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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • Multiplayer game communication framework for mac/ios

    - by ishaq
    (Cross post from stackoverflow) I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer communication. Please note that I cannot use central severs e.g. SmartFox, RedDwarf, etc since I want the players to "host" games for others and be able to play it on their LAN, VPN or my own servers. Any pointers? I checked lidgren but it's for .NET only and hence not an option for me. EDIT: just in case it wasn't clear, the messaging has to be real time hence it's probably going to be over UDP

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • Best resources to learn Game Development from a Java background?

    - by Julio
    I'm an enterprise Java programmer, however something I've been interested in and what got me into the whole programming thing was the idea of being able to create a game. Just wondering if anybody could offer any advice, or book recommendations. The side I am most interested in is game engine design and implementation. People may say "ahh but plenty exist why write your own" - its purely for learning purposes, seeing how things work and so on. So far I've taken a look at LWJGL, but achieved nothing too serious. Thanks.

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • How to avoid code duplication for a system which has logic that may change year wise?

    - by aravind
    What would be the way to design a system which has logic that may change year wise? There is an application which conducts online exams. There are five questions for a particular subject. The questions may (or may not) change year wise. As per my current design, the questions in database are stored year wise. There are some year specific code logic as well. In order to enable the application for another year, the year specific database records and code will be copied or duplicated. How to avoid this code duplication?

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • Clustering and custom applications

    - by Ahmed ilyas
    I was not entirely sure what tags to put but hope this is ok. This is just a general question in regards to clustering and applications: so lets say we have a clustered environment setup. We cluster SQL Server (I dont know exactly how its done but lets just say its been done for the sake of argument). Now if a website or application is trying to access that database for read/write (say an ASP.NET app or a C# Winforms app) and during that time SQL goes down - it takes a couple of minutes for the clustering failover to take affect to switch to another node. What happens during this time? I think it will time out/unable to connect. BUT is there a way for it to place the request in some pipeline so when the cluster node is back up/switched over it will continue as normal? as you can see, I know nothing much about clustering! what about your own custom .NET apps? Would there be a special way to develop them? I know that you can say create a simple Hello world app, and cluster that but they wouldnt be something you could see interms of the UI or anything, so they would effectively need to be developed as a Windows Service perhaps or even as a standard Console app which runs and not wait for user input but you wouldnt see any output from it (unless you redirect output to somewhere else) What im getting at here is... for those who have experience or developed a cluster application in .NET, how did you do it and what are the things to be aware of? For example we have the cloud service - fundamentally its built on clustering - if there is an outage, another node takes place and service is resumed as normal but we dont really see much of that downtime.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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  • How to mange big amount users at server side?

    - by Rami
    I built a social android application in which users can see other users around them by gps location. at the beginning thing went well as i had low number of users, But now that I have increasing number of users (about 1500 +100 every day) I revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holding all the users profiles objects, currenty 1500 and this number will increase as more users register. Why I'm doing it Every user that requesting for the users around him compares his gps with other users and check if they are in his 10km radius, this happens every 5 min on average. That is why I can't get the users from db every time because GAE read/write operation quota will tare me apart. The problem with this desgin is As the number of users increased the Hashmap turns to null every 4-6 hours, I thing that this time is getting shorten but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it became null, But this causes DOS to my users for 30 sec, So I'm looking for better solution. I'm guessing that it happens because the size of the hashmap, Am I right? I have been advised to use spatial database, but that mean that I can't work with GAE any more and that mean that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • Structure of a correctly implemented JTable with TableModel and Listeners?

    - by bamboocha
    I am pretty new to Java and its JTables and this is where I am struggling at the moment. I need to create a GUI which shows me results of a sql query like SELECT * FROM tblPeople WHERE name='Doe'. My idea was to create a a JFrame which displays a JTable with all found records. Besides this, I need to also implement some code to handle when a user is double clicking a record or selecting it by using his arrow keys (additional feature: pressing 12(e.g.) should select the 12th record). What is the best way to structure my program (what classes do I need and especially where do I store my logic)? I came up with structuring it the following way: Main.java ("view") SQLConnection.java PeopleTableModel.java (only stores and returns data given by the passed ResultSet, "model" inherits from DefaultTableModel) PeopleTable.java (stores basically all my logic including KeyListener and MouseListener, "controller", inherits from JTable) Are there better ways to achieve my goals? If so, what are they?

