Search Results

Search found 31954 results on 1279 pages for 'dependency object'.

Page 704/1279 | < Previous Page | 700 701 702 703 704 705 706 707 708 709 710 711  | Next Page >

  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

    Read the article

  • Is Domain Driven Design useful / productive for not so complex domains?

    - by Elijah
    When assessing a potential project at work, I suggested that it might be advantageous to use a domain driven design approach to its object model. The project does not have an excessively complex domain, so my coworker threw this at me: It has been said, that DDD is favorable in instances where there is a complex domain model (“...It applies whenever we are operating in a complex, intricate domain” Eric Evans). What I'm lost on is - how you define the complexity of a domain? Can it be defined by the number of aggregate roots in the domain model? Is the complexity of a domain in the interaction of objects? The domain that we are assessing is related online publishing and content management.

    Read the article

  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

    Read the article

  • Is it bad practice to pass instances through several layers?

    - by Puckl
    In my program design, I often come to the point where I have to pass object instances through several classes. For example, if I have a controller that loads an audio file, and then passes it to a player, and the player passes it to the playerRunnable, which passes it again somewhere else etc. It looks kind of bad, but I don´t know how to avoid it. Or is it OK to do this? EDIT: Maybe the player example is not the best because I could load the file later, but in other cases that does not work.

    Read the article

  • AABB - AABB Collision, which face do I hit?

    - by PeeS
    To allow my objects to slide when they collide, I need to : Know which face of the AABB they collide with. Calculate the normal to that face. Return the normal and calculate the impulse that to apply to the player's velocity. Question How can I calculate which face of the AABB I collided with, knowing that I have two AABB's colliding? One is the player and the other is a world object. Here's what that looks like (problem collision circled in white): Thank you for your help.

    Read the article

  • Dynamic navigation mesh changes

    - by Nairou
    I'm currently trying to convert from grids to navigation meshes for pathfinding, since grids are either too coarse for accurate navigation, or too fine to be useful for object tracking. While my map is fairly static, and the navigation mesh could be created in advance, this is somewhat of a tower defense game, where objects can be placed to block paths, so I need a way to recalculate portions of the navigation mesh to allow pathing around them. Is there any existing documentation on good ways to do this? I'm still very new to navigation meshes, so the prospect of modifying them to cut or fill holes sounds daunting.

    Read the article

  • SQL Server 2008: Table Valued Parameters

    In SQL Server 2005 and earlier, it is not possible to pass a table variable as a parameter to a stored procedure. When multiple rows of data to SQL Server need to send multiple rows of data to SQL Server, developers either had to send one row at a time or come up with other workarounds to meet requirements. While a VB.Net developer recently informed me that there is a SQLBulkCopy object available in .Net to send multiple rows of data to SQL Server at once, the data still can not be passed to a stored proc.Possibly the most anticipated T-SQL feature of SQL Server 2008 is the new Table-Valued Parameters. This is the ability to easily pass a table to a stored procedure from T-SQL code or from an application as a parameter.

    Read the article

  • How do I get categories for a product in Magento [closed]

    - by Joost de Valk
    I'm trying to add product_type to my Magento Google Base output based on the product's categories, but I seem to be unable to. I have the following code: // Get categories from product to include as product_type $categoryIds = $object->getCategoryIds(); foreach($categoryIds as $categoryId) { $category = Mage::getModel('catalog/category')->load($categoryId); $this->_setAttribute('product_type', $category->getName(), 'text' ); } The issue is that it returns all of the categories, not just the ones the product is in. Anyone have a solution?

    Read the article

  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

    Read the article

  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

    Read the article

  • How was 20Q made?

    - by Dan the Man
    Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you mentally choose your thing, the device goes through a series of questions such as: Is it larger than a loaf of bread? Is it found outdoors? Is it used for recreation? For each of the questions you can answer yes, no, maybe, or unknown. The way I've always thought of it to work was with immense, nested conditionals (if statements). But, I don't think that would be very likely as it would be terribly difficult to understand while coding it. I'm not looking for a discussion as SE doesn't allow it; I'm looking for concrete knowledge or solutions.

