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  • So Singletons are bad, then what?

    - by Bobby Tables
    There has been a lot of discussion lately about the problems with using (and overusing) Singletons. I've been one of those people earlier in my career too. I can see what the problem is now, and yet, there are still many cases where I can't see a nice alternative - and not many of the anti-Singleton discussions really provide one. Here is a real example from a major recent project I was involved in: The application was a thick client with many separate screens and components which uses huge amounts of data from a server state which isn't updated too often. This data was basically cached in a Singleton "manager" object - the dreaded "global state". The idea was to have this one place in the app which keeps the data stored and synced, and then any new screens that are opened can just query most of what they need from there, without making repetitive requests for various supporting data from the server. Constantly requesting to the server would take too much bandwidth - and I'm talking thousands of dollars extra Internet bills per week, so that was unacceptable. Is there any other approach that could be appropriate here than basically having this kind of global data manager cache object? This object doesn't officially have to be a "Singleton" of course, but it does conceptually make sense to be one. What is a nice clean alternative here?

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  • What design patters are the worst or most narrowly defined?

    - by Akku
    For every programming project, Managers with past programming experience try to shine when they recommend some design patterns for your project. I like design patterns when they make sense or if you need a scalbale solution. I've used Proxies, Observers and Command patterns in a positive way for example, and do so every day. But I'm really hesitant to use say a Factory pattern if there's only one way to create an object, as a factory might make it all easier in the future, but complicates the code and is pure overhead. So, my question is in respect to my future career and my answer to manager types throwing random pattern-names around: Which design patterns did you use, that threw you back overall? Which are the worst design patterns, that you shouldn't have a look at if it's not that only single situation where it makes sense (read: which design patterns are very narrowly defined)? (It's like I was looking for the negative reviews of an overall good product of amazon to see what bugged people most in using design patterns). And I'm not talking about Anti-Patterns here, but about Patterns that are usually thought of as "good" patterns.

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  • Dynamic Forms: Pattern or AntiPattern?

    - by Segfault
    I'm sure you've seen it. The database has a bunch of tables called Forms, Controls,FormsControls, ControlSets, Actions and the program that queries these tables has a dynamically generated user interface. It will read all the forms, load a home page that has links to them all, or embed them in some tabbed or paged home page, and for each of those forms it will read the various text boxes, check boxes, radio buttons, submit buttons, combo boxes, labels and whatnot from the controls and form-to-control join tables, lay those elements out according to the database and link all the controls to logic according to other rules in the database. To me, this is an anti-pattern. It actually make the application more difficult to maintain because the design of it is now spread out into multiple different systems. Also, the database is not source controlled. Sure, it may make one or two changes go more quickly, after you've analyzed the program anyway to understand how to change the data and as long as you don't stray from the sort of changes that were anticipated and accounted for, but that's often just not sustainable. What say you?

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  • What design patterns are the worst or most narrowly defined?

    - by Akku
    For every programming project, Managers with past programming experience try to shine when they recommend some design patterns for your project. I like design patterns when they make sense or if you need a scalbale solution. I've used Proxies, Observers and Command patterns in a positive way for example, and do so every day. But I'm really hesitant to use say a Factory pattern if there's only one way to create an object, as a factory might make it all easier in the future, but complicates the code and is pure overhead. So, my question is in respect to my future career and my answer to manager types throwing random pattern-names around: Which design patterns did you use, that threw you back overall? Which are the worst design patterns, that you shouldn't have a look at if it's not that only single situation where it makes sense (read: which design patterns are very narrowly defined)? (It's like I was looking for the negative reviews of an overall good product of amazon to see what bugged people most in using design patterns). And I'm not talking about Anti-Patterns here, but about Patterns that are usually thought of as "good" patterns. Edit: As some answered, the problem is most often that patterns are not "bad" but "used wrong". If you know patterns, that are often misused or even difficult to use, they would also fit as an answer.

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  • Code maintenance: keeping a bad pattern when extending new code for being consistent or not ?

    - by Guillaume
    I have to extend an existing module of a project. I don't like the way it has been done (lots of anti-pattern involved, like copy/pasted code). I don't want to perform a complete refactor. Should I: create new methods using existing convention, even if I feel it wrong, to avoid confusion for the next maintainer and being consistent with the code base? or try to use what I feel better even if it is introducing another pattern in the code ? Precison edited after first answers: The existing code is not a mess. It is easy to follow and understand. BUT it is introducing lots of boilerplate code that can be avoided with good design (resulting code might become harder to follow then). In my current case it's a good old JDBC (spring template inboard) DAO module, but I have already encounter this dilemma and I'm seeking for other dev feedback. I don't want to refactor because I don't have time. And even with time it will be hard to justify that a whole perfectly working module needs refactoring. Refactoring cost will be heavier than its benefits. Remember: code is not messy or over-complex. I can not extract few methods there and introduce an abstract class here. It is more a flaw in the design (result of extreme 'Keep It Stupid Simple' I think) So the question can also be asked like that: You, as developer, do you prefer to maintain easy stupid boring code OR to have some helpers that will do the stupid boring code at your place ? Downside of the last possibility being that you'll have to learn some stuff and maybe you will have to maintain the easy stupid boring code too until a full refactoring is done)

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  • If an entity is composed, is it still a god object?

