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  • Handling (many) multiple projects in Git in an enterprise environment

    - by Michael K
    One of the advantages of older version control systems such as CVS and SVN in enterprise development is that anyone can connect to source control and see all the projects that the company has. This can make it easier to get a high level view of what kid of development is happening outside your sprint and also keeps everything in one place and easy to find. However, distributed version control systems (Git, specifically) use the repository as their base unit. They work best with one project (or several closely related projects) per repository. This makes repository management more difficult in most enterprise environments where it is not unusual to have more than 25-50 projects to support. As far as I have been able to determine, you have to keep a list somewhere else of all the repos you have. There is software available, like GitHub, that help, but that still is an extra step beyond a single connection string and listing the contents of the repository. What is the best way to deal with the complexity of multiple repositories?

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  • Which version management design methodology to be used in a Dependent System nodes?

    - by actiononmail
    This is my first question so please indicate if my question is too vague and not understandable. My question is more related to High Level Design. We have a system (specifically an ATCA Chassis) configured in a Star Topology, having Master Node (MN) and other sub-ordinate nodes(SN). All nodes are connected via Ethernet and shall run on Linux OS with other proprietary applications. I have to build a recovery Framework Design so that any software entity, whether its Linux, Ramdisk or application can be rollback to previous good versions if something bad happens. Thus I think of maintaining a State Version Matrix over MN, where each State(1,2....n) represents Good Kernel, Ramdisk and application versions for each SN. It may happen that one SN version can dependent on other SN's version. Please see following diagram:- So I am in dilemma whether to use Package Management Methodology used by Debian Distributions (Like Ubuntu) or GIT repository methodology; in order to do a Rollback to previous good versions on either one SN or on all the dependent SNs. The method should also be easier for upgrading SNs along with MNs. Some of the features which I am trying to achieve:- 1) Upgrade of even single software entity is achievable without hindering others. 2) Dependency checks must be done before applying rollback or upgrade on each of the SN 3) User Prompt should be given in case dependency fails.If User still go for rollback, all the SNs should get notification to rollback there own releases (if required). 4) The binaries should be distributed on SNs accordingly so that recovery process is faster; rather fetching every time from MN. 5) Release Patches from developer for bug fixes, feature enhancement can be applied on running system. 6) Each version can be easily tracked and distinguishable. Thanks

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  • Circular class dependency

    - by shad0w
    Is it bad design to have 2 classes which need each other? I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these GameState objects also need to know the GameEngine class - so it's a circular dependency. Would you call this bad design? I am just asking, because I am not quite sure and at this time I am still able to refactor these things.

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  • Core i7 with 4GB - go 64 bit or stay 32bit..?

    - by tommed
    I have a Core i7 laptop with 4gb ram. In windows, the disadvantage of using the 32bit OS would be that a single app could not use more than 2gb of ram (+ the 2gb shared kernel-space memory) except when setting a boot switch which reduces the amount of shared kernel memory, then it's 3GB max per app. What disadvantages/limitations would I have in Ubuntu for sticking to the 32bit OS? (If any?) - As I only have 4GB of ram, I can't see why I need to use the 64bit version?

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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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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • Architecting persistence (and other internal systems). Interfaces, composition, pure inheritance or centralization?

    - by Vandell
    Suppose that you need to implement persistence, I think that you're generally limited to four options (correct me if I'm wrong, please) Each persistant class: Should implement an interface (IPersistent) Contains a 'persist-me' object that is a specialized object (or class) that's made only to be used the class that contains it. Inherit from Persistent (a base class) Or you can create a gigantic class (or package) called Database and make your persistence logic there. What are the advantages and problems that can come from each of one? In a small (5kloc) and algorithmically (or organisationally) simple app what is probably the best option?

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Any good stories or blog posts of a startup's server/stack evolving as they got bigger? [closed]

    - by user72245
    I know lots of startups often go for practical, simple, efficient. So maybe tossing a Ruby program on a basic Apache server. Get some users up and running, etc. Then Ruby starts to not be fast enough, so they throw more servers at the problem? And load balancing or something? And then when stuff gets REALLY crazy, language changes, etc? I'm looking for someone who has cleanly and simply told their own company's story like this. Are there any good ones?

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

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  • C++ Game Engine Book/Tutorial/Anything recent?

    - by TheNoob
    Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing crucial information, and so on. Is there anywhere with a recent tutorial, or a book, anything at all? I'm not asking for an opinion in graphics API's, just a point in the right direction to get started on game engine development. I just want to make it clear, I have googled/stacked like crazy. Any help appreciated. Thank you.

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  • Question about modeling with MVC (the pattern, not the MS stuff / non web)

    - by paul
    I'm working on an application in which I'm looking to employ the MVC pattern, but I've come up against a design decision point I could use some help with. My application is going to deal with the design of state-machines. Currently the MVC model holds information about the machine's states, inputs, outputs, etc. The view is going to show a diagram for the machine, graphically allowing the user to add new states, establish transitions, and put the states in a pleasing arrangement, among other things. I would like to store part of the diagram's state (e.g. the x and y state positions) when the machine information is stored for later retrieval, and am wondering how best to go about structuring the model(s?) for this. It seems like this UI information is more closely related to the view than to the state-machine model, so I was thinking that a secondary model might be in order, but I am reluctant to pursue this route because of the added complexity. Adding this information to the current model doesn't seem the right way to go about it either. This is the my first time using the MVC pattern so I'm still figuring things out. Any input would be appreciated.

