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  • Diagnostic Policy does not run

    - by Magakahn
    I have got a starange error on another pc that runs windows vista. The problem seems to be that the Diagnostic policy does not manage to run. Therefor I can not find out why it can not run.I have tried to start it manually with no luck, with an error code thar say that you have no permission. Since Diagnostic policy does not run, I am not able to connect to the internet. Can somebody please help me?

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  • Deleting Temporary Internet Files through Group Policy

    - by Kami
    I have a domain controller running on Windows 2008 Server R2 and users login to application servers on which Windows 2003 Server SP2 is installed. I have applied a Group Policy to clean temporary internet files on exit i.e to delete all temporary internet files when users close the browser. But the group policy doesn't seem to work as user profile size keeps on increasing and the major space is occupied by temporary internet files therefore increasing the disk usage. How can i enforce automatic deletion of temporary internet files?

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  • Backup & Restore Group Policy of Workgroup Window XP

    - by Param
    I have around 20 system in Workgroup, I have configured a Group policy along with Administrative Template on one system. Do you know, how to transfer this Group Policy along with Administrative template to other system, without re-configuring it manually on all other systems. I have exported the Security setting in .inf file ( as Security Template ), but how to export setting related to Administrative template?

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  • Event-based server-gameloop in a server based game

    - by Chris
    I know that this site is full of questions about fixed gameloops and variable gameloops and different types of threading. But I coult find barely nothing that is related to server loops. The server has no screen to draw on. It could just run as fast as possible, but of course this makes no sense. But should it really use single "ticks" and send the updates periodically after each tick and wait for the next "tick" to update its state. Is it applicable to replace the gameloop by multilpe events? Suchs as incoming network traffic or timers? I often heared that a gameloop should be determistic, but does it really matter? For instance, when you play a shooter game against humand players and/or AI you proably would never be ably to repeat the same input twice. Is it a good idea to lose determistic behavior if it is nearly impossible to reprodruce the same input twice? So this question is more or less about whether an strictly event-based gameloop is adviseable or not and what are the pros and cons. I could imagene that an event-based gameloop could perform much faster and smoother, since you don't have bug CPU-spikes during the beginning of a new "tick". The fact that I could not find much about an event-based gameloop for servers leads me to the conclusion that inefficient or too complicated to get a real benefit from it. I'm sure if this is enough to get an idea from what I'm interessted to know, but I hope so.

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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Turn-based Strategy Loop

    - by Djentleman
    I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods for calculations and suchlike) and I'm starting to work on the actual game loop. What is the "best" way to implement a game loop in such a game? Should I use a simple "while gameActive" loop that keeps running until gameActive is False, with sections that wait for player input? Or should it be managed through the UI with player actions determining what happens and when? Any help is appreciated. I'm doing it in Python (for now at least) to get my Python skills up a bit, although the language shouldn't matter for this question.

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  • Is this kind of design - a class for Operations On Object - correct?

    - by Mithir
    In our system we have many complex operations which involve many validations and DB activities. One of the main Business functionality could have been designed better. In short, there were no separation of layers, and the code would only work from the scenario in which it was first designed at, and now there were more scenarios (like requests from an API or from other devices) So I had to redesign. I found myself moving all the DB code to objects which acts like Business to DB objects, and I've put all the business logic in an Operator kind of a class, which I've implemented like this: First, I created an object which will hold all the information needed for the operation let's call it InformationObject. Then I created an OperatorObject which will take the InformationObject as a parameter and act on it. The OperatorObject should activate different objects and validate or check for existence or any scenario in which the business logic is compromised and then make the operation according to the information on the InformationObject. So my question is - Is this kind of implementation correct? PS, this Operator only works on a single Business-wise Operation.

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  • Serverside memory efficiency and threading for a turn based game

    - by SkeletorFromEterenia
    Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game server architecture articles I found focus either on FPS oder MMOGs, which doesn't really fit since I want many matches with 1- 16 players on my server, with each match being played in turn based mode. My chief concern is memory usage, since the most basic approach of loading every game that is being played completely into RAM should be quite inefficient, so is there a suitable strategy for selecting only the needed bits and loading them? Another question I got is how to design the threading on the server, since I think using only a single thread could be a problem due to the fact that the game or part of it might have to be loaded from the database. I would be very happy if you could share your knowledge or point me to material on this topic.

