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  • Architecture driven by users, or by actions/content?

    - by hugerth
    I have a question about designing MVC app architecture. Let's say our application has three main categories of views (items of type 1, items of type 2...). And we have three (or more in future) types of users - Admins, let's say Moderators and typical Users. And in the future there might be more of them. Admins have full access to app, Moderators can visit only 2/3 type of items, and Users can visit only basic type of items. Should I divide my controllers/views/whatever like this: Items "A", Items "B", Items "C", then make them 100% finished and at the end add access privileges? Pros: DRY option Cons Conditional expressions in views Or another options: Items "A" / Admin, Items "A" / Moderator / Items "B" Admin ...? Pros: Divided parts of application for specific user (is that pros?) Cons: A lot of repeated code I don't have great experience in planning such things so it would nice if you can give me some tips or links to learn something about it.

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  • On Building a Data-Driven E-Commerce Site

    The following is a preprint of an article for the NDC Magazine to be published in Apri.   It had been a long, hard week at work. I had my feet up and was calling my long-distance girlfriend when she popped the question: “Do you know how to build web sites?”   That was about a month ago and, after swearing to her that I spent my days helping other people build their web sites, so I should oughta know a thing or two about how to build one for her. After some very gentle requirements...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Why exactly is calling the destructor for the second time undefined behavior in C++?

    - by sharptooth
    As mentioned in this answer simply calling the destructor for the second time is already undefined behavior 12.4/14(3.8). For example: class Class { public: ~Class() {} }; // somewhere in code: { Class* object = new Class(); object->~Class(); delete object; // UB because at this point the destructor call is attempted again } In this example the class is designed in such a way that the destructor could be called multiple times - no things like double-deletion can happen. The memory is still allocated at the point where delete is called - the first destructor call doesn't call the ::operator delete() to release memory. For example, in Visual C++ 9 the above code looks working. Even C++ definition of UB doesn't directly prohibit things qualified as UB from working. So for the code above to break some implementation and/or platform specifics are required. Why exactly would the above code break and under what conditions?

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  • Service behavior not being applied correctly

    - by Rubans
    I have a custom behavior for a service where I want to specify a receive timeout value, I have created a behavior and on the build service header. I use the declarative attribute to apply the behavior or as I thought. But the behavior seems to make no difference, i.e. the set timeout value is not being applied as expected. However when I have noticed the behavior is only being applied when the host is opened rather than when created. The same behavior when applied explicitly through does work. Any ideas? Behavior: [AttributeUsage(AttributeTargets.Class)] public class BuildServiceBindingBehavior : Attribute, IServiceBehavior { public BuildServiceBindingBehavior( string p_receiveTime ) { ReceiveTimeout = TimeSpan.Parse( p_receiveTime ); } #region IServiceBehavior Members public void AddBindingParameters( ServiceDescription serviceDescription, ServiceHostBase serviceHostBase, System.Collections.ObjectModel.Collection<ServiceEndpoint> endpoints, System.ServiceModel.Channels.BindingParameterCollection bindingParameters ) { } public void ApplyDispatchBehavior( ServiceDescription serviceDescription, ServiceHostBase serviceHostBase ) { // add this behavior to each endpoint foreach ( var endPoint in serviceDescription.Endpoints ) { endPoint.Binding.ReceiveTimeout = ReceiveTimeout; } } public void Validate( ServiceDescription serviceDescription, ServiceHostBase serviceHostBase ) { } #endregion internal TimeSpan ReceiveTimeout { get; set; } } Service code: [ServiceBehavior(Name = "DotNetBuildsService", InstanceContextMode = InstanceContextMode.PerSession, ConcurrencyMode = ConcurrencyMode.Single )] // Set receieve time out [BuildServiceBindingBehavior( "0:0:1" )] public class BuildService : IBuildTasksService { //implementation code }

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  • Behaviour tree code example?

    - by jokoon
    http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't you know any ? I also read that state machines are not very flexible compared to behaviour trees... On top of that I'm not sure if there is a true link between state machines and the state pattern... is there ?

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  • T-SQL Tuesday #006: LOB, row-overflow and locking behavior

    - by Michael Zilberstein
    This post is my contribution to T-SQL Tuesday #006 , hosted this time by Michael Coles . Actually this post was born last Thursday when I attended Kalen Delaney's "Deep dive into SQL Server Internals" seminar in Tel-Aviv. I asked question, Kalen didn't have answer at hand, so during a break I created demo in order to check certain behavior. Demo goes later in this post but first small teaser. I have MyTable table with 10 rows. I take 2 rows that reside on different pages. In first session...(read more)

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  • How can I change my cursor behavior?

