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  • booth multiplication algorithm

    - by grassPro
    Is booth algorithm for multiplication only for multiplying 2 negative numbers (-3 * -4) or one positive and one negative number (-3 * 4) ? Whenever i multiply 2 positive numbers using booth algorithm i get a wrong result. example : 5 * 4 A = 101 000 0 // binary of 5 is 101 S = 011 000 0 // 2's complement of 5 is 011 P = 000 100 0 // binary of 4 is 100 x = 3 y = 3 m = 5 -m = 2's complement of m r = 4 After right shift of P by 1 bit 0 000 100 After right shift of P by 1 bit 0 000 010 P+S = 011 001 0 After right shift by 1 bit 0 011 001 Discarding the LSB 001100 But that comes out to be the binary of 12 . It should have been 20(010100)

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • Include in service layer all the application's functions or only the reusable ones?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

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  • How far do I take Composition?

    - by whiterook6
    (Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and subclassing is really, really bad, especially for game entities. If I have three types of motions, five types of guns, and three types of armoring, I don't want to have to make 45 different classes to get all the possible combinations; I'm going to add a motion behavior, gun behavior, and armor behavior to a single generic object. That makes sense. But how far do I take this? I can have as many different types of behaviors as I can imagine: DamageBehavior, MotionBehavior, TargetableBehavior, etc. If I add a new class of behaviors then I need to update all the other classes that use them. But what happens when I have functionality that doesn't really fit into one class of behaviors? For example, my armor needs to be damageable but also updateable. And should I be able to have use more than one type of behavior on an entity at a time, such as two motion behaviors? Can anyone offer any wisdom or point me in the direction of some useful articles? Thanks!

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  • Designing call center applications, what to consider.

    - by Espen Schulstad
    We have customers calling in to place orders. What sort of considerations should I make when building a call center application. Speed is a factor here. We had a powerbuilder application that was extremly fast for a trained user. We want to have the same sort of speed in our new production system. So some thoughts I've made are: Hotkeys are important. Is it faster to use a "wizard", step by step, or should I try to place everything important about the order logically on one sceen and have another screen where you do all searches, pertinent for that order?

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  • What do you do when the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

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  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

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  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

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  • Game State / Screen Management

    - by Ashylnn Mac
    What's the best way to handle game states / screens? My problem is this: PlayGameScreen adds a new InventoryGameScreen to the game during it's update. This immediately adds InventoryGameScreen to the array of GameScreens. That's throwing an exception when iterating over the array that the contents of the array have changed. Should I have two more arrays, like screensToBeAdded and screensToBeRemoved and do all the processing for them at the end of the game loop after drawing all the other screens?

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  • If I am developing a hosted payments page, what should the infrastructure look like?

    - by marcamillion
    If I am not storing credit card info, do I have to be concerned with PCI-compliance? I will be using a payment processor with a bank in my country. Literally just taking the credit card info and passing it to the gateway and processor. I would love to get an idea of the various technologies I might need to consider from an software architectural point of view. What are the best practices in terms of accepting credit cards and reducing fraud risk on my end? I will be creating the app in Rails.

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  • Layers - Logical seperation vs physical

    - by P.Brian.Mackey
    Some programmers recommend logical seperation of layers over physical. For example, given a DL, this means we create a DL namespace not a DL assembly. Benefits include: faster compilation time simpler deployment Faster startup time for your program Less assemblies to reference Im on a small team of 5 devs. We have over 50 assemblies to maintain. IMO this ratio is far from ideal. I prefer an extreme programming approach. Where if 100 assemblies are easier to maintain than 10,000...then 1 assembly must be easier than 100. Given technical limits, we should strive for < 5 assemblies. New assemblies are created out of technical need not layer requirements. Developers are worried for a few reasons. A. People like to work in their own environment so they dont step on eachothers toes. B. Microsoft tends to create new assemblies. E.G. Asp.net has its own DLL, so does winforms. Etc. C. Devs view this drive for a common assembly as a threat. Some team members Have a tendency to change the common layer without regard for how it will impact dependencies. My personal view: I view A. as silos, aka cowboy programming and suggest we implement branching to create isolation. C. First, that is a human problem and we shouldnt create technical work arounds for human behavior. Second, my goal is not to put everything in common. Rather, I want partitions to be made in namespaces not assemblies. Having a shared assembly doesnt make everything common. I want the community to chime in and tell me if Ive gone off my rocker. Is a drive for a single assembly or my viewpoint illogical or otherwise a bad idea?

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Inventory Consignment Flow

    - by ipohfly
    Not sure whether this is the right place to ask this question, but here goes.. Currently I have requirement to add support for consignment transaction in our inventory module. I have a very limited understanding of what consignment means in inventory, i.e. Customer get stocks/products from Seller without actually buying them, the product just resides in the Customer's inventory and it's still owned by the Seller. Only when the Customer actually buy the stocks then only will the ownership of the stock is transferred. The issue is i can't imagine how the data will be presented to both the Customer and the Seller. What i know is that i would need to deduct the stock from the Seller's inventory when the Customer raise a request to get the stock through consignment, but what about the 'ownership' of the stocks/products? Does that mean i would need to create another column in my table to state that for each inventory it is owned by who? Anywhere i can get information on how i should work out an inventory module like this? Thanks.

