimal based on Teams skills with Microsoft based documentation Estimated learning cost: $5,000 ROI Linux Total Cost Initial Total Cost: $35,000 Additional Cost $3,000 per year Windows Total Cost Initial Total Cost: $15,000 Additional Cost $3,000 per year Based on the hypothetical numbers it would make more sense to select windows based web server because the initial investment of the technology is much lower initially compared to the Linux based web server.

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  • Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment PRODUCT FAMILY: Oracle HCM - Benefits  July 13, 2011 at 1 pm PT, 2 pm MT, 4 pm ET This session AU gives you the information to define new and maintain all Compensation Objects used in your Benefits setup. Course highlights things to consider when getting ready for Open Enrollment or when there is a need to change compensation objects. We will review creating a new or ending an old program, plan, or option. We also review what to do when you need to move from an Unrestricted program to a Restricted one. TOPICS WILL INCLUDE: Adding or Modifying Compensation Objects Ending Compensation Objects Elements and Element Links Standard and Variable Rates Dependents and Beneficiaries Moving from Oracle Standard Benefits to Oracle Advanced Benefits A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • Design guideline for saving big byte stream in c# [migrated]

    - by Praveen
    I have an application where I am receiving big byte array very fast around per 50 miliseconds. The byte array contains some information like file name etc. The data (byte array ) may come from several sources. Each time I receive the data, I have to find the file name and save the data to that file name. I need some guide lines to how should I design it so that it works efficient. Following is my code... public class DataSaver { private static Dictionary<string, FileStream> _dictFileStream; public static void SaveData(byte[] byteArray) { string fileName = GetFileNameFromArray(byteArray); FileStream fs = GetFileStream(fileName); fs.Write(byteArray, 0, byteArray.Length); } private static FileStream GetFileStream(string fileName) { FileStream fs; bool hasStream = _dictFileStream.TryGetValue(fileName, out fs); if (!hasStream) { fs = new FileStream(fileName, FileMode.Append); _dictFileStream.Add(fileName, fs); } return fs; } public static void CloseSaver() { foreach (var key in _dictFileStream.Keys) { _dictFileStream[key].Close(); } } } How can I improve this code ? I need to create a thread maybe to do the saving.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Object construction design

    - by James
    I recently started to use c# to interface with a database, and there was one part of the process that appeared odd to me. When creating a SqlCommand, the method I was lead to took the form: SqlCommand myCommand = new SqlCommand("Command String", myConnection); Coming from a Java background, I was expecting something more similar to SqlCommand myCommand = myConnection.createCommand("Command String"); I am asking, in terms of design, what is the difference between the two? The phrase "single responsibility" has been used to suggest that a connection should not be responsible for creating SqlCommands, but I would also say that, in my mind, the difference between the two is partly a mental one of the difference between a connection executing a command and a command acting on a connection, the latter of which seems less like what I have been lead to believe OOP should be. There is also a part of me wondering if the two should be completely separate, and should only come together in some sort of connection.execute(command) method. Can anyone help clear up these differences? Are any of these methods "more correct" than the others from an OO point of view? (P.S. the fact that c# is used is completely irrelevant. It just highlighted to me that different approaches were used)

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Are there any good videos out there on Java Design Patterns?

    - by Becky Reamy
    My team would like to spend some time at lunch learning design patterns. Previously, we watched some videos on Javascript which we found very useful as a way to start discussions. We would like to do the same thing with design patterns so that we don't have to spend a lot of time (outside of work) researching individual patterns in order to give a presentation. I did a little searching and came up fairly empty handed. Any help would be appreciated. It doesn't even have to be a video, even something that we can listen to (maybe a book on tape even).

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  • Overwhelmed by design patterns... where to begin?

    - by Pete
    I am writing a simple prototype code to demonstrate & profile I/O schemes (HDF4, HDF5, HDF5 using parallel IO, NetCDF, etc.) for a physics code. Since focus is on IO, the rest of the program is very simple: class Grid { public: floatArray x,y,z; }; class MyModel { public: MyModel(const int &nip1, const int &njp1, const int &nkp1, const int &numProcs); Grid grid; map<string, floatArray> plasmaVariables; }; Where floatArray is a simple class that lets me define arbitrary dimensioned arrays and do mathematical operations on them (i.e. x+y is point-wise addition). Of course, I could use better encapsulation (write accessors/setters, etc.), but that's not the concept I'm struggling with. For the I/O routines, I am envisioning applying simple inheritance: Abstract I/O class defines read & write functions to fill in the "myModel" object HDF4 derived class HDF5 HDF5 using parallel IO NetCDF etc... The code should read data in any of these formats, then write out to any of these formats. In the past, I would add an AbstractIO member to myModel and create/destroy this object depending on which I/O scheme I want. In this way, I could do something like: myModelObj.ioObj->read('input.hdf') myModelObj.ioObj->write('output.hdf') I have a bit of OOP experience but very little on the Design Patterns front, so I recently acquired the Gang of Four book "Design Patterns: Elements of Reusable Object-Oriented Software". OOP designers: Which pattern(s) would you recommend I use to integrate I/O with the myModel object? I am interested in answering this for two reasons: To learn more about design patterns in general Apply what I learn to help refactor an large old crufty/legacy physics code to be more human-readable & extensible. I am leaning towards applying the Decerator pattern to myModel, so I can attach the I/O responsibilities dynamically to myModel (i.e. whether to use HDF4, HDF5, etc.). However, I don't feel very confident that this is the best pattern to apply. Reading the Gang of Four book cover-to-cover before I start coding feels like a good way to develop an unhealthy caffeine addiction. What patterns do you recommend?