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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on creating text based games in XNA but have had no luck. Could you please help me or guide me in the right direction of how to do this in XNA. All help will greatly be appreciated. Thanks

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  • Recommended design pattern for object with optional and modifiable attributtes? [on hold]

    - by Ikuzen
    I've been using the Builder pattern to create objects with a large number of attributes, where most of them are optional. But up until now, I've defined them as final, as recommended by Joshua Block and other authors, and haven't needed to change their values. I am wondering what should I do though if I need a class with a substantial number of optional but non-final (mutable) attributes? My Builder pattern code looks like this: public class Example { //All possible parameters (optional or not) private final int param1; private final int param2; //Builder class public static class Builder { private final int param1; //Required parameters private int param2 = 0; //Optional parameters - initialized to default //Builder constructor public Builder (int param1) { this.param1 = param1; } //Setter-like methods for optional parameters public Builder param2(int value) { param2 = value; return this; } //build() method public Example build() { return new Example(this); } } //Private constructor private Example(Builder builder) { param1 = builder.param1; param2 = builder.param2; } } Can I just remove the final keyword from the declaration to be able to access the attributes externally (through normal setters, for example)? Or is there a creational pattern that allows optional but non-final attributes that would be better suited in this case?

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  • Create a Shortcut To Group Policy Editor in Windows 7

    - by Mysticgeek
    If you’re a system administrator and find yourself making changes in Group Policy Editor, you might want to make a shortcut to it. Here we look at creating a shortcut, pinning it to the Taskbar, and adding it to Control Panel. Note: Local Group Policy Editor is not available in Home versions of Windows 7. Typing gpedit.msc into the search box in the Start menu to access Group Policy Editor can get old fast. To create a shortcut, right-click on the desktop and select New \ Shortcut. Next type or copy the following path into the location field and click Next. c:\windows\system32\gpedit.msc Then give your shortcut a name…something like Group Policy, or whatever you want it to be and click Finish. Now you have your Group Policy shortcut… If you want it on the Taskbar just drag it there to pin it. And that’s all there is to it!   If you want to change the icon, you can use one of the following guides… Customize Icons in Windows 7 Change a File Type Icon in Windows 7 Add Group Policy to Control Panel If you’re using non Home versions of XP, Vista, or Windows 7, check out The Geek’s article on how to Add Group Policy Editor to Control Panel. Similar Articles Productive Geek Tips Add Group Policy Editor to Control PanelQuick Tip: Disable Search History Display in Windows 7Remove Shutdown and Restart Buttons In Windows 7How To Disable Control Panel in Windows 7Allow Users To Run Only Specified Programs in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Fun with 47 charts and graphs Tomorrow is Mother’s Day Check the Average Speed of YouTube Videos You’ve Watched OutlookStatView Scans and Displays General Usage Statistics How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott

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  • Oracle Policy Automation at OpenWorld 2012