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • Decorator not calling the decorated instance - alternative design needed

    - by Daniel Hilgarth
    Assume I have a simple interface for translating text (sample code in C#): public interface ITranslationService { string GetTranslation(string key, CultureInfo targetLanguage); // some other methods... } A first simple implementation of this interface already exists and simply goes to the database for every method call. Assuming a UI that is being translated at start up this results in one database call per control. To improve this, I want to add the following behavior: As soon as a request for one language comes in, fetch all translations from this language and cache them. All translation requests are served from the cache. I thought about implementing this new behavior as a decorator, because all other methods of that interface implemented by the decorater would simple delegate to the decorated instance. However, the implementation of GetTranslation wouldn't use GetTranslation of the decorated instance at all to get all translations of a certain language. It would fire its own query against the database. This breaks the decorator pattern, because every functionality provided by the decorated instance is simply skipped. This becomes a real problem if there are other decorators involved. My understanding is that a Decorator should be additive. In this case however, the decorator is replacing the behavior of the decorated instance. I can't really think of a nice solution for this - how would you solve it? Everything is allowed, even a complete re-design of ITranslationService itself.

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  • Is having functionality in DB a road block to scalability?

    - by Estefany Velez
    I may not be able to give the right title to the question. But here it is, We are developing financial portal for wealth management. We are expecting over 10000 clients to use the application. The portal calculates various performance analytics based on the the technical analysis of the stock market. We developed lot of the functionality through Stored procedures, user defined functions, triggers etc. through Database. We thought we can gain huge performance boost doing stuff directly in database than through C# code. And we actually did get a huge performance boost. When I tried to brag about the achievement to our CTO, he counter questioned my decision of having functionality implemented in database rather than code. According to him such applications suffer scalability problems. In his words "These days things are kept in memory/cache. Clustered data is hard to manage over time. Facebook, Google have nothing in database. It is the era of thin servers and thick clients. DB is used only to store plain data and functionality should be completely decoupled from the database." Can you guys please give me some suggestions as to whether what he says is right. How to go about architect such an application?

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  • Questions about identifying the components in MVC

    - by luiscubal
    I'm currently developing an client-server application in node.js, Express, mustache and MySQL. However, I believe this question should be mostly language and framework agnostic. This is the first time I'm doing a real MVC application and I'm having trouble deciding exactly what means each component. (I've done web applications that could perhaps be called MVC before, but I wouldn't confidently refer to them as such) I have a server.js that ties the whole application together. It does initialization of all other components (including the database connection, and what I think are the "models" and the "views"), receiving HTTP requests and deciding which "views" to use. Does this mean that my server.js file is the controller? Or am I mixing code that doesn't belong there? What components should I break the server.js file into? Some examples of code that's in the server.js file: var connection = mysql.createConnection({ host : 'localhost', user : 'root', password : 'sqlrevenge', database : 'blog' }); //... app.get("/login", function (req, res) { //Function handles a GET request for login forms if (process.env.NODE_ENV == 'DEVELOPMENT') { mu.clearCache(); } session.session_from_request(connection, req, function (err, session) { if (err) { console.log('index.js session error', err); session = null; } login_view.html(res, user_model, post_model, session, mu); //I named my view functions "html" for the case I might want to add other output types (such as a JSON API), or should I opt for completely separate views then? }); }); I have another file that belongs named session.js. It receives a cookies object, reads the stored data to decide if it's a valid user session or not. It also includes a function named login that does change the value of cookies. First, I thought it would be part of the controller, since it kind of dealt with user input and supplied data to the models. Then, I thought that maybe it was a model since it dealt with the application data/database and the data it supplies is used by views. Now, I'm even wondering if it could be considered a View, since it outputs data (cookies are part of HTTP headers, which are output)

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  • REST - Tradeoffs between content negotiation via Accept header versus extensions

    - by Brandon Linton
    I'm working through designing a RESTful API. We know we want to return JSON and XML for any given resource. I had been thinking we would do something like this: GET /api/something?param1=value1 Accept: application/xml (or application/json) However, someone tossed out using extensions for this, like so: GET /api/something.xml?parm1=value1 (or /api/something.json?param1=value1) What are the tradeoffs with these approaches? Is it best to rely on the accept header when an extension isn't specified, but honor extensions when specified? Is there a drawback to that approach?