    - by Telastyn
    I am working on a system to configure hardware. Unfortunately, there is tons of variety in the hardware, which means there's a wide variety of capabilities and configurations depending on what specific hardware the software connects to. To deal with this, we're using a Component Based Entity design where the "hardware" class itself is a very thin container for components that are composed at runtime based on what capabilities/configuration are available. This works great, and the design itself has worked well elsewhere (particularly in games). The problem is that all this software does is configure the hardware. As such, almost all of the code is a component of the hardware instance. While the consumer only ever works against the strongly typed interfaces for the components, it could be argued that the class that represents an instance of the hardware is a God Object. If you want to do anything to/with the hardware, you query an interface and work with it. So, even if the components of an object are modular and decoupled well, is their container a God Object and the downsides associated with the anti-pattern?

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  • help me to cheat with numericUpDown1_ValueChanged event

    - by alex
    I have a Form and numericupdown control located on it. I want that in some conditions (_condition1) user cannot be able to change a value of numericupdown control. How can I do it ? I wrote some code but it works twice (double time). class Form1 : Form { bool _condition1; int _previousValue; void numericUpDown1_ValueChanged(object sender, EventArgs e) { if(_condition1) { numericUpDown1.Value = (decimal)_previousValue; } else { _previousValue = (int)numericUpDown1.Value; } } } Control must be enable.

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • Useful SVN and Git commands – Cheatsheet

    - by Madhan ayyasamy
    The following snippets will helpful one who user version control systems like Git and SVN.svn checkout/co checkout-url – used to pull an SVN tree from the server.svn update/up – Used to update the local copy with the changes made in the repository.svn commit/ci – m “message” filename – Used to commit the changes in a file to repository with a message.svn diff filename – shows up the differences between your current file and what’s there now in the repository.svn revert filename – To overwrite local file with the one in the repository.svn add filename – For adding a file into repository, you should commit your changes then only it will reflect in repository.svn delete filename – For deleting a file from repository, you should commit your changes then only it will reflect in repository.svn move source destination – moves a file from one directory to another or renames a file. It will effect your local copy immediately as well as on the repository after committing.git config – Sets configuration values for your user name, email, file formats and more.git init – Initializes a git repository – creates the initial ‘.git’ directory in a new or in an existing project.git clone – Makes a Git repository copy from a remote source. Also adds the original location as a remote so you can fetch from it again and push to it if you have permissions.git add – Adds files changes in your working directory to your index.git rm – Removes files from your index and your working directory so they will not be tracked.git commit – Takes all of the changes written in the index, creates a new commit object pointing to it and sets the branch to point to that new commit.git status – Shows you the status of files in the index versus the working directory.git branch – Lists existing branches, including remote branches if ‘-a’ is provided. Creates a new branch if a branch name is provided.git checkout – Checks out a different branch – switches branches by updating the index, working tree, and HEAD to reflect the chosen branch.git merge – Merges one or more branches into your current branch and automatically creates a new commit if there are no conflicts.git reset – Resets your index and working directory to the state of your last commit.git tag – Tags a specific commit with a simple, human readable handle that never moves.git pull – Fetches the files from the remote repository and merges it with your local one.git push – Pushes all the modified local objects to the remote repository and advances its branches.git remote – Shows all the remote versions of your repository.git log – Shows a listing of commits on a branch including the corresponding details.git show – Shows information about a git object.git diff – Generates patch files or statistics of differences between paths or files in your git repository, or your index or your working directory.gitk – Graphical Tcl/Tk based interface to a local Git repository.

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating via memory-modifiation? What strategies are effective to combat this kind of cheating? For reference, I know that players can: - Search for something by value or range - Search for something that changed value - Set memory values - Freeze memory values I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change. (For example, instead of an int, I have a class that's an array of ints, and whenever the value changes, I use a different, randomly-chosen array item to hold the value)

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  • Protection against CheatEngine and other injectors [duplicate]

    - by Lucas
    This question already has an answer here: Strategies to Defeat Memory Editors for Cheating - Desktop Games 10 answers Is protection against CheatEngine and other inject tools are possible to do? I was thinking a day and the only one idea I've got is about writting some small application which will scan the processes running every second, and in case if any injector will be found the game client will exit immadiately. I'm writing here to see your opinions on this case as some of you may have some expierence against protecting the game clients against DLL or PYC injection or something.