    - by jeffrey.waterman
    Oracle Policy Automation (OPA)atOpenWorld 2012 Oracle Policy Automation (OPA), the breakthrough policy automation platform, enables organizations to deliver: Consistent policy-based decision making throughout the organization across all channels Agile response to policy changes and analysis Transparency and auditability This year there will be: 8 sessions – combination of customer panels & product strategy sessions Standalone OPA DEMOpod – Moscone Center WEST, W044 Key highlights Hear Davin Fifield discuss the Product Roadmap for OPA (including OPA + RightNow) he will also be joined by Sean Haynes from Stewart Title who will share the success they are having with OPA. OPA Public Sector Customer Panel - This year the OPA panel consists of some of OPA’s most successful & largest customers, speakers include: Department Works & Pension (UK) Toll – Department of Defence (AU) Municipality of Sao Paulo (Brazil) SCHEDULE HIGHLIGHTS Monday October 1, 2012 SESSION ID TIME TITLE LOCATION CON9655 12:15 pm  1:15 pm PST (Pacific Standard Time) Oracle Policy Automation Roadmap: Supercharging the Customer Experience Davin Fifield, VP OPA Development, OracleSean Haynes, VP Stewart Title Westin San Francisco - Metropolitan I CON9700 12:15 m – 1:15 pm PST (Pacific Standard Time) Siebel CRM Overview, Strategy, and RoadmapGeorge Jacob - Group Vice President, CRM Applications / XML, OracleUma Welingkar - Director, Product Management, Oracle Moscone West - 2009 Wednesday October 3, 2012 SESSION ID TIME TITLE LOCATION CON8840 5.00pm – 6.00pm PST (Pacific Standard Time) Achieving Agility Through Closed-Loop Policy AutomationCustomer PanelFacilitator – Surend Dayal, Oracle Dept. Works & Pension (UK) – Haydn Leary Municipality of Sao Paulo (Brazil) - Luiz Cesar Michielin Kiel Toll (AU) – Nigel Maloney   Westin San Francisco - Franciscan I CON8952 5.00pm – 6.00pm PST (Pacific Standard Time) BPM: An Extension Strategy for Enterprise ApplicationsHarish Gaur -  OracleSrikant Subramaniam - Oracle Moscone West - 3003 Thursday October 4, 2012 SESSION ID TIME TITLE LOCATION CON11515 2:15 pm – 3:15 pm PST (Pacific Standard Time) Oracle Policy Automation + RightNow: Agile self-service and agent experiencesDavin Fifield, VP OPA Development, Oracle Westin San Francisco - City

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  • Why can't we capture the design of software more effectively?

    - by Ira Baxter
    As engineers, we all "design" artifacts (buildings, programs, circuits, molecules...). That's an activity (design-the-verb) that produces some kind of result (design-the-noun). I think we all agree that design-the-noun is a different entity than the artifact itself. A key activity in the software business (indeed, in any business where the resulting product artifact needs to be enhanced) is to understand the "design (the-noun)". Yet we seem, as a community, to be pretty much complete failures at recording it, as evidenced by the amount of effort people put into rediscovering facts about their code base. Ask somebody to show you the design of their code and see what you get. I think of a design for software as having: An explicit specification for what the software is supposed to do and how well it does it An explicit version of the code (this part is easy, everybody has it) An explanation for how each part of the code serves to achieve the specification A rationale as to why the code is the way it is (e.g., why a particualr choice rather than another) What is NOT a design is a particular perspective on the code. For example [not to pick specifically on] UML diagrams are not designs. Rather, they are properties you can derive from the code, or arguably, properties you wish you could derive from the code. But as a general rule, you can't derive the code from UML. Why is it that after 50+ years of building software, why don't we have regular ways to express this? My personal opinion is that we don't have good ways to express this. Even if we do, most of the community seems so focused on getting "code" that design-the-noun gets lost anyway. (IMHO, until design becomes the purpose of engineering, with the artifact extracted from the design, we're not going to get around this). What have you seen as means for recording designs (in the sense I have described it)? Explicit references to papers would be good. Why do you think specific and general means have not been succesful? How can we change this?

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  • (Database Design - products attributes): What is better option for product attribute database design

    - by meyosef
    Hi, I new in database design. What is better option for product attribute database design for cms?(Please suggest other options also). option 1: 1 table products{ id product_name color price attribute_name1 attribute_value1 attribute_name2 attribute_value2 attribute_name3 attribute_value3 } option 2: 3 tables products{ id product_name color price } attribute{ id name value } products_attribute{ products_id attribute_id } Thanks, Yosef

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  • Application Design: Single vs. Multiple Hits to the DB

    - by shyneman
    I'm building a service that performs a set of configured activities based on the type of request that it receives. Each activity involves going to the database and retrieving/updating some kind of information. The logic for each activity can be generalized and re-used across different request types. The activities may need to participate in a transaction for the duration of the servicing the request. One option, I'm considering is having each activity maintain its own access to DAL/database. This fully encapsulates the activity into a stand-alone re-usable piece, but hitting the database multiple times for one request doesn't seem like a viable option. I don't really know how to easily implement the concept of a transaction across the multiple activities here either. The second option is to encapsulate ALL the activities into one big activity and hit the database once. But this does not allow re-use and configuration of these activities for different requests. Does anyone have any suggestions and input about what should be the best way to approach my problem? Thanks for any help.