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  • BPM Process Accelerator Packs - Update

    - by Pat Shepherd
    There are 3 BPM Process Accelerator Packs available now (Accelerator Packs Available ) as discssed in my earlier post: https://blogs.oracle.com/enterprisearchitecture/entry/bpm_process_accelerator_packs There is a new and very useful white paper on BPM/Accelerator best practices at: http://www.oracle.com/technetwork/middleware/bpm/learnmore/processaccelbestpracticeswhitepaper-1708910.pdf Thought I'd post that as the topic is getting more and more attention in various discussions I have been having.

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  • Where should you put constants and why?

    - by Tim Meyer
    In our mostly large applications, we usually have a only few locations for constants: One class for GUI and internal contstants (Tab Page titles, Group Box titles, calculation factors, enumerations) One class for database tables and columns (this part is generated code) plus readable names for them (manually assigned) One class for application messages (logging, message boxes etc) The constants are usually separated into different structs in those classes. In our C++ applications, the constants are only defined in the .h file and the values are assigned in the .cpp file. One of the advantages is that all strings etc are in one central place and everybody knows where to find them when something must be changed. This is especially something project managers seem to like as people come and go and this way everybody can change such trivial things without having to dig into the application's structure. Also, you can easily change the title of similar Group Boxes / Tab Pages etc at once. Another aspect is that you can just print that class and give it to a non-programmer who can check if the captions are intuitive, and if messages to the user are too detailed or too confusing etc. However, I see certain disadvantages: Every single class is tightly coupled to the constants classes Adding/Removing/Renaming/Moving a constant requires recompilation of at least 90% of the application (Note: Changing the value doesn't, at least for C++). In one of our C++ projects with 1500 classes, this means around 7 minutes of compilation time (using precompiled headers; without them it's around 50 minutes) plus around 10 minutes of linking against certain static libraries. Building a speed optimized release through the Visual Studio Compiler takes up to 3 hours. I don't know if the huge amount of class relations is the source but it might as well be. You get driven into temporarily hard-coding strings straight into code because you want to test something very quickly and don't want to wait 15 minutes just for that test (and probably every subsequent one). Everybody knows what happens to the "I will fix that later"-thoughts. Reusing a class in another project isn't always that easy (mainly due to other tight couplings, but the constants handling doesn't make it easier.) Where would you store constants like that? Also what arguments would you bring in order to convince your project manager that there are better concepts which also comply with the advantages listed above? Feel free to give a C++-specific or independent answer. PS: I know this question is kind of subjective but I honestly don't know of any better place than this site for this kind of question. Update on this project I have news on the compile time thing: Following Caleb's and gbjbaanb's posts, I split my constants file into several other files when I had time. I also eventually split my project into several libraries which was now possible much easier. Compiling this in release mode showed that the auto-generated file which contains the database definitions (table, column names and more - more than 8000 symbols) and builds up certain hashes caused the huge compile times in release mode. Deactivating MSVC's optimizer for the library which contains the DB constants now allowed us to reduce the total compile time of your Project (several applications) in release mode from up to 8 hours to less than one hour! We have yet to find out why MSVC has such a hard time optimizing these files, but for now this change relieves a lot of pressure as we no longer have to rely on nightly builds only. That fact - and other benefits, such as less tight coupling, better reuseability etc - also showed that spending time splitting up the "constants" wasn't such a bad idea after all ;-)

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  • Materialized View vs POJO View based on Objects representing Oracle tables

    - by Zack Macomber
    I have about 12 Oracle tables that represent data that's being integrated from an external system into my web application. This data is going to be used in an informational and comparative manner for the clients using my web application. On one particular page of my web application, I need to combine data from 3 - 5 Oracle tables for display as an HTML table on the page. We are NOT currently using a framework (Apache Struts for instance) and we're not in a position to move this Java web application into one at this moment (I'm trying to get us there...). I am certainly not an architect, but I see one of two ways that I can effectively build this page (I know there are other ways, but these seem like they would be good ones...): 1. Create an Oracle Materialized View that represents what the HTML table should look like and then create a POJO based on the View that I can then integrate into my JSP. 2. Create POJOs that represent the Oracle tables themselves and then create another POJO that is the View used for the HTML table and then integrate that POJO into my JSP. To me, it seems the Materialized View would possibly offer quicker results which is always what we strive for in web applications. But, if I just create 12 POJOs that represent the Oracle tables and then build POJO Views off of those, I have the advantage of keeping all the code in one place for this and possibility for creating any number of different views and reusable components in my web application. Any thoughts on which one might be the better route? Or, maybe you know of an even better one?

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