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  • deleting object with template for int and object

    - by Yokhen
    Alright so Say I have a class with all its definition, bla bla bla... template <class DT> class Foo{ private: DT* _data; //other stuff; public: Foo(DT* data){ _data = data } virtual ~Foo(){ delete _data } //other methods }; And then I have in the main method: int main(){ int number = 12; Foo<anyRandomClass>* noPrimitiveDataObject = new Foo<anyRandomClass>(new anyRandomClass()); Foo<int>* intObject = new Foo<int>(number); delete noPrimitiveDataObject; //Everything goes just fine. delete intObject; //It messes up here, I think because primitive data types such as int are allocated in a different way. return 0; } My question is: What could I do to have both delete statements in the main method work just fine? P.S.: Although I have not actually compiled/tested this specific code, I have reviewed it extensively (as well as indented. You're welcome.), so if you find a mistake, please be nice. Thank you.

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  • Declaring and creating an object then adding to collection VS Adding object to collection using new

    - by ZeeMan
    Ok so the title may have been confusing so i have posted 2 code snippets to illustrate what i mean. NOTE: allUsers is just a collection. RegularUser regUser = new RegularUser(userName, password, name, emailAddress); allUsers.Add(regUser); VS allUsers.Add(new RegularUser(userName, password, name, emailAddress)); Which snippet A or B is better and why? What are the advantages or disadvantages? The example i wrote was C# but does the language (C#, Java etc) make a difference?

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  • expand floating object when floating object within expands

    - by Scarface
    Hey guys, quick question, I have a link when clicked drops down a list. This list is floated to the right to position it properly. This list is in another box that has been floated. My problem is that when the list expands, the box does not and the list comes out of the container box, unless the list is not floated. However floating it seems like the only way to get it to the position I want. If anyone has any ideas on how to solve this problem I would appreciate it. .container-box { margin-top:0px; float:left; padding-left:5px; position:relative; } #box-within { float:right; font-weight:bold; max-height:250px; display: none; background-color:#fff; overflow: auto; width:325px; padding:5px; position:relative; }

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  • save object associate to another object automatically

    - by Luca Romagnoli
    Hi i have these classes: class Core < ActiveRecord::Base belongs_to :resource, :polymorphic => true belongs_to :image, :class_name => 'Multimedia', :foreign_key => 'image_id' end class Place < ActiveRecord::Base has_one :core, :as => :resource end If i try do launch this: a = Place.find(5) a.name ="a" a.core.image_id = 24 a.save name is saved. image_id no i want save automatically all changes in records in relationship with place class at a.save command. is possible? thanks

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  • Objective-C: alloc of object within init of another object (memory management)

    - by Stefan Klumpp
    In my .h file I have: NSMutableArray *myArray; @property (nonatomic, retain) NSMutableArray *myArray; My .m file looks basically like this: @synthesize myArray; - (id) init { self = [super init]; if (self != nil) { self.myArray = .... ? // here I want to create an empty array } return self; } - (void) dealloc { [self.myArray release]; [super dealloc]; } What I'm not sure about is what do to in the init. 1) self.myArray = [[NSMutableArray alloc] init]; 2) NSMutableArray *tmp = [[NSMutableArray alloc] init]; self.myArray = tmp; [tmp release]; Solution 1 doesn't seem right to me, because of my @property (retain) setting I automatically increase the retain counter when setting self.myArray, but additionally I have already a "+1 retain" due to the [NSMutableArray alloc]. Thus the second solution seems more correct to me, even though it is cumbersome. Also am I wondering if self.myArray = ... is actually the same as [self setMyArray:...] and thus does increase the retain count.

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  • ruby hash to object - Parsing data from JSON object

    - by Leddo
    Hi all, I'm just starting to dabble in consuming a JSON webservice, and I am having a little trouble working out the best way to get to the actual data elements. I am receiving a response which has been converted into a ruby hash using the JSON.parse method. The hash looks like this: {"response"=>{"code"=>2002, "payload"=>{"topic"=>[{"name"=>"Topic Name", "url"=>"http://www.something.com/topic", "hero_image"=>{"image_id"=>"05rfbwV0Nggp8", "hero_image_id"=>"0d600BZ7MZgLJ", "hero_image_url"=>"http://img.something.com/imageserve/0d600BZ7MZgLJ/60x60.jpg"}, "type"=>"PERSON", "search_score"=>10.0, "topic_id"=>"0eG10W4e3Aapo"}]}, "message"=>"Success"}} What I would like to know, is what is the easiest way to get to the "topic" data so I can do something like: topic.name = json_resp.name topic.img = jsob_resp.hero_image_url etc Many thanks for any help you can offer. Regards Chris

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • Is this kind of Design by Contract useless?

