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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • HTG Explains: What is DNS?

    - by Chris Hoffman
    Did you know you could be connected to facebook.com – and see facebook.com in your web browser’s address bar – while not actually being connected to Facebook’s real website? To understand why, you’ll need to know a bit about DNS. DNS underpins the world wide web we use every day. It works transparently in the background, converting human-readable website names into computer-readable numerical IP addresses. Image Credit: Jemimus on Flickr How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • How to cut the line between quality and time?

    - by m3th0dman
    On one hand, I have been taught by various software engineering books ([1] as example) that my job as a programmer is to make the best possible software: great design, flexibility, to be easily maintained etc. One the other hand although I realize that I actually write software for money and not for entertainment, although is very nice to write good code and plan ahead and refactor after writing and ... I wonder if it is always best for the business (after all we should be responsible). Is the business always benefiting from a best code? Maybe I'm over-engineering something, and it's not always useful? So how should I know when to stop in the process to achieving the best possible code? I am sure that experience is something that makes a difference here, but I believe this cannot be the only answer. [1] Uncle Bob's in Clean Code says at page 6 about the fact that: They [managers] may defend the schedule and requirements with passion; but that’s their job. It’s your job to defend the code with equal passion.

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  • How to Write Manageable Code With Functional Programming?

    - by dade
    I just started with Functional Programming(Node.Js) and from the look of things it looks as if the code am writing would grow to be one hell of a code base to manage, when compared to Programming languages that have a sort of Object Oriented Paradigm. With OOP I am familair with practices that would ensure your code is easily managed and extensible. But am nore sure of similar convention with Functional Programming.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • VPN vs. SSH Tunnel: Which Is More Secure?

    - by Chris Hoffman
    VPNs and SSH tunnels can both securely “tunnel” network traffic over an encrypted connection. They’re similar in some ways, but different in others – if you’re trying to decide which to use, it helps to understand how each works. An SSH tunnel is often referred to as a “poor man’s VPN” because it can provide some of the same features as a VPN without the more complicated server setup process – however, it has some limitations. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • FxCop / Code Analysis with VS2010 Ultimate

    - by Cuartico
    I've getting some information about this, but I still can find a proper answer, I was asked recently in my company for this : "run a fxcop analysis on that code and tell me the results". Ok, I have VS2010 Ultimate which has code analysis, but before making any comment, I browse it on the internet cause I want to implement the best choice... So, let's say I'm gonna use the same rules on both analyzers: Should I recommend using one above the other? Should I say "hey, thats kinda old, let's use code analysis!" Should I get the same results on different computers? (for what I undersand, fxcop gives you some "points" and for what I've read, sometimes it gives you diff points on diff computers, I don't know about this with code analysis Thanks, any help would be appreciated

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  • How can I keep track of a battle log on a web game?

    - by Jay W
    Recently I started working on a Web turn-based PvP RPG game. Now I'm working on the battle system but I encountered some issues: How can I keep track of everything that happens in the battle? It should keep track of the characters on the field, inventory, the damage done etc. I first thought I would simply put it in the (MySQL) database, but I think it will be too much. Especially if several people are in a battle. I thought of puting this in sessions or cookies but I don't think thats reliable. Does anyone have an idea how I can do this?

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • Which is more effective in coding? Reducing line of code and execution of code?

    - by Ayyappan.Anbalagan
    I have this doubt many years. I am wring some code to achieve some functionality. For example I am writing 20 lines of code to achieve the functionality and my co worker writing the code for the same functionality with just 5 lines. Since he used some looping statement to achieve that, but that code will execute around 30 to 50 times. So which is best way of coding? As per my knowledge I always try to reduce coding length as much I can.

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  • Cloud Sample Code on OTN

    - by Oliver Steinmeier
    In recent months our blog has covered many aspects of the overall Oracle Cloud platform, whether it's PaaS (Java Cloud Service, Database Cloud Service) or SaaS (Sales Cloud Application Composer). Teams within Oracle have been busy building demos and proof-of-concept applications using the same technologies, and we have now started posting some of these as code samples on the Oracle Technology Network (OTN).  The zip files include both the source code and helpful information to get you started using the code.  Everything is covered under a BSD license.  In future blog posts we will dive deeper into some of these applications. Do you have any ideas or requests for sample code you would like us to create to help you with your work?  Hit the comments and let us know! 