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  • Cisco Catalyst 4500 Policy Based Routing

    - by Logan
    In order to test a new firewall I just set up I'm trying to implement policy based routing on our core switch. I want traffic from certain vlans to be routed to the new firewall while everything else continues being routed through the old firewall. I was trying to use this guide. Everything from that guide works fine except trying to run the "ip policy route-map" command in the interface configuration mode. IOS is telling me that such a command doesn't exist. A "show ip interface vlan" command says that policy routing is disabled. Any ideas? Output of "show ver": Cisco IOS Software, Catalyst 4500 L3 Switch Software (cat4500-IPBASEK9-M), Version 12.2(53)SG, RELEASE SOFTWARE (fc3) Technical Support: http://www.cisco.com/techsupport Copyright (c) 1986-2009 by Cisco Systems, Inc. Compiled Thu 16-Jul-09 19:49 by prod_rel_team Image text-base: 0x10000000, data-base: 0x11D1E3CC ROM: 12.2(31r)SG2 Dagobah Revision 226, Swamp Revision 34 RTTMCB2223-1 uptime is 3 years, 22 weeks, 2 days, 19 hours, 28 minutes Uptime for this control processor is 51 weeks, 2 days, 18 hours, 2 minutes System returned to ROM by power-on System restarted at 19:22:02 UTC Tue Jul 12 2011 System image file is "bootflash:cat4500-ipbasek9-mz.122-53.sg.bin" ... cisco WS-C4510R (MPC8245) processor (revision 4) with 524288K bytes of memory. Processor board ID FOX103703W3 MPC8245 CPU at 400Mhz, Supervisor V Last reset from PowerUp 42 Virtual Ethernet interfaces 244 Gigabit Ethernet interfaces 511K bytes of non-volatile configuration memory. Configuration register is 0x2

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  • Group Policy for DNS Server Addresses

    - by John
    This question deals strictly with the methodology of using Active Directory to publish DNS settings and controlling the DNS server address order to domain attached clients. This is not asking about if this is the right function, role, or best use of group policy; but rather, how to make it work. I would like to be able to publish in group policy DNS addresses and possibly control the order in which the client consumes the addresses. I have tried following the information from this site without success. I set the following setting within group policy, but the client never shows the settings within the TCP/IP properties. Computer Configuration/Administrative Templates/Network/DNS Client/DNS Servers I did list them as a single space separated list. For example, the following: 192.168.0.1 192.168.10.3 192.168.34.2 192.168.2.67 192.168.56.99 192.168.99.23 This would be for Windows 7, Windows Server 2003, and Windows Server 2008 clients. I am not sure what I am doing wrong or how to get this to work. Am I missing a setting? Do I need to set something differently?

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  • User Group Policy in Server 2008 to set Default Profile settings

    - by Chris
    I have computers to deploy and want to apply changes to the default user policy on these PCs automatically. What's the best way to do this? Our current procedure is: Create the computer account in an OU called "Deployment" on our server Unbox the PC Login as the user who will be receiving the PC Change settings (pre-configure outlook, authorize Office, etc.) move computer account to correct OU Place the PC on the users desk. I would like to make as many of the changes in step #4 with Group Policies applied to the Deployment OU if possible since they're largely repeated for every computer. There are a dozen policies created and the computer ones apply correctly but the user policies do not. I understand this is because the end user is not in our "Deployment" OU. I don't want to apply these settings to the user at their current station just the new PC I'm working on. I believe I have the desired effect with Group Policy Loopback Replace enabled on policies that need user policies changed but this just feels wrong/inefficient/complicated to maintain. Am I doing this correctly? Is Group Policy Loopback the only way to change user accounts on one computer? What do you do to setup a user on a new PC?