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  • Ensuring that saved data has not been edited in a game with both offline and online components

    - by Omar Kooheji
    I'm in the pre-planning phase of coming up with a game design and I was wondering if there was a sensible way to stop people from editing saves in a game with offline and online components. The offline component would allow the player to play through the game and the online component would allow them to play against other players, so I would need to make sure that people hadn't edited the source code/save files while offline to gain an advantage while online. Game likely to be developed in either .Net or Java, both of which are unfortunately easy to decompile.

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  • Strategies to Defeat Memory Editors for Cheating - Desktop Games

    - by ashes999
    I'm assuming we're talking about desktop games -- something the player downloads and runs on their local computer. Many are the memory editors that allow you to detect and freeze values, like your player's health. How do you prevent cheating? What strategies are effective to combat this kind of cheating? I'm looking for some good ones. Two I use that are mediocre are: Displaying values as a percentage instead of the number (eg. 46/50 = 92% health) A low-level class that holds values in an array and moves them with each change

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  • Strategy to prevent players from seeing through walls in an online FPS?

    - by geneotech
    Why do we still moan on wallhackers in multiplayer first-person shooters ? Isn't it possible to perform occlusion culling for all players server-side ? For example, send player xyz information to client only when the player is visible in client's frustum and not occluded by any object ? Even if the collision-geometry is very simplified, most of the time cheater won't receive tactical information. Why not do this ?

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  • Protecting the integrity of a game state while minimizing amount of data sent

    - by espais
    I'm developing a game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), monsters, items, and player(s). Initially, my thought was to simply package it all in a JSON object and send it every game tick, however when actually looking at the data I realized that's quite a large packet to be sending. So, my question is what is a good approach for minimizing data sent to the client? Obviously I would need to figure out some way of validating whatever it sends back. Initially we'd hoped to do some minimal verification on the client-side, but each time we thought of one thing we could do it is immediately invalidated with tools like Firebug. Kind of an open question I realize, but we want to get this right before we move on with our implementation so we don't have to shoehorn in bugfixes later on.

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  • Uncrackable anti-piracy protection/DRM even possible? [closed]

    - by some guy
    I hope that this is programming-related enough. You have probably heard about Ubisofts recent steps against piracy. (New DRM requires a constant connection to the Ubisoft server) Many people including me see this as intolerable because the only ones suffering from it at the end are the paying customers. Now to the actual question(s): Ubisoft justified this by calling this mechanism "Uncrackable, only playable by the paying customers". Is a so called uncrackable DRM even possible? You can reverse-engineer and modify everything, even if it takes long. Isn't Ubisoft already lying by calling something not crackable? I mean, hey - With the game you get all its content (textures, models, you know) and some anti-piracy mechanism hardcoded into it. How could that be "uncrackable"? You can just patch the unwanted mechanisms out ---- "Pirates" play the cracked game without problems and the paying customers are the idiots by having constant problems with the game and being unable to play it without a (working) internet connection. What are the points Ubisoft sees in this? If they are at least a bit intelligent and informed they know their anti-piracy protection won't last long. All they get is lower sales, angry customers and happy pirates and crackers.

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  • how to access anti aliasing method of a font with CSS

    - by Daniel Ramirez-Escudero
    I've had this problem in a lot of different webs. You have a font which has different anti-aliasing options, the designer uses the same font with different anti-aliasing options on different parts of the text on the web. So there is a difference between some elements. In this case I have sharp, crisp, strong and smooth. I've used a font generator to get the code to access it via @font-face. Even so, I also have the original .otf if important to know. Is there a method to access this? I upload a picture of what I mean and my actual code: ![@font-face { font-family: 'light'; src: url('../_fnt/light/gothamrnd-light.eot'); src: url('../_fnt/light/gothamrnd-light.eot?#iefix') format('embedded-opentype'), url('../_fnt/light/gothamrnd-light.woff') format('woff'), url('../_fnt/light/gothamrnd-light.ttf') format('truetype'), url('../_fnt/light/gothamrnd-light.svg#../_fnt/light/gothamrnd-light') format('svg'); font-weight: normal; font-style: normal; }]![enter image description here][1]

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  • Artifacts when trying to draw background grid without anti-aliasing in a QGraphicsScene

