Search Results

Search found 16473 results on 659 pages for 'game logic'.

Page 87/659 | < Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >

  • Database and logic layer for ASP.NET MVC application

    - by Ismail
    I'm going to start a new project which is going to be small initially but may grow to big over the years. I'm strongly convinced that I'm going to use ASP.NET MVC with jQuery for UI. I want to go for MySQL as database for some reasons but worried on few things. I've a good years of experience working on SQL Server databases and on one project I've had a bad experience creating and managing stored procedures on MySQL database. I'm totally new to Linq but I see that it is easier to use once you are familiar with it. First thing is that accessing data should be easy. So I thought I should use MySQL to Linq but somewhere I read that it is not directly supported but MySQL .NET connector adds support for EntityFramework. I don't know what are the pros and cons of it. I would love if I can implement repository pattern as it allows to apply filter in logic layer rather than in data access layer. Will it be possible if I use Entity Framework? I'm not clear on how I should go about all this or I should just forget every thing and directly use SQL to Linq on SQL Server. I'm also concerned about the performance. Someone told me that if we use Entity framework it fetches lot of data and then filter it. Is that right? So questions basically are - Is MySQL to Linq possible? If yes where can I get more details on it? Pros and cons of using EntityFramework with MySQL? Will it be easy to access data using EntityFramework with MySQL? Will I be able to implement repository patter which allows applying filter in logic layer rather than data access layer (when I use EntityFramework with MySQL) Does it fetches hell lot of data from database and then apply filter on it? If it sounds too many questions from my side in that case, if you can just let me know what you will do (with a considerable reason) in this situation as an experienced person in this area, that should answer my question.

    Read the article

  • Objective C loop logic

    - by Graham
    Hi guys, I'm really new to programming in Obj-C, my background is in labview which is a graphical programming language, I've worked with Visual Basic some and HTML/CSS a fair amount as well. I'm trying to figure out the logic to create an array of data for the pattern below. I need the pattern later to extract data from another 2 arrays in a specific order. I can do it by referencing a = 1, b = 2, c = 3 etc and then creating the array with a, b, c but I want to use a loop so that I don't have 8 references above the array. These references will be used to generate another generation of data so unless I can get help figuring out the logic I'll actually end up with 72 references above the array. // This is the first one which gives the pattern 0 0 0 0 (etc) // 1 1 1 1 // 2 2 2 2 NSMutableArray * expSecondRef_one = [NSMutableArray array]; int a1 = 0; while (a1 < 9) { int a2 = 0; while (a2 < 8) { NSNumber * a3 = [NSNumber numberWithInt:a1]; [expSecondRef_one addObject:a3]; a2++; } a1++; } // This is the second one which I'm stumbling over, I am looking for the pattern 1 2 3 4 5 6 7 8 // 0 2 3 4 5 6 7 8 // 0 1 3 4 5 6 7 8 // 0 1 2 4 5 6 7 8 // etc to -> // 0 1 2 3 4 5 6 7 If you run it in a line every 9th number is -1 but I don't know how to do that over a pattern of 8. Thanks in advance! Graham

    Read the article

  • Cost of logic in a query

    - by FrustratedWithFormsDesigner
    I have a query that looks something like this: select xmlelement("rootNode", (case when XH.ID is not null then xmlelement("xhID", XH.ID) else xmlelement("xhID", xmlattributes('true' AS "xsi:nil"), XH.ID) end), (case when XH.SER_NUM is not null then xmlelement("serialNumber", XH.SER_NUM) else xmlelement("serialNumber", xmlattributes('true' AS "xsi:nil"), XH.SER_NUM) end), /*repeat this pattern for many more columns from the same table...*/ FROM XH WHERE XH.ID = 'SOMETHINGOROTHER' It's ugly and I don't like it, and it is also the slowest executing query (there are others of similar form, but much smaller and they aren't causing any major problems - yet). Maintenance is relatively easy as this is mostly a generated query, but my concern now is for performance. I am wondering how much of an overhead there is for all of these case expressions. To see if there was any difference, I wrote another version of this query as: select xmlelement("rootNode", xmlforest(XH.ID, XH.SER_NUM,... (I know that this query does not produce exactly the same, thing, my plan was to move the logic to PL/SQL or XSL) I tried to get execution plans for both versions, but they are the same. I'm guessing that the logic does not get factored into the execution plan. My gut tells me the second version should execute faster, but I'd like some way to prove that (other than writing a PL/SQL test function with timing statements before and after the query and running that code over and over again to get a test sample). Is it possible to get a good idea of how much the case-when will cost? Also, I could write the case-when using the decode function instead. Would that perform better (than case-statements)?