    - by Doug Clement
    When I am typing, my mouse cursor, if left on the text, will eventually auto-click in whatever space in the the text box I happen to be, causing me to type in the middle of a sentence. Also, the cursor in the text box will frequently stop mid-word and the screen will scroll down all of a sudden when pressing the space bar while typing. My question is, how do I change this behavior because it is driving me absolutely bat crap crazy. I have an Acer Aspire One D257 Netbook. I am not sure if it's a Xubuntu problem because it does this while I am using Windows 7 too. Any help would be nice, thanks!

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  • Strange named anchor behavior - only working with the hash mark after a trailing slash

    - by tnorthcutt
    I have an odd problem. Links to named anchors on a site I'm working on are only working correctly if the pound/hash sign is placed after a trailing slash (e.g. example.com/about/#who), rather than directly after a page name (e.g. example.com/about#who). What could be causing this? I should note that this is on a site running WordPress, with the WPML translation plugin. I'm not sure if that's causing the problem, though (otherwise I'd ask on the WordPress Answers SE site). Any suggestions as to what could be causing this strange behavior?

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  • Typical text encoding+BOM, and EOL behavior on mobile devices

    - by Dan W
    Typical things to worry about when dealing with text are the BOM/signature, encoding, and the end of line (EOL) char/chars. I know that Windows often favours \r\n (CR+LF) and Mac/Linux favours \n (LF), but how about mobile devices such as the iPhone and Android? Do typical apps on those platforms favour one or the other? Also, which text encodings are mobiles most likely to use - UTF-8, iso-8859-1, or even Windows 1252 (or other default codepage) or maybe even UTF-16? And if they use UTF-8/16, are they likely to need (or require not having) a BOM/signature? What is the typical behavior here?

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  • Attached Property port of my Window Close Behavior

    - by Reed
    Nishant Sivakumar just posted a nice article on The Code Project.  It is a port of the MVVM-friendly Blend Behavior I wrote about in a previous article to WPF using Attached Properties. While similar to the WindowCloseBehavior code I posted on the Expression Code Gallery, Nishant Sivakumar’s version works in WPF without taking a dependency on the Expression Blend SDK. I highly recommend reading this article: Handling a Window’s Closed and Closing Events in the View-Model.  It is a very nice alternative approach to this common problem in MVVM.

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  • Seek Steering Behavior with Target Direction for Group of Fighters

    - by SebastianStehle
    I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the leader and an offset. This works well. But when my spaceships arrive they all have a different direction. I want them to keep to look in the same direction (target - start). I also want to combine this behavior with a minimum turning radius that is based on the speed. The only idea I have is to calculate a path for each spaceship with an point before the target position, so the ships have some time left to turn into the right position. But I dont know if this is a good idea. I guess there will be a lot of rare cases where this can cause a problem. So the question is, if anybody knows how to solve this problem and has some (simple code) or pseudocode for me or at least some good explanation.

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  • Revert F3 and F4 behavior in byobu?

    - by James Zimmerman II
    With a fresh 12.04 installation of Ubuntu, byobu's interpretation of the function keys seems to have changed. F3 and F4 will still change the active tab on the current session, but it changes it for all connections. Previously, if you have two active connections to the same user (same session) with User 1 on shell 0/tab 0 and User 2 on shell 0/tab 0, when User 2 pressed F3 , they would be changed to tab 1 while User 1 would remain on tab 0. With the latest version in 12.04, when User 2 presses F3, all connected users are moved to shell 1/tab 1. Is there any way to re-enable the old behavior? I have looked at the /etc/byobu directory and only found backend and socketdir files there. Toggling backend between tmux and screen did not seem to render any difference. Anyone know what, if any, configuration option exist to control this?

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  • Avoiding orbiting in pursuit steering behavior

    - by bobobobo
    I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the missile tends to orbit its target. I fixed this by accelerating tangentially to the target first, killing the tangential component of the velocity first, then beelining for the target. So I accelerate in -vT until vT is nearly 0. Then accelerate in the direction of vN. While that works, I'm looking for a more elegant solution where the missile is able to impact the target without explicitly killing the tangential component first.

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  • Spaces in type attribute for Behavior Extension Configuration Issues

    - by Shawn Cicoria
    If you’ve deployed your WCF Behavior Extension, and you get a Configuration Error, it might just be you’re lacking a space between your “Type” name and the “Assembly” name. You'll get the following error message: Verify that the extension is registered in the extension collection at system.serviceModel/extensions/behaviorExtensions So, if you’ve entered as below without <system.serviceModel> <extensions> <behaviorExtensions> <add name="appFabricE2E" type="Fabrikam.Services.AppFabricE2EBehaviorElement,Fabrikam.Services, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null"/> </behaviorExtensions> </extensions> The following will work – notice the additional space between the Type name and the Assembly name: <system.serviceModel> <extensions> <behaviorExtensions> <add name="appFabricE2E" type="Fabrikam.Services.AppFabricE2EBehaviorElement,Fabrikam.Services, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null"/> </behaviorExtensions> </extensions>

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  • What are the benefits and risks of moving to a Model Driven Architecture approach?