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  • Help with C# program design implementation: multiple array of lists or a better way?

    - by Bob
    I'm creating a 2D tile-based RPG in XNA and am in the initial design phase. I was thinking of how I want my tile engine to work and came up with a rough sketch. Basically I want a grid of tiles, but at each tile location I want to be able to add more than one tile and have an offset. I'd like this so that I could do something like add individual trees on the world map to give more flair. Or set bottles on a bar in some town without having to draw a bunch of different bar tiles with varying bottles. But maybe my reach is greater than my grasp. I went to implement the idea and had something like this in my Map object: List<Tile>[,] Grid; But then I thought about it. Let's say I had a world map of 200x200, which would actually be pretty small as far as RPGs go. That would amount to 40,000 Lists. To my mind I think there has to be a better way. Now this IS pre-mature optimization. I don't know if the way I happen to design my maps and game will be able to handle this, but it seems needlessly inefficient and something that could creep up if my game gets more complex. One idea I have is to make the offset and the multiple tiles optional so that I'm only paying for them when needed. But I'm not sure how I'd do this. A multiple array of objects? object[,] Grid; So here's my criteria: A 2D grid of tile locations Each tile location has a minimum of 1 tile, but can optionally have more Each extra tile can optionally have an x and y offset for pinpoint placement Can anyone help with some ideas for implementing such a design (don't need it done for me, just ideas) while keeping memory usage to a minimum? If you need more background here's roughly what my Map and Tile objects amount to: public struct Map { public Texture2D Texture; public List<Rectangle> Sources; //Source Rectangles for where in Texture to get the sprite public List<Tile>[,] Grid; } public struct Tile { public int Index; //Where in Sources to find the source Rectangle public int X, Y; //Optional offsets }

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  • Do you know Best Practise and Design Patterns for Adobe Air/Flex Applications?

    - by Julian
    I'm going to write an application with the Air/Flex-Framework. I'm looking for Best Practise and general Design Patterns for designing software especially in Air/Flex. I have experience with this framework but never had the pleasure to write a piece of software from scratch. For instance: I stumbled across lots of software written in Air/Flex with nearly infinity global vars :-) Most of the software I saw was not object-oriented How can I pack the asynchronous method calls nicely? I'm familiar with general design patterns by gamma. I'm looking more for advise in designing good quality software with Adobe Air/Flex.

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  • How to design parts of the application in XAML and how to reusing it then?

    - by MartyIX
    I'm working on a main window in my application and I would like to design parts of my window separately in Visual Studio designer. Main window Game desk (actually more of them and therefore it would be nice to design the game desk, mark it as a resource and then just via simple code (something like creating a new object and setting DataContext) create it. Console And so on Is it possible in VS to do this thing? I just need to know what to look for if it is possible. I don't need a whole solution. Thank you for suggestions!

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  • Which is the best design practice for edit data in RIA?

    - by Onet Two
    Hi, First of all it is a UI design question! Which is the best design practice for edit data in RIA, for example in Flex or Silverlight? I would like to show customer's details, but there will be an edit window, than the datas of customer will be editable. I would like to show a new form where the data can be edited. What is the simplest way to show this form. I can make my ui tabbed, so I can open the form in a new tab, or I can open the form in a popup/modal dialog (Save-cancel). Maybe I can use in line editing. What is the most user friendly solution in a Silverlight or Flex GUI? What is your opinion? Thanks!

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  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

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  • I want to make video games, but I hate coding

    - by hoper
    I know this sounds eally crazy. However, I just want to ask. Now, I am studying C++ code in my school (My major is computer programming). Honestly, my grade is not so good, and assignments are really hard. Sometimes, I feel sad that I will spend 8~10 hours per day for coding (which is stressful) at the future for my job. But, I still want to make video games. Maybe this is the only one reason why I am taking all of stressful courses. I always write down plots, stories, characters, fictional gaming worlds. Once, I thought I should study artistic technology such as game design program not computer technology such as C++, C#, etc. However, most of popular game designers(or directors) such as Kojima, Miyamoto Shigeru, etc used to be good programmers. And, companies actaully assign programmers to directors because they understand how to make a game. I try to find other colleges or universities where teach game design program. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. (Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth. That is the employement rate of graduated students is low) Do you guys have any advice for me?

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • How can I make video games if I don't like programming?

    - by hoper
    I am studying C++ code in my school (my major is computer programming). Honestly, my grades are not so good, and assignments are really hard. Sometimes I feel sad that I will spend 8-10 hours per day coding (which is stressful) in the future for my job. But I still want to make video games. Maybe this is the only reason why I am taking all of these stressful courses. I always write down plots, stories, characters, fictional gaming worlds... Once, I thought I should study artistic technology such as game design and not computer technology such as C++, C#, etc. However, most of popular game designers (or directors) such as Kojima, Miyamoto, etc. used to be good programmers. Companies actaully assign programmers to directors because they understand how to make a game. I've try to find other colleges or universities where they teach game design programs. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth: the employement rate of graduated students is low. How can I have a future making games if I don't like programming?

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