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  • How to implement a component based system for items in a web game.

    - by Landstander
    Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the implementation. I'm going to use a DB schema suggested in this series (part 5 describes the schema); http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ This means I'll have an items table with generic item properties, a table listing all of the components for an item and finally records in each component table used to make up the item. Assuming I can select the first two together in a single query, I'm still going to do N queries for each component type. I'm kind of fine with this because I can cache the data into memcache and check there first before doing any queries. I'll need to build up the items on every request they are used in so the implementation needs to be on the lean side even if they're pulled from memcache. But right there is where I feel confident about implementing a component system for my items ends. I figure I'd need to bring attributes and behaviors into the container from each component it uses. I'm just not sure how to do that effectively and not end up writing a lot of specialized code to deal with each component. For example an AttackComponent might need to know how to filter targets inside of a battle context and also maybe provide an attack behavior. That same item might also have a UsableComponent which allows the item to be used and apply some effect onto a different set of targets filtered differently from the same battle context. Then not every part of an item is an active part, an AttributeBonusComponent might need to only kick in when the item is in an equipped state or when displaying the item details page. Ultimately, how should I bring all of the components together into the container so when I use an item as a weapon I get the correct list of targets? Know when a weapon can also be used as an item? Or to apply the bonuses the item provides to a character object? I feel like I've gone too far down the rabbit hole and I can't grasp onto the simple solution in front of me. (If that makes any sense at all.) Likewise if I were to implement the best answer from here I feel like I'd have a lot of the same questions. How to model multiple "uses" (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database.

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  • Stop myself from over-complicating applications

    - by stuartmclark
    Recently I worked on a fairly large project involving C# and MVVM. This application had around 160 projects in the solutions each seprarated into their own layers. As I have been working on this application for almost a year, building it from scratch as part of a team, I am now coming off that project and onto smaller more trivial projects. As I was beginning to develop a small in-house tool I found myself trying to mimic the larger applications structure and layering but in the end I just had a simple application with several DLLs which I know I wouldn't have done if I had not worked on that larger application before. I am just wondering if there are any techniques I can utilise to stop myself from turning a "code-behind" style trivial application into a full blown MVVM application? Or should I continue developing as I am and try to keep the unnecessary fluff out of the project?

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  • Two components offering the same functionality, required by different dependencies

    - by kander
    I'm building an application in PHP, using Zend Framework 1 and Doctrine2 as the ORM layer. All is going well. Now, I happened to notice that both ZF1 and Doctrine2 come with, and rely on, their own caching implementation. I've evaluated both, and while each has its own pro's and cons, neither of them stand out as superior to the other for my simple needs. Both libraries also seem to be written against their respective interfaces, not their implementations. Reasons why I feel this is an issue is that during the bootstrapping of my application, I have to configure two caching drivers - each with its own syntax. A mismatch is easily created this way, and it feels inefficient to set up two connections to the caching backend because of this. I'm trying to determine what the best way forward is, and would welcome any insights you may be able to offer. What I've thought up so far are four options: Do nothing, accept that two classes offering caching functionality are present. Create a Facade class to stick Zend's interface onto Doctrine's caching implementation. Option 2, the other way around - create a Facade to map Doctrine's interface on a Zend Framework backend. Use multiple-interface-inheritance to create one interface to rule them all, and pray that there aren't any overlaps (ie: if both have a "save" method, they'll need to accept params in the same order due to PHP's lack of proper polymorphism). What option is best, or is there a "None of the above" variant that I'm not aware of?

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  • In wow 6.0 expansion, where to buy wow gold?

    - by user50866
    Rs3gold.com is a leading provider of MMORPG virtual currency and other assets around the world, when is the new world of warcraft expansion, you can buy cheapest wow gold from Rs3gold. 8% discount code for your World of Warcraft Gold - RS3GOLD Once your payment on our site is completed successfully, we will deliver your WOW gold instantly within 10-30 minutes! http://www.rs3gold.com/Gold/wow_us.aspx  

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  • What's the right/standard way of achieving separation of concerns?

    - by Ghanima
    Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much time as needed to make sure that I have the basics right before moving on to something bigger. I have medium programming experience but I realize making games is a different thing. I find myself wondering many things like should this be in a separate class? Should this module handle this stuff or is it better to let other modules have that kind of functionality? For example, the bouncing of a ball in pong, right now is handled in the ball module, but maybe it's better that some other module did it. Right now I have different modules: one for the graphics, one for the game logic, and others for the objects (depending on the kind of movement required, not all the objects are alike). I know I am asking a lot, any tips you have will be very much appreciated. Short question: What's the right or standard way of separating the modules? What have you found most effective? Is it enough to just keep the drawing (graphics) and the logic separate? Is it necessary to have a lot of classes? (for example for the objects in the game, to handle the movement, etc)

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  • Business Forces: SOA Adoption