    - by estan
    Hi folks, I'm trying to draw a background grid in the drawBackground() function of my QGraphicsScene subclass: void Scene::drawBackground(QPainter *painter, const QRectF &rect) { const int gridSize = 50; const int realLeft = static_cast<int>(std::floor(rect.left())); const int realRight = static_cast<int>(std::ceil(rect.right())); const int realTop = static_cast<int>(std::floor(rect.top())); const int realBottom = static_cast<int>(std::ceil(rect.bottom())); // Draw grid. const int firstLeftGridLine = realLeft - (realLeft % gridSize); const int firstTopGridLine = realTop - (realTop % gridSize); QVarLengthArray<QLine, 100> lines; for (qreal x = firstLeftGridLine; x <= realRight; x += gridSize) lines.append(QLine(x, realTop, x, realBottom)); for (qreal y = firstTopGridLine; y <= realBottom; y += gridSize) lines.append(QLine(realLeft, y, realRight, y)); //painter->setRenderHint(QPainter::Antialiasing); painter->setPen(QPen(QColor(220, 220, 220), 0.0)); painter->drawLines(lines.data(), lines.size()); // Draw axes. painter->setPen(QPen(Qt::lightGray, 0.0)); painter->drawLine(0, realTop, 0, realBottom); painter->drawLine(realLeft, 0, realRight, 0); } However, unless I turn on anti-aliasing, moving items around will sometimes leave artifacts in the grid (areas where it's not drawn). It seems it mostly happens at low zoom levels, when the view is zoomed out a bit. Any ideas what I might be doing wrong here? I'd really don't want to turn anti-aliasing on since the lines are strictly horizontal and vertical, and I'd like them to be as crisp as possible. Any help is much appriciated, Regards, Elvis

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  • How do I stop Sophos anti virus from scanning directories that are under source control

    - by user26453
    From googling it seems its well known that SophosAV as well as other AV programs have issues with how they interact and can inhibit source control utilities like TortoiseHG or TortoiseSVN. One solution is to exclude directories under source control from on-access scanning as detailed here on Sophos's support site. There is a corollary article that mentions some issues related to this, namely the need to place multiple entries for exclusions based on the possibility of the location being accessed through the short vs. long name (e.g., Progra~1 vs. "Program Files"). One other twist is I am using a junction to relocate my user directory, C:\Users\Username, to a second hard drive, E:. Since I am not sure how this interacts I have included the source control directory as they are nested in both locations. As a result, I have included the two exclusions for the on-access scanning exclusions (and to be on the safe side on-demand exclusions as well, although this should only come into play when I select a parent directory of the exclusion to be scanned on-demand, but still). You'll notice I have no need to add extra exclusions for those locations based on short vs. long name distinctions. The two exclusion I have then, for both on-access and on-demand scanning exclusions are: C:\Users\Username\source-control-directory E:\source-control-directory However, this does not seem to work as TortoiseHG still lags terribly in response to any request as AV software starts scanning when the directory is accessed via TortoiseHG. I can verify without a doubt that Sophos is causing the problems: I can completely disable on-access scanning. Once this is done TortoiseHG responds very fast to all operations. I cannot leave this disabled obviously, but since the exclusion don't seem to be working, what next?

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  • clam anti-virus is slowing down my server performance

    - by Scarface
    Hey guys, I just installed clam av http://sourceforge.net/projects/php-clamav/ for scanning file uploads on my linux VPN running php. The problem is that for some reason just initiating the extension in the php ini file slows down my entire network. Regular requests such as changing pages that should take less than 1 second take 5. Has anyone ever experienced this before or have a good virus scanning alternative for scanning file uploads? extension=clamav.so [clamav] clamav.dbpath="/usr/share/clamav" clamav.keeptmp=20 clamav.maxreclevel=16 clamav.maxfiles=10000 clamav.maxfilesize=26214400 clamav.maxscansize=104857600 clamav.keeptmp=0

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  • Anti-virus for Ubuntu Hardy 8.04

    - by April
    I am using Ubuntu hardy with Scalr and AWS, the Ubuntu instance does not come with any antivirus software. Can anyone recommend a good ant-virus software for Ubuntu? I would also need installation and config steps. Thanks.

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  • clam anti-virus is slowing down my server performance significantly

    - by Scarface
    Hey guys, I just installed clam av http://sourceforge.net/projects/php-clamav/ for scanning file uploads on my linux VPN running php. The problem is that for some reason just initiating the extension in the php ini file slows down my entire network. Regular requests such as changing pages that should take less than 1 second take 5. Has anyone ever experienced this before or have a good virus scanning alternative for scanning file uploads? extension=clamav.so [clamav] clamav.dbpath="/usr/share/clamav" clamav.keeptmp=20 clamav.maxreclevel=16 clamav.maxfiles=10000 clamav.maxfilesize=26214400 clamav.maxscansize=104857600 clamav.keeptmp=0

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  • Anti-virus for Ubuntu Hardy 8.04

    - by April
    I am using Ubuntu hardy with Scalr and AWS, the Ubuntu instance does not come with any antivirus software. Can anyone recommend a good ant-virus software for Ubuntu? I would also need installation and config steps. Thanks.

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