    Read the article

  • Validation Logic

    - by user2961971
    I am trying to create some validation for a form I have. There are two text boxes and two radio buttons on the form. My logic for this validation I know is a little rusty at the moment so any suggestions would be great. Here is the code for what I have so far: Keep in mind that the int errors is a public variable in the class Start Button code: private void btnStart_Click(object sender, EventArgs e) { errors = validateForm(); //Here I want the user to be able to fix any errors where I am little stuck on that logic at the moment //validate the form while (errors > 0) { validateForm(); errors = validateForm(); } } ValidateForm Method: private int validateForm() { errors = 0; //check the form if there are any unentered values if (txtDest.Text == "") { errors++; } if (txtExt.Text == "") { errors++; } if (validateRadioBtns() == true) { errors++; } return errors; } ValidateRadioBtns Method: private Boolean validateRadioBtns() { //flag - false: selected, true: none selected Boolean blnFlag = false; //both of the radio buttons are unchecked if (radAll.Checked == false && radOther.Checked == false) { blnFlag = true; } //check if there is a value entered in the text box if other is checked else if(radOther.Checked == true && txtExt.Text == "") { blnFlag = true; } return blnFlag; } Overall I feel like this can somehow be more stream lined which I am fairly stuck on. Also, I am stuck on how to ensure the user can return to the form, fix the errors, and then validate again to ensure said errors are fixed. Any suggestions would be greatly appreciated since I know this is such a nooby question.

    Read the article

  • c# logic to get the first non-repeating(distinct) character from the string

    - by NoviceToDotNet
    In c# i want to create logic that if i a string like abcabda is passed to a method then it should return first non repeative character from string like in above it should return c. i am unable to convert a string to array of character then how to make comparison of each array character to the string and return the first non repeative character. CanI make it like this? class A { static void main() { A a=new A(); char ch=a.m1(abcabd); } } class B { char m1(string s) { string s1=s; char[] ch1=new char[s.length]; for(int x=0; x<s.length;x++) { ch1[x]=s[x]; } for(int x=0; x<s.length; x++) { for(int y=0; y<s.lenth; y++) { if(s[x]=ch1[y]) { /// here i am confused how to create logic for comparison please let me know // and how to return the character } } } } }

    Read the article

  • unusual ternary operation

    - by nik
    Hi, I was asked to perform this operation of ternary operator use: $test='one'; echo $test == 'one' ? 'one' : $test == 'two' ? 'two' : 'three'; Which prints two (checked using php). I am still not sure about the logic for this. Please, can anybody tell me the logic for this.

    Read the article

  • Strange Scala error.

    - by Lukasz Lew
    I tried to create abstract turn based Game and abstract AI: abstract class AGame { type Player type Move // Player inside def actPlayer : Player def moves (player : Player) : Iterator[Move] def play (move : Move) def undo () def isFinished : Boolean def result (player : Player) : Double } abstract class Ai[Game <: AGame] { def genMove (player : Game#Player) : Game#Move } class DummyGame extends AGame { type Player = Unit type Move = Unit def moves (player : Player) = new Iterator[Move] { def hasNext = false def next = throw new Exception ("asd") } def actPlayer = () def play (move : Move) { } def undo () { } def isFinished = true def result (player : Player) = 0 } class DummyAi[Game <: AGame] (game : Game) extends Ai[Game] { override def genMove (player : Game#Player) : Game#Move = { game.moves (player).next } } I thought that I have to use this strange type accessors like Game#Player. I get very puzzling error. I would like to understand it: [error] /home/lew/Devel/CGSearch/src/main/scala/Main.scala:41: type mismatch; [error] found : Game#Player [error] required: DummyAi.this.game.Player [error] game.moves (player).next [error] ^

    Read the article

  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

    Read the article

  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

    Read the article

  • Playground for Artificial Intelligence?

    - by Dolph Mathews
    In school, one of my professors had created a 3D game (not just an engine), where all the players were entirely AI-controlled, and it was our assignment to program the AI of a single player. We were basically provided an API to interact with the game world. Our AI implementations were then dropped into the game together, and we watched as our programs went to battle against each other. It was like robot soccer, but virtual, and with lots of big guns. I'm now looking for anything similar (and open source) to play with. (Preferably in Java, but I'm open to any language.) I'm not looking for a game engine, or a framework... I'm looking for a complete game that simply lacks AI code... preferably set up for this kind of exercise. Suggestions?

    Read the article

  • How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible?

    Read the article

  • node.js storing gamestate, how?

    - by expressnoob
    I'm writing a game in javascript, and to prevent cheating, i'm having the game be played on the server (it's a board game like a more complicated checkers). Since the game is fairly complex, I need to store the gamestate in order to validate client actions. Is it possible to store the gamestate in memory? Is that smart? Should I do that? If so, how? I don't know how that would work. I can also store in redis. And that sort of thing is pretty familiar to me and requires no explanation. But if I do store in redis, the problem is that on every single move, the game would need to get the data from redis and interpret and parse that data in order to recreate the gamestate from scratch. But since moves happen very frequently this seems very stupid to me. What should I do?