    The only constant in today’s business environment is change. Businesses that continuously foresee change and adapt quickly will gain market share and increased growth. In our ever growing global business environment change is driven by data in regards to collecting, maintaining, verifying and distributing data.  Companies today are made and broken over data. Would anyone still use Google if they did not have one of the most accurate search indexes on the internet? No, because their value is in their data and the quality of their data. Due to the increasing focus on data, companies have been adopting new methodologies for gaining more control over their data while attempting to reduce the costs of maintaining it. In addition, companies are also trying to reduce the time it takes to analyze data in regards to various market forces to foresee changes prior to them actually occurring.   Benefits of Adopting SOA Services can be maintained separately from other services and applications so that a change in one service will only affect itself and client services or applications. The advent of services allows for system functionality to be distributed across a network or multiple networks. The costs associated with maintain business functionality is much higher in standard application development over SOA due to the fact that one Services can be maintained and shared to other applications instead of multiple instances of business functionality being duplicated via hard coding in to several applications. When multiple applications use a single service for a specific business function then the all of the data being processed will be consistent in terms of quality and accuracy through the applications. Disadvantages of Adopting SOA Increased initial costs and timelines are associated with SOA due to the fact that services need to be created as well as applications need to be modified to call the services In order for an SOA project to be successful the project must obtain company and management support in order to gain the proper exposure, funding, and attention. If SOA is new to a company they must also support the proper training in order for the project to be designed, and implemented correctly. References: Tews, R. (2007). Beyond IT: Exploring the Business Value of SOA. SOA Magazine Issue XI.

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  • When to unload graphics object from main memory?

    - by piotrek
    I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = resMgr.GetTex("image.png"); and GetTex make something like this: load texture from disk to main memory create texture object (load it to gpu memory) unload texture from main memory I consider about 3 step, does game engines that you know unload meshes/textures after load them into gpu memory ?

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  • Learning how to design knowledge and data flow [closed]

    - by max
    In designing software, I spend a lot of time deciding how the knowledge (algorithms / business logic) and data should be allocated between different entities; that is, which object should know what. I am asking for advice about books, articles, presentations, classes, or other resources that would help me learn how to do it better. I code primarily in Python, but my question is not really language-specific; even if some of the insights I learn don't work in Python, that's fine. I'll give a couple examples to clarify what I mean. Example 1 I want to perform some computation. As a user, I will need to provide parameters to do the computation. I can have all those parameters sent to the "main" object, which then uses them to create other objects as needed. Or I can create one "main" object, as well as several additional objects; the additional objects would then be sent to the "main" object as parameters. What factors should I consider to make this choice? Example 2 Let's say I have a few objects of type A that can perform a certain computation. The main computation often involves using an object of type B that performs some interim computation. I can either "teach" A instances what exact parameters to pass to B instances (i.e., make B "dumb"); or I can "teach" B instances to figure out what needs to be done when looking at an A instance (i.e., make B "smart"). What should I think about when I'm making this choice?

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • Is there such thing like a "refactoring/maintainability group" role in software companies?

    - by dukeofgaming
    So, I work in a company that does embedded software development, other groups focus in the core development of different products' software and my department (which is in another geographical location) which is located at the factory has to deal with software development as well, but across all products, so that we can also fix things quicker when the lines go down due to software problems with the product. In other words, we are generalists while other groups specialize on each product. Thing is, it is kind of hard to get involved in core development when you are distributed geographically (well, I know it really isn't that hard, but there might be unintended cultural/political barriers when it comes to the discipline of collaborating remotely). So I figured that, since we are currently just putting fires out and somewhat being idle/sub-utilized (even though we are a new department, or maybe that is the reason), I thought that a good role for us could be detecting areas of opportunity of refactoring and rearchitecting code and all other implementations that might have to do with stewarding maintainability and modularity. Other groups aren't focused on this because they don't have the time and they have aggressive deadlines, which damage the quality of the code (eternal story of software projects) The thing is that I want my group/department to be recognized by management and other groups with this role officially, and I'm having trouble to come up with a good definition/identity of our group for this matter. So my question is: is this role something that already exists?, or am I the first one to make something like this up?

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  • How to setup users for desktop app with SQL Azure as backend?

    - by Manuel
    I'm considering SQL Azure as DB for a new application I'm developing. The reason I want to go with Azure is because I don't want to have to maintain yet another database(s) and I want my users to be able to access the data from anywhere. The problem is that I'm not clear regarding how to users will connect. The application is a basic CRUD type of windows app. I've read that you need to add your IP to SQL Azure's firewall to connect to it, but I don't know if it's only for administration purposes only. Can anyone clarify if anyone (anywhere) can access the data with the proper credentials? Which of the following scenarios would work best (if at all)? A) Add each user to SQL Azure and have the app connect directly to Azure as if it was connecting to SQL Server B) Add an anonymous user SQL Azure and pass the real user's password/hash with every call so the Azure database can service the requests accordingly. C) Put a WCF service in between so that it handles the authentication stuff. The service will only serve the appropriate information to the user given his/her authentication and SQL Azure would be open to the service exclusively. D) - ideas are welcomed - This is confusing because all Azure examples I see are for websites. I have a hard time believing SQL Azure wouldn't handle the case of desktop apps connecting to it. So what's the best practice?

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