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  • Oracle Tutor: Learn Tutor in the comfort of your own home or office

    - by emily.chorba(at)oracle.com
    The primary challenge for companies faced with documenting policies and procedures is to realize that they can do this documentation in-house, with existing resources, using Oracle Tutor. Procedure documentation is a critical success component for supporting corporate governance or other regulatory compliance initiatives and when implementing or upgrading to a new business application. There are over 1000 Oracle Tutor customers worldwide that have used Tutor to create, distribute, and maintain their business procedures. This is easily accomplished because of Tutor's: Ease of use by those who have to write procedures (Microsoft Word based authoring) Ease of company-wide implementation (complex document management activities are centralized) Ease of use by workers who have to follow the procedures (play script format)Ease of access by remote workers (web-enabled) Oracle University is offering Live Virtual Tutor classes! The class lasts four days, starts on Tuesday and finishes on Friday. This course is an introduction to the Oracle Tutor suite of products. It focuses on the Policy and Procedure writing feature set of the Tutor applications. Participants will learn about writing procedures and maintaining these particular process document types, all using the Tutor method. The next three classes are scheduled for: April 19 - 22 May 31 - June 3 July 5 - 8 You will learn to: Write procedures Create procedure Flowcharts Write support documents Create Impact Analysis Reports Create Role-base Employee Manuals Deploy online Employee Manuals on an Intranet Enjoy learning Tutor in your local environment. Start the sign up process from this link Learn More For more information about Tutor, visit Oracle.com or the Tutor Blog. Post your questions at the Tutor Forum. Emily Chorba Principle Product Manager Oracle Tutor & BPM

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  • What are the software design essentials? [closed]

    - by Craig Schwarze
    I've decided to create a 1 page "cheat sheet" of essential software design principles for my programmers. It doesn't explain the principles in any great depth, but is simply there as a reference and a reminder. Here's what I've come up with - I would welcome your comments. What have I left out? What have I explained poorly? What is there that shouldn't be? Basic Design Principles The Principle of Least Surprise – your solution should be obvious, predictable and consistent. Keep It Simple Stupid (KISS) - the simplest solution is usually the best one. You Ain’t Gonna Need It (YAGNI) - create a solution for the current problem rather than what might happen in the future. Don’t Repeat Yourself (DRY) - rigorously remove duplication from your design and code. Advanced Design Principles Program to an interface, not an implementation – Don’t declare variables to be of a particular concrete class. Rather, declare them to an interface, and instantiate them using a creational pattern. Favour composition over inheritance – Don’t overuse inheritance. In most cases, rich behaviour is best added by instantiating objects, rather than inheriting from classes. Strive for loosely coupled designs – Minimise the interdependencies between objects. They should be able to interact with minimal knowledge of each other via small, tightly defined interfaces. Principle of Least Knowledge – Also called the “Law of Demeter”, and is colloquially summarised as “Only talk to your friends”. Specifically, a method in an object should only invoke methods on the object itself, objects passed as a parameter to the method, any object the method creates, any components of the object. SOLID Design Principles Single Responsibility Principle – Each class should have one well defined purpose, and only one reason to change. This reduces the fragility of your code, and makes it much more maintainable. Open/Close Principle – A class should be open to extension, but closed to modification. In practice, this means extracting the code that is most likely to change to another class, and then injecting it as required via an appropriate pattern. Liskov Substitution Principle – Subtypes must be substitutable for their base types. Essentially, get your inheritance right. In the classic example, type square should not inherit from type rectangle, as they have different properties (you can independently set the sides of a rectangle). Instead, both should inherit from type shape. Interface Segregation Principle – Clients should not be forced to depend upon methods they do not use. Don’t have fat interfaces, rather split them up into smaller, behaviour centric interfaces. Dependency Inversion Principle – There are two parts to this principle: High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions. In modern development, this is often handled by an IoC (Inversion of Control) container.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Domain policy template won't show any controls

    - by Kingnebula
    I have the following code that i found on the net. The problem is that it adds in nicely with the group policy editor and i can see it's Catogary under administrative controls but it doesn't show any controls for user input. What am i doing wrong here? CLASS USER category EmailStationary POLICY "SetEmailStationary" EXPLAIN "This policy sets the value for stationary" KEYNAME "Software\Microsoft\Office\11.0\Common\MailSettings" PART "What is the new stationary to use" EDITTEXT VALUENAME "NewStationery" END PART END POLICY END category

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