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  • What Do Your Customers Want in an Online Experience?

    - by Christie Flanagan
    In a time where customers have an increasing number of choices and an increasing level of control over their relationships with brands, what matters most is engagement. In order to engage your customers online, you need to provide them with a relevant, interactive and multichannel experience.  Check out this video to see the kind of engaging online experience that Oracle WebCenter can power for your customers. Want to learn more?  Visit our Connected Customer Experience Resource Center to: See a demonstration of how easy it is for marketers and other non–technical business users to create and manage online experiences like the one above with Oracle WebCenter Sites Hear Ancestry.com describe how they use Oracle WebCenter Sites to deliver an online experience that converts site visitors into customers and keeps them coming back to learn more about their family histories Hear what analysts are saying about the exciting new and enhanced web experience management capabilities in Oracle WebCenter Sites 11g

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  • How to batch edit a list of files?

    - by user43144
    I have a list of files where I need to remove some lines that have been added yesterday by a spambot. The section I want to remove looks like this: ^M <script>[...] bunch of malware code [...]</script> That section seems to have been appended to the files, so I can be relatively sure it's the last lines of each file that contain this part. Now I know a bit of Linux, but not enough to do this via a command. How would I go about and do this?

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  • JEditorPane Code Completion (Part 3)

    - by Geertjan
    The final step is to put an object into the Lookup on key listening in each of the JEditorPanes, e.g., a "City" object for the CityEditorPane and a "Country" object for the CountryEditorPane. Then, within the CompletionProviders, only add items to the CompletionResultSet if the object of interest is in the Lookup. The result is that you can then have different code completions in different JEditorPanes, as shown below: I've also included the Tools | Options | Editor | Code Completion tab, so that the code completion can be customized. The full source code for the example is here: java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.2/misc/CustomerApp

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  • Don't Copy This Code

    Normally, when we release source code we're hoping that other people will build on it and improve it. Today's release of Jarlsberg , a small yet full-featured microblogging...

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  • What are the design principles that promote testable code? (designing testable code vs driving design through tests)

    - by bot
    Most of the projects that I work on consider development and unit testing in isolation which makes writing unit tests at a later instance a nightmare. My objective is to keep testing in mind during the high level and low level design phases itself. I want to know if there are any well defined design principles that promote testable code. One such principle that I have come to understand recently is Dependency Inversion through Dependency injection and Inversion of Control. I have read that there is something known as SOLID. I want to understand if following the SOLID principles indirectly results in code that is easily testable? If not, are there any well-defined design principles that promote testable code? I am aware that there is something known as Test Driven Development. Although, I am more interested in designing code with testing in mind during the design phase itself rather than driving design through tests. I hope this makes sense. One more question related to this topic is whether it's alright to re-factor an existing product/project and make changes to code and design for the purpose of being able to write a unit test case for each module?

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  • How to separate and maintain customer specific code

    - by WYSIWYG
    I am implementing customer specific code and currently following simple approach like if (cusomterId == 23) do it. I want to separate out all the customer related code in separate place. But I have following problems. In code is in 1. Stored procs 2. Plain old classes. 3. Controllers 4. Views I came up with two solutions. First is to create table CustomerFunctionlity with columns CustomerId, FunctionalityName, method/Proc, inputs/outputs With this table I can simply check if exists, execute given function. Another way is creating a factory which returns customer related object for an interface. I am writting small end to end customer specific functionalities. How can I write maintenable code. Thanks

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  • Is testable code actually more stable? [closed]

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, however I can't find any studies which actually demonstrate this. I tried looking for studies evaluating the effect of testable code vs. quality, however the closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability. Is testable code is actually more stable? And why, or why not? Please back up your answers with references or evidence to back up your claim.

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  • Using macro to check null values [migrated]

    - by poliron
    My C code contains many functions with pointers to different structs as parameteres which shouldn't be NULL pointers. To make my code more readable, I decided to replace this code: if(arg1==NULL || arg2==NULL || arg3==NULL...) { return SOME_ERROR; } With that macro: NULL_CHECK(arg1,arg2,...) How should I write it, if the number of args is unknown and they can point to different structs?(I work in C99)

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