    - by Charlie Pigarelli
    I've just started informatics university and I'm attending a programming course about C(++). The programming professor prefers to teach very few things (in 3 month we have just reached the functions topic) and connect every topic with a type of programming design that somehow is similar to the Design by Contract design. Basically what he ask us to do is to write every exercise with comments Pre-conditions, Post-conditions and Invariants that should prove the correctness of each program we write. But this doesn't make any sense to me. I mean, ok: maybe writing down your thoughts prevent you from doing some mistakes, but if this is all an abstract thing, then if your program intuition is wrong you'll write your program wrong and then you'll also write pre and post conditions wrong probably auto convincing your self about its correctness. Most of the time, both me and other students have written programs that seemed ok and that had correct pre and post condition too. But at the moment of testing it was just completely wrong. I had some experience before this course of programming and I had written a lot of line of code before and I found myself comfortably with just writing a program and unit test it. It take less time to accomplish and is less "abstract" than just thinking about what every single piece of your program should do in every case (which is kinda like mentally testing it). Finally, all this pre and post conditions takes me like 80% of the total time of the exercise. It's harder to think about putting down this pre and post correct than to write the program itself. Since we are like the only course of the only university probably in the entire world that makes this things, could someone please tell me how should I manage this thing? Am I right thinking that this doesn't worth anything? Should I change university? (there are like double of the people attending that course and it seems that usually very few people passes the exam the first year). Should I convince myself it's method is right?

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • The Endeca UI Design Pattern Library Returns

    - by Joe Lamantia
    I'm happy to announce that the Endeca UI Design Pattern Library - now titled the Endeca Discovery Pattern Library - is once again providing guidance and good practices on the design of discovery experiences.  Launched publicly in 2010 following several years of internal development and usage, the Endeca Pattern Library is a unique and valued source of industry-leading perspective on discovery - something I've come to appreciate directly through  fielding the consistent stream of inquiries about the library's status, and requests for its rapid return to public availability. Restoring the library as a public resource is only the first step!  For the next stage of the library's evolution, we plan to increase the scope of the guidance it offers beyond user interface design to the broader topic of discovery.  This could include patterns for architecture at the systems, user experience, and business levels; information and process models; analytical method and activity patterns for conducting discovery; and organizational and resource patterns for provisioning discovery capability in different settings.  We'd like guidance from the community on the kinds of patterns that are most valuable - so make sure to let us know. And we're also considering ways to increase the number of patterns the library offers, possibly by expanding the set of contributors and the authoring mechanisms. If you'd like to contribute, please get in touch. Here's the new address of the library: http://www.oracle.com/goto/EndecaDiscoveryPatterns And I should say 'Many thanks' to the UXDirect team and all the others within the Oracle family who helped - literally - keep the library alive, and restore it as a public resource.

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Good design for a simple site that contains a blog

    - by bporter
    What is a good design for a simple web site with mostly static pages and a blog? I am helping a friend build this for their small business. We are looking for a simple approach that can be implemented fairly quickly. (I am a programmer and can help with coding, hosting, etc.) One option is to use a site like virb, which lets you choose from one of their themes and build a site pretty easily. You can also include a blog. They host the site for a pretty low monthly rate. I recommended this option, but my friend wants a design that is unique and custom. So, I took one of the themes and started modifying the HTML and CSS. This might still be a good option, but... ...If we are going to greatly modify it, why not just create the static pages from scratch and use something like Wordpress for the blog. Is this a good option? It looks fairly easy to integrate Wordpress with a site so that the design and behavior are really cohesive. Is this a good idea? Do you recommend any other approaches?