    - by Tone
    I work for a company with about 350 employees and we are in the process of growing. Our current codebase is not structured very well and we are looking both at how to improve it immediately (by organizing objects into namespaces, separating concerns, etc.) and moving to a model driven architecture approach, where we model and design everything first with uml, then generate code from that model. We have been looking heavily at Sparx Systems Enterprise Architect (EA) (which is UML 2.0 capable) and we are also considering the tools in VS 2010. I know there are other tools out there (Rational XDE being one) but I really do not think we can spend $1500+ per license at this point. I'm not looking for answers on which tool is better than another but more for experiences moving from a cowboy coding environment (that is, little planning and design, just jump in and start coding) to a model driven architecture. Looking back was it helpful to your organization? What are the pain points? What are the risks? What are the benefits?

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • What problems do you find with this view on domain-driven design?

    - by Bozho
    I just wrote a long (and messy) blogpost about my view on domain-driven design at present day, with frameworks like spring and hibernate massively in use. I'd ask you to spot any problems with my views on the matter - why this won't work, why it isn't giving the benefits of DDD, why it is not a good idea in general. The blogpost is here (I don't think I need to copy-paste it on SO - if you think I should, tell me). I know the question is subjective, but it is aimed at gathering the most predominant opinions. (I'm tagging Java, since the frameworks discussed are Java frameworks)

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  • What is the state of model driven development in 2012?

    - by eriktheblond
    I haven't heard a lot of talk lately on model driven development, but some of my company's customers are using it. I know briefly what it is, but after trying to refresh my memory using Google I found that most of the information is from 2006-2007. Was it something that never really took off? More worryingly is the reason why the customers are asking: They want IEC 61508 complience. Is this actually a "not-so-good" idea that will live on simply because it is prescribed by a standard? I have too little experience to say if MDD is good idea or not (I'm guessing the right answer starts with "It depends"...), but the reasons for using it, that is standard complience, seems just wrong.

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  • How can Domain driven design be combined with aspect oriented programming?

    - by anthares
    I'm doing research and one point I want to cover is "What is the relationship between Domain-driven Design and Aspect oriented programming?" I know that a main principle in DDD is separation of concerns and I understand that. What I'm not really certain is, whether aspects in AOP acts like "sub domains" in our domain in DDD. Are these two concepts, basically the same thing. I mean, If I develop an application following AOP and DDD, at the end of the day will it be true that "a sub domain" == "an aspect". I will also appreciate any other opinions what is the common between AOP and DDD.

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  • MVVM application architecture, where to put dependency injection configuration class, BusinessLayer and Common interfaces?

    - by gt.guybrush
    Planning my architecture for an MVVM application I come to this: MyApp.UI View MyApp.BusinessLayer ViewModel MyApp.DataAccessLayer RepositoryImplEF MyApp.DomainLayer DomainObject RepositoryInterface MyApp.Common Logging Security Utility (contains some reflection method used by many levels) CustomException MyApp.UnitTest I was inspired by Domain-driven-desing, test-driven-development and onion architecture but not sure to have done all well. I am not sure of a couple of things: where to put dependency injection configuration class? In the common project? where to put BusinessLayer interfaces? in Domain layer? where to put Common interfaces? in Domain layer? But Common in referenced from domain (for some reflection utilities and for DI if the response to 1. is yes) and circular reference isn't good

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  • Strange behavior of excel 2007 on WinXP

    - by bdecaf
    I'm on a machine that had quite some bloat ware and no update in ages. I made all the updates, removed the bloatware and cleaned using ccleaner. So far so good. Now excel shows some really strange behavior when I open .xls files through windows. The current behavior is: it opens a new excel process window which will then stay empty. One has then to drag the xls file into the window to open it. I would like to restore the default behavior. So far I have tried: running the Microsoft Office Diagnosis copied excel related registry keys from a machine with working excel and imported them had a look into the registry entry for .xls files myself - which seems correct. It was of no use and I'm out of ideas. I would try to avoid a reinstall as we have a very bureaucratic IT department and the machine then would be gone for some undetermined time period. So any idea what to do would be great.

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  • Determining a Flex event's default behavior

    - by Jeremy Mitchell
    How can I tell what the default behavior for a cancelable event is? For example, I read somewhere that the TextEvent.TEXT_INPUT has a default behavior and that default behavior includes adding a text character associated with the key that was pressed to a TextInput. That makes perfect sense. But if I hadn't read that, how would I know what the default behavior is? Other than guessing. In this case, it's probably obvious. But in other situations, it might not be. For example, in the docs, look at DataGridEvent.HEADER_RELEASE's cancelable property. It says: cancelable: true so, there appears to be a "default behavior" associated with a DataGridEvent.HEADER_RELEASE event. But what is it? And why would I cancel it if I'm not really sure what it is? :) thanks.

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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