    Read the article

  • How to See Which Group Policies are Applied to Your PC and User Account

    - by Taylor Gibb
    We have shown you a lot of tips and tricks here at How-To Geek that require the modification of  a Group Policy Object. Over time you may have wondered which Group Policy settings you have edited–so here’s how to figure that out. Note: This will work on Windows 7 Professional and higher, as well as the Windows 8 Release Preview. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

    Read the article

  • iOS Support with Windows Azure Mobile Services – now with Push Notifications

    - by ScottGu
    A few weeks ago I posted about a number of improvements to Windows Azure Mobile Services. One of these was the addition of an Objective-C client SDK that allows iOS developers to easily use Mobile Services for data and authentication.  Today I'm excited to announce a number of improvement to our iOS SDK and, most significantly, our new support for Push Notifications via APNS (Apple Push Notification Services).  This makes it incredibly easy to fire push notifications to your iOS users from Windows Azure Mobile Service scripts. Push Notifications via APNS We've provided two complete tutorials that take you step-by-step through the provisioning and setup process to enable your Windows Azure Mobile Service application with APNS (Apple Push Notification Services), including all of the steps required to configure your application for push in the Apple iOS provisioning portal: Getting started with Push Notifications - iOS Push notifications to users by using Mobile Services - iOS Once you've configured your application in the Apple iOS provisioning portal and uploaded the APNS push certificate to the Apple provisioning portal, it's just a matter of uploading your APNS push certificate to Mobile Services using the Windows Azure admin portal: Clicking the “upload” within the “Push” tab of your Mobile Service allows you to browse your local file-system and locate/upload your exported certificate.  As part of this you can also select whether you want to use the sandbox (dev) or production (prod) Apple service: Now, the code to send a push notification to your clients from within a Windows Azure Mobile Service is as easy as the code below: push.apns.send(deviceToken, {      alert: 'Toast: A new Mobile Services task.',      sound: 'default' }); This will cause Windows Azure Mobile Services to connect to APNS (Apple Push Notification Service) and send a notification to the iOS device you specified via the deviceToken: Check out our reference documentation for full details on how to use the new Windows Azure Mobile Services apns object to send your push notifications. Feedback Scripts An important part of working with any PNS (Push Notification Service) is handling feedback for expired device tokens and channels. This typically happens when your application is uninstalled from a particular device and can no longer receive your notifications. With Windows Notification Services you get an instant response from the HTTP server.  Apple’s Notification Services works in a slightly different way and provides an additional endpoint you can connect to poll for a list of expired tokens. As with all of the capabilities we integrate with Mobile Services, our goal is to allow developers to focus more on building their app and less on building infrastructure to support their ideas. Therefore we knew we had to provide a simple way for developers to integrate feedback from APNS on a regular basis.  This week’s update now includes a new screen in the portal that allows you to optionally provide a script to process your APNS feedback – and it will be executed by Mobile Services on an ongoing basis: This script is invoked periodically while your service is active. To poll the feedback endpoint you can simply call the apns object's getFeedback method from within this script: push.apns.getFeedback({       success: function(results) {           // results is an array of objects with a deviceToken and time properties      } }); This returns you a list of invalid tokens that can now be removed from your database. iOS Client SDK improvements Over the last month we've continued to work with a number of iOS advisors to make improvements to our Objective-C SDK. The SDK is being developed under an open source license (Apache 2.0) and is available on github. Many of the improvements are behind the scenes to improve performance and memory usage. However, one of the biggest improvements to our iOS Client API is the addition of an even easier login method.  Below is the Objective-C code you can now write to invoke it: [client loginWithProvider:@"twitter"                     onController:self                        animated:YES                      completion:^(MSUser *user, NSError *error) {      // if no error, you are now logged in via twitter }]; This code will automatically present and dismiss our login view controller as a modal dialog on the specified controller.  This does all the hard work for you and makes login via Twitter, Google, Facebook and Microsoft Account identities just a single line of code. My colleague Josh just posted a short video demonstrating these new features which I'd recommend checking out: Summary The above features are all now live in production and are available to use immediately.  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using Mobile Services today. Visit the Windows Azure Mobile Developer Center to learn more about how to build apps with Mobile Services. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

    Read the article

  • HTML5 clicking objects in canvas

    - by Dave
    I have a function in my JS that gets the user's mouse click on the canvas. Now lets say I have a random shape on my canvas (really its a PNG image which is rectangular) but i don't want to include any alpha space. My issue lies with lets say i click some where and it involves a pixel of one of the images. The first issue is how do you work out the pixel location is an object on the map (and not the grass tiles behind). Secondly if i clicked said image, if each image contains its own unique information how do you process the click to load the correct data. Note I don't use libraries I personally prefer the raw method. Relying on libraries doesn't teach me much I find.