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  • Plug-in based software design

    - by gekod
    I'm a software developer who is willing to improve his software design skills. I think software should not only work but have a solid and elegant design too to be reusable and extensive to later purposes. Now I'm in search of some help figuring out good practices for specific problems. Actually, I'm trying to find out how to design a piece of software that would be extensible via plug-ins. The questions I have are the following: Should plug-ins be able to access each others functionality? This would bring dependencies I guess. What should the main application offer to the plug-ins if I want to let's say develop a multimedia software which would play videos and music but which could later on get functionality added over plug-ins that would let's say be able to read video status (time, bps, ...) and display it. Would this mean that the player itself would have to be part of the main program and offer services to plug-ins to get such information or would there be a way to develop the player as a plug-in also but offer in some way the possibility to other plug-ins to interact with it? As you see, my questions are mainly for learning purposes as I strive to improve my software development skills. I hope to find help here and apologize if something is wrong with my question.

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  • Balancing dependency injection with public API design

    - by kolektiv
    I've been contemplating how to balance testable design using dependency injection with providing simple fixed public API. My dilemma is: people would want to do something like var server = new Server(){ ... } and not have to worry about creating the many dependencies and graph of dependencies that a Server(,,,,,,) may have. While developing, I don't worry too much, as I use an IoC/DI framework to handle all that (I'm not using the lifecycle management aspects of any container, which would complicate things further). Now, the dependencies are unlikely to be re-implemented. Componentisation in this case is almost purely for testability (and decent design!) rather than creating seams for extension, etc. People will 99.999% of the time wish to use a default configuration. So. I could hardcode the dependencies. Don't want to do that, we lose our testing! I could provide a default constructor with hard-coded dependencies and one which takes dependencies. That's... messy, and likely to be confusing, but viable. I could make the dependency receiving constructor internal and make my unit tests a friend assembly (assuming C#), which tidies the public API but leaves a nasty hidden trap lurking for maintenance. Having two constructors which are implicitly connected rather than explicitly would be bad design in general in my book. At the moment that's about the least evil I can think of. Opinions? Wisdom?

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  • A fix for the design time error in MVVM Light V4.1

    - by Laurent Bugnion
    For those of you who installed V4.1 of MVVM Light and created a project for Windows Phone 8, you will have noticed an error showing up in the design surface (either in Visual Studio designer, or in Expression Blend). The error says: “Could not load type ‘System.ComponentModel.INotifyPropertyChanging’ from assembly ‘mscorlib.extensions’” with additional information about version numbers. The error is caused by an incompatibility between versions of System.Windows.Interactivity. Because this assembly is strongly named, any version incompatibility is causing the kind of error shown here (for an interesting discussion on the strong naming issue, see this thread on Codeplex). I managed to resolve the issue for Windows Phone 8 and will publish a cleaned up installer next week. In the mean time, in order to allow you to continue development, please follow the steps: Download the new DLLs zip package (MVVMLight_V4_1_25_WP8). Right click on the Zip file and select Properties from the context menu. Press the “Unblock” button (if available) and then OK. Right click again on the zip package and select “Extract all…”. Select a known location for the new DLLs. Open the MVVM Light project with the design time error in Visual Studio 2012. Open the References folder in the Solution Explorer. Select the following DLLs: GalaSoft.MvvmLight.dll, GalaSoft.MvvmLight.Extras.dll, Microsoft.Practices.ServiceLocation.dll and System.Windows.Interactivity.dll. Press “delete” and confirm to remove the DLLs from your project. Right click on References and select Add Reference from the context menu. Browse to the folder with the new DLLs. Select the four new DLLs and press OK. Rebuild your application, and open it again in Blend or in the Visual Studio designer. The error should be gone now. In the next few days, as time allows, I will publish a new MSI containing a fixed version of the DLLs as well as a few other improvements. This quick fix should however allow you to continue working on your Windows Phone 8 projects in design mode too.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Website Design; SEO Dilemma

    - by lemonpole
    Okay so I designed a website for a restaurant and the design is aimed mostly to entice the viewer by using images of the restaurant's platters and foods. Not to say that text is totally non-existent but the design makes it hard to have enough keywords. Most keywords are found in the ALT attribute of image tags and a couple of headers. The reason as to why I am in this dilemma? I'm still new to web development and at the time I made the design, I didn't really know much about SEO. So I come here in search of help because I have an idea... Would it be good practice to have hidden SPAN blocks that would help me fill with keywords? For example a hidden SPAN would have text in bold to help with SEO. Of course, I will play it safe and not exploit this technique if it works. I have searched that this may be considered spamming by search engines and some companies are taking measures to prevent this. Thanks in advance!