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Question about design

    - by lukeluke
    Two fast questions about two design decisions: Suppose that you are checking collisions between game elements. When you find a collision between object 1 and object 2, do you play immediately a sound effect or do you insert it in a list and, in a later a stage, do you process all sound effects? Same question as above for user input. When the user presses key 'keypad left' do you insert the event in a queue and process it later or do you update character position immediately? Thx

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  • C# calendar needs BL for real-time reminders?

    - by lazfish
    The calendar is done and now we are wanting to add email, SMS and voice-call reminders. We are using jQuery, C#, .Net & SQL Server 08. No restrictions on our options. I know how to add the API calls and services to initiate these reminders. I am asking for advise about how to approach a reliable timely listener service that knows to call the service or API for the reminder before an appointment. EG. SMS: "You have a conference call in 30 minutes."

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  • Motivation for a service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such scenario. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - why not just import the BL.DLL (and the dal.dll) to the other UI, and whenever making a change re-copy the dlls, it might not be so 'neat', but still less hassle than one more layer? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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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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  • Guidelines or Design pattern to develop configurable software

    - by Rumit Parakhiya
    I want to develop an application which would have it's own framework, using which developer can implement functionality very easily. Developer shouldn't have to code for each and every page or report. But, he can do it very easily by just configuring it using the framework provided. Some nice examples of it is SAP and Tally. They have got their own framework, using which anybody having knowledge of it can customize or extend functionality of the product. But, as I am beginner in this direction, I don't have any idea about where to start. Can anybody point me to some design pattern which I can follow or some similar open source software which I can refer?

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  • What parts of functionality should be refactored into a directive?

    - by Sprottenwels
    I am creating an application from legacy code using AngularJS. I wonder what parts of my code should be moved into a directive. For example, iI had thought of moving a table which is used multiple times across the application into a directive. The tables alter from headings and size. Is it worth the effort or even a good practice to turn such things into their own directives or should I create each table in a unique way?

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  • DDD: service contains two repository

    - by tikhop
    Does it correct way to have two repository inside one service and will it be an application or domain service? Suppose I have a Passenger object that should contains Passport (government id) object. I am getting Passenger from PassengerRepository. PassengerRepository create request to server and obtain data (json) than parse received data and store inside repository. I have confused because I want to store Passport as Entity and put it to PassportRepository but all information about password contains inside json than i received above. I guess that I should create a PassengerService that will be include PassengerRepository and PassportRepository with several methods like removePassport, addPassport, getAllPassenger and etc. UPDATE: So I guess that the better way is represent Passport as VO and store all passports inside Passenger aggregate. However there is another question: Where I should put the methods (methods calls server api) for management passenger's passport. I think the better place is so within Passenger aggregate.

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  • Role based access to resources for a RESTful service

    - by mutex
    I'm still wrapping my head around REST, but I wonder if someone can help with any suggestions or approaches to role based access control for a RESTful service, particularly from the point of view of securing the data and how the URLs might look. It's probably best to consider an example: Say I have a REST service for Customers, and want to split the users of this REST service into Admin, Editor and Reader roles: Admins can change all attributes of a Customer resource Editors can change only some Readers can only view them. Access control rights are assigned to the Customers entities individually. So for example a user of the service might have admin rights to Customers 1,2 and 3 but Editor access to 4,5 and Reader access to 7,8,9. Now consider the user calling the service. What is a good way to seperate the list of Customers for the current User? GET /Customer - this might get a list of all customers that the current user has Admin\Editor\Reader access to. But then on each Customer the consumer would need an indication of what role they have. Or would it be "better" having something like GET /Customer/Admin - return all customers the current user has Admin access to. Just looking for some high level pointers or reading on a decent way to secure\filter the resources based on roles of the current user.

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  • What type of application is this called?

    - by boatingcow
    I am working on a web-based application which combines elements of what my client would call a CMS (content management system) and CRM (customer relations management) but also adds in many other business-specific features such as bookings management, staff task allocation management, wages calculations, document version control etc. However, I'm struggling to find a catch-all term for this type of application so I can research how other people have gone about creating such an integrated solution. Can anyone recommend a term I can use to refer to this, both internally in our team, for the client so they know what to call the 'system' and also for me personally, so that I can ask the Stack community further questions?

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  • First Steps. Windows Phone game development

    - by anatoliiG
    I'm pretty new in game development. Have a couple ideas wich could be cool. First that comes to mind is to develop a 2D game (kinda puzzles) for Windows Phone Mango. You may ask: "Why Windows Phone?". I answer - I've got solid experience in Silverlight and C#. For me, this is a major advantage compared to other platforms. Please, give advice and suggestions about: What should I read? Best practices. Third party libraries. Silverlight(Only) vs XNA. Whatever I should pay attention to.

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