    Read the article

  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

    Read the article

  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

    Read the article

  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

    Read the article

  • Trying to run 32bit windows game in wine on 64bit 12.04

    - by georgelappies
    I am trying to run Icewind dale2 from GOG.com in wine on ubuntu 12.04 64bit. I am using the AMD ATI binary blob display driver. Running the file command on /usr/lib32/fglrx/libGL.so.1.2 gives: george@devbox:/usr/lib32/fglrx$ file libGL.so.1.2 libGL.so.1.2: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, stripped george@devbox:/usr/lib32/fglrx$ So I definetly have 32bit opengl. I am using latest Playonlinux and tried this on wine 1.4 and 1.5... How can I force wine to use my opengl library?

    Read the article

  • CTP 4 de Juneau disponible : la boite à outils de développement pour SQL Server apporte un nouvel explorateur d'objets pour Visual Studio

    CTP 4 de Juneau disponible : la boite à outils de développement pour SQL Server apporte un nouvel explorateur d'objets pour Visual Studio Microsoft vient de publier une nouvelle version des outils de développement pour SQL Server (SSDT). Encore au stade de CTP 4 T( Community Technology Preview), le SDK pour le gestionnaire de base de données de Microsoft baptisé Juneau, apporte plusieurs améliorations et de nouvelles fonctionnalités pour la prise en charge de Denali. Juneau intègre un explorateur d'objets pour Visual Studio, qui permet d'explorer les tables et les vues de la base de données auquel le développeur est connecté. Dénommée SQL Server Object Explorer (SSOX), cette extension fonctionne de façon simi...

    Read the article

  • New Development Snapshot

    I finally did the work necessary to improve the codegen for finally handlers. More improvements are still possible, but at least most finally handlers will now execute without touching the exception object (and hence without having to do any mapping/stack trace collection work). It also means that assembly file sizes are a little bit smaller and that the debugging experience should be improved (less exception catching & rethrowing). Changes: ...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.

    Read the article

  • Is it possible to get dragging working on a Macbook multi-touch touch pad?

    - by lhahne
    I have a Macbook 5,1. That is to say that it is the only 13 inch aluminium Macbook as the later revisions were renamed Macbook Pro. Two-finger scrolling seems to work fine but dragging doesn't work. In OsX this works so that you point an object, click and keep your finger pressed on the touch pad while slide another finger to move the cursor. This causes weird and undefined behavior in Ubuntu as it seems the driver doesn't recognize this as dragging. Any ideas?

    Read the article

  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

    Read the article

  • Is Ruby on Rails' Active Record an example of Aspect-Oriented Programming?

    - by B Seven
    From Clean Code, about Cross-Cutting Concerns: Note that concerns like persistence tend to cut across the natural object boundaries of a domain. You want to persist all your objects using generally the same strategy, for example, using a particular DBMS... Is Active Record an example of aspect-oriented programming? In AOP, modular constructs called aspects specify which points in the system should have their behavior modified in some consistent way to support a particular concern. This specification is done using a succinct declarative or programmatic mechanism. If Active Record is an example of AOP, what is the "aspect"? Is it the class declaration that inherits from Active Record? class Foo < ActiveRecord::Base

    Read the article

  • In C++, is it a reflection of poor software design if objects are deleted manually?

    - by grokus
    With the advent of smart pointers, is it a sign of poor design if I see objects are deleted? I'm seeing some software components in our product that people are still doing this. This practice strikes me as un-idiomatic, but I need to be sure this is the industry consensus. I'm not starting a crusade but it'd be nice to be prepared theory wise. Edit: legit uses of delete, Klaim mentioned the object pool use case. I agree. Bad examples of using delete, I am seeing many new's in constructor or start() and corresponding delete's in the destructor or stop(), why not use scoped_ptr? It makes the code cleaner.

    Read the article

  • SSC Clinic: Can Implementing "Optimize for Ad Hoc Queries" Boost Performance for the SQLServerCentral.com and Simple-Talk.Com SQL Servers?

    With the introduction of the instance-level option “optimize for ad hoc workloads” in SQL Server 2008, DBAs have a tool to deal with a problem known as plan cache pollution, or plan cache bloat. It’s often caused when one-time use ad hoc queries are sent to SQL Server from Object-Relational Mapping (ORM) solutions, such as LINQ, NHibernate, or Entity Framework. The problem can prevent SQL Server from using its available memory optimally, potentially hurting performance. Get smart with SQL Backup ProGet faster, smaller backups with integrated verification.Quickly and easily DBCC CHECKDB your backups. Learn more.

    Read the article

< Previous Page | 700 701 702 703 704 705 706 707 708 709 710 711  | Next Page >