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  • Designing persistence schema for BigTable on AppEngine

    - by Vitalij Zadneprovskij
    I have tried to design the datastore schema for a very small application. That schema would have been very simple, if not trivial, using a relational database with foreign keys, many-to-many relations, joins, etc. But the problem was that my application was targeted for Google App Engine and I had to design for a database that was not relational. At the end I gave up. Is there a book or an article that describes design principles for applications that are meant for such databases? The books that I have found are about programming for App Engine and they don't spend many words about database design principles.

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  • 15 Stylish Navigation Menus For Inspiration

    - by Jyoti
    A site’s navigation menu is one of the most prominent things that users see when they first visit. There are many ways to design a navigation menu  and since almost all websites have some form of navigation designers have to push their creative limits to build one that’s remarkable and outstanding. In this article, you’ll find a showcase of beautiful, creative, and stylish navigation menus for your inspiration. Tennessee Vacation: Alpine Meadows: White House: The Hole In Our Gospel: Navigant Consulting: The Lippincott: Torrance Web Design: Viget Extend: David Hellmann: Candes: Brad Colbow: Cheesetique : Satsu Design: Blue Moon: Africa Oasis Project

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  • TechEd 2010 Day Three: The Database Designer (Isn't)

    - by BuckWoody
    Yesterday at TechEd 2010 here in New Orleans I worked the front-booth, answering general SQL Server questions for the masses. I was actually a little surprised to find most of the questions I got were from folks that wanted to know more about Stream Insight and Master Data Services. In past conferences I've been asked a lot of "free consulting" questions, about problems folks have had from older products. I don't mind that a bit - in fact, I'm always happy to help in any way I can. But this time people are really interested in the new features in the product, and I like that they are thinking ahead, not just having to solve problems in production. My presentation was on "Database Design in an Hour". We had the usual fun, and SideShow Bob made an appearance - I kid you not. The guy in the back of the room looked just like Sideshow Bob, so I quickly held a "bes thair" contest, and he won. Duing the presentation, I explain the tools you can use to design databases. I also explain that the "Database Designer" tool in SQL Server Management Studio (SSMS) isn't truly a desinger - it uses non-standard notation, doesn't have a meta-data dictionary, and worst of all, it works at the physical level. In other words, whatever you do in SSMS will automatically change the field/table/relationship structures in the database. We fixed this in SSMS 2008 and higher by adding an option to block that, but the tool is not a good design function nonetheless. To be fair, no one I know of at Microsoft recommends that it is - but I was shocked to hear so many developers in the room defending it as a good tool. I think the main issue for someone who doesn't have to work with Relational Systems a great deal is that it can be difficult to figure out Foreign Keys. The syntax makes them look "backwards", so it's just easier to grab a field and place it on the table you want to point to. There are options. You can download a couple of free tools (CA has a community edition of ER-WIN, Quest has one, and Embarcadero also has one) and if you design more than one or two databases a year, it may be worth buying a true design tool. For years I used Visio, but we changed it so that it doesn't forward-engineer (create the DDL) any more, so it isn't a true design tool either. So investigate those free and not-so-free tools. You'll find they help you in your job - but stay away from the Database Designer in SSMS. Or I'll send Sideshow Bob over there to straighten you out. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • How do you coordinate with interaction designers during implementation?

    - by Alex Feinman
    Programmers are largely responsible for helping move a product from design to implementation. This process is always full of snags: implementation details rear their ugly head and make parts of the design infeasible user feedback on early prototypes leads to changes in the design new technologies alter the field of what is possible, bringing back designs previously thought impossible priorities shift, schedules change, and requirements wander How do you keep design and implementation in contact during the implementation? What processes do you use? Tools? Artifacts? Guidelines? Communication strategies?

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