    Read the article

  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

    Read the article

  • Boolean logic parser for SQL

    - by d03boy
    This is going to sound crazy but does anyone have techniques that would allow me to parse boolean logic strings in Sql Server 2005 without extraordinary/rediculous effort? Here is an example: (SOMEVAR=4 OR SOMEVAR=5) AND (NOT OTHERVAR=Y) I feel like recursion would help a lot if that were possible in Sql but I'm not really sure how to go about that sort of thing. If not, maybe there's a way to attach an external system to do the recursion for me? Don't worry, I'm not getting my hopes up.

    Read the article

  • Can you do Logic Programming in Scala?

    - by Alex R
    I read somewhere that Pattern Matching like that supported by the match/case feature in Scala was actually borrowed from Logic languages like Prolog. Can you use Scala to elegantly solve problems like the Connected Graph problem? e.g. https://www.csupomona.edu/~jrfisher/www/prolog_tutorial/2_15.html

    Read the article

  • How to simply this logic/code?

    - by Tattat
    I want to write an apps that accepts user command. The user command is used in this format: command -parameter For example, the app can have "Copy", "Paste", "Delete" command I am thinking the program should work like this : public static void main(String args[]){ if(args[0].equalsIgnoreCase("COPY")){ //handle the copy command } else if(args[0].equalsIgnoreCase("PASTE")){ //handle the copy command }/** code skipped **/ } So, it works, but I think it will become more and more complex when I have more command in my program, also, it is different to read. Any ideas to simply the logic?

    Read the article

  • Best way to model Installation logic/flow

    - by Ian
    Hi All, We are currently working on designing the installer for our product. We are currently on the design phase and I'm wondering what is the best diagram (UML or not) to use when modeling installation logic or flow? Currently, we are using the good'ol flowchart. Thanks!

    Read the article

  • logic for a php function

    - by danish hashmi
    i need to make a php code for checking hotel room avaibility where user from the present day can book rooms upto 90 days or less and there are total 30 rooms available in the hotel,so if once i store the data for a user like his booking from one date till another next time if i want to check the avaibility how should i do it in php,what would be the logic. obviously i simple query like this isn't correct for eg $this->db->select('*') ->from('default_bookings') ->where('booking_from <',$input['fromdate']) ->where('booking_till >',$input['tilldate']);

    Read the article

  • How to integrate conditional logic in postbuild events

    - by codymanix
    Hi I have a visual studio project which includes postbuildevents in the following form: MyTool.exe $(ProjectDir)somesrcfile.txt $(TargetDir)sometargetfile.bin Now I want to add some logic saying that these steps are taking place only if the files have changed. In peudocode: if (somesrcfile.txt is newer than sometargetfile.bin) { MyTool.exe $(ProjectDir)somesrcfile.txt $(TargetDir)sometargetfile.bin } Can I do this with MsBuild?

    Read the article

  • Logic behind plugin system?

    - by Danijel
    I have an application in PHP (private CMS) that I would like to rewrite and add some new things - I would like to be able to extend my app in an easier way - through plugins But the problem is - I don't know how to achieve "pluggability", how to make system that recognizes plugins and injects them into the app? So, what's the logic of a simple plugin system?

    Read the article

  • async_write/async_read problems while trying to implement question-answer logic

    - by Max
    Good day. I'm trying to implement a question - answer logic using boost::asio. On the Client I have: void Send_Message() { .... boost::asio::async_write(server_socket, boost::asio::buffer(&Message, sizeof(Message)), boost::bind(&Client::Handle_Write_Message, this, boost::asio::placeholders::error)); .... } void Handle_Write_Message(const boost::system::error_code& error) { .... std::cout << "Message was sent.\n"; .... boost::asio::async_read(server_socket_,boost::asio::buffer(&Message, sizeof(Message)), boost::bind(&Client::Handle_Read_Message, this, boost::asio::placeholders::error)); .... } void Handle_Read_Message(const boost::system::error_code& error) { .... std::cout << "I have a new message.\n"; .... } And on the Server i have the "same - logic" code: void Read_Message() { .... boost::asio::async_read(client_socket, boost::asio::buffer(&Message, sizeof(Message)), boost::bind(&Server::Handle_Read_Message, this, boost::asio::placeholders::error)); .... } void Handle_Read_Message(const boost::system::error_code& error) { .... std::cout << "I have a new message.\n"; .... boost::asio::async_write(client_socket_,boost::asio::buffer(&Message, sizeof(Message)), boost::bind(&Server::Handle_Write_Message, this, boost::asio::placeholders::error)); .... } void Handle_Write_Message(const boost::system::error_code& error) { .... std::cout << "Message was sent back.\n"; .... } Message it's just a structure. And the output on the Client is: Message was sent. Output on the Server is: I have a new message. And that's all. After this both programs are still working but nothing happens. I tried to implement code like: if (!error) { .... } else { // close sockets and etc. } But there are no errors in reading or writing. Both programs are just running normally, but doesn't interact with each other. This code is quite obvious but i can't understand why it's not working. Thanks in advance for any advice.

    Read the article

< Previous Page | 83 84 85 86 87 88 89 90 91 92 93 94  | Next Page >