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  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas. P.S. Sorry for the cross-post. I wrote this up on SO and then remembered that there was a game dev-focused one. Curious to see if I get different answers one place than the other....

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Gathering Staff anyone interested?

    - by kasene
    Thread Title - Gathering Staff Rush-Soft Game Design is currently looking for staff of a moderate skill level. Team Name - RushSoft Game Design Project Name - N/A We are gathering staff so that we can begin working on a new game. Target Aim - Freeware / Free Version - Paid Version With our first project our aim is to simply get our name out there. Generally we will be targeting a freeware distribution platform or a Free and Paid version. Compensation - Prehaps in the future but don't rely on it If in the future we start developing a game we intend to make any sort of sizable profit from then yes, there will be compensation however currently our low, low funding comes from generous donations. Any money that we make for now will go to the teams funding for things like engine licenses and company registration. Technology - C/C++ RSETech Our primary functional language will be C/C++ as most games are. We will be using a custom built library built on Direct3D called RSETech or RushSoft Engine Technology. Currently its is fully capable of being used for developing a game. The final version is made up of almost entirely C (No C++ or OOP). There is a C++ version currently in the works. Programming: - Microsoft Visual C++ 2008 / 2010 2D Art - Photoshop CS2 - GIMP Talent Needed - We currently are in need of x2 Programmers - With understanding of the following C/C ++ and game programming aspects: -If/Else Conditions -Functions/Methods -Arrays -Pointers (You don't need to fully understand these. Just know when they need to be used.) -Enums -Loops (For and While) -Structs (and How to use . and - syntax) -Classes (and how to call methods and access variables from a class) -State Machines -Switches -Include Guards -Understanding of how game loops work in general. (Init, Update, Render, Deinit) x2 Artists - As long as you have the means to and are able to draw 2D sprites and collab with a game designer to get a good result. 1 or more Game Designers - You can design levels (for platformers) as well as write game scripts and you can come up with good ideas and game mechanics. As long as you can do these things and are able to work well with artists and programmers you're golden. Business Consultant - Someone who knows the industry and how it works. Will inquire about possible distribution platforms as well as contact other developers, websites, and publishers on RushSofts behalf. Team Structure - Kasene Clark - Co-Founder/Lead Programmer/Game Designer Casey W - Co-Founder/Artist(GC/Animation)/Game Designer Nathan Mayworm - Game Designer. Website - RushSoft Websitek Contact - Kasene Clark [email protected] - [email protected] Phone - 12075181967 Feedback - Any Thank You! -Kasene

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  • Learning XNA for Game Development. Is it worth It?

    - by Nipuna Silva
    It seems that most of the popular games in the world are developed using C++. But Microsoft's game platform, XNA Studio is based on programming in C# and I didn't find any popular game which was developed using XNA. Also there are fewer Ebooks you find on XNA and even the google search for a problem won't give you much help. Does people doesn't use XNA as a gaming platform? Is it worth learning XNA for game development or should I consider some other platform?

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  • How to reset all the values after completion of the game, before starting it again ?

    - by srikanth rongali
    I have writing a small shooting game in cocos2d. Winning the game is to eliminate all the 10 enemies. After that end screen comes showing 'You Won' and 'Play Again'. If I go for 'Play Again' option the game is starting from where I need. But, the problem is that the game is continuing from previously ended state. I mean it is not starting from enemy 1 again instead it is just showing the end of 10 enemy. I think I have to reset all the values before pushing the scene. But should I reset all the values I have used or there is any other way ? Thank You.

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  • What are the benefits of learning a new language, as a game developer?

    - by Keand64
    I'm an independant game developer/designer, and I'm wondering what specific benefits are there to learning a new programming language. I do my programming in C++ currently, and I want to know if there are any tangible benefits to learning a different language, as in, benefits to writing a game x in language y versus game w in language z? Basically, I understand that learning a new programming language will help me think about a problem in different ways, but what are some actual benefits to using one language over another in specific scenarios?

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  • Web services or shared database for (game) server communication?

    - by jaaronfarr
    We have 2 server clusters: the first is made up of typical web applications backed by SQL databases. The second are highly optimized multiplayer game servers which keep all data in memory. Both clusters communicate with clients via HTTP (Ajax with JSON). There are a few cases in which we need to share data between the two server types, for example, reporting back and storing the results of a game (should ultimately end up in the database). We're considering several approaches for inter-server communication: Just share the MySQL databases between clusters (introduce SQL to the game servers) Sharing data in a distributed key-value store like Memcache, Redis, etc. Use an RPC technology like Google ProtoBufs or Apache Thrift Using RESTful web services (the game server would POST back to the web servers, for example) At the moment, we're leaning towards web services or just sharing the database. Sharing the database seems easy, but we're concerned this adds extra memory and a new dependency into the game servers. Web services provide good separation of concerns and fit with the existing Ajax we use, but add complexity, overhead and many more ways for communication to fail. Are there any other good reasons not to use one or the other approach? Which would be easier to scale?

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  • How do game trainers change an address in memory that's dynamic?

    - by GameTrainersWTF
    Lets assume I am a game and I have a global int* that contains my health. A game trainer's job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But I made a simple program with a global int* and its address changes every time I run the app, so I don't get how game trainers can hard code these addresses? Or is my example wrong? What am I missing?

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  • How do game trainers change a address in memory thats dynamic?

    - by GameTrainersWTF
    Lets assume i am a game and i have a global int* that contains my health. A game trainers job is to modify this value to whatever in order to achieve god mode. I've looked up tutorials on game trainers to understand how they work, and the general idea is to use a memory scanner to try and find the address of a certain value. Then modify this address by injecting a dll or whatever. But i made a simple program with a global int* and its address changes every time i run the app, so i don't get how game trainers can hard code these addresses? Or is my example wrong? What am i missing?

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  • How online-game clients are able to exchange data through internet so fast?

    - by Kirzilla
    Hello, Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet. On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information with server? What server technologies are coming to solve this problem? What algorithms are applied for fighting with delays during game etc. PS: Sorry for my English and I hope that my question is clear. Thank you.

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  • Top Tier, A-Game Talent - How to Land em'

    - by GeekAgilistMercenary
    Recently the question came up from a close friend of mine, "will my PhD help me attain a higher income in the north west?"  I had to tell him, that it might get him a little more, but it won't get him in the top income brackets for the occupation.  Another time, a few days later, someone else asked this too.  Then again, I see a job posting that requires a Bachelors Degree and some other nonsense.  The job posting even states they want "A-Game" talent. I am almost shocked at how poorly part of this industry doesn't realize how unimportant a degree is to getting real top tier, a-game talent.  (and yes, I get a little riled up about this matter) You Can't Make Good Software Developers.  No college out there is going to train someone to be in the top 10%, and absolutely not to be in the top 5% of skill levels.  Colleges can NOT do this.  It is up to the individual, and the individual alone.  If top tier talent seems to come from a college, one should check their premise and look at the motivations the individuals have to go to that school.  There is most likely a reason that top tier talent appears to be made there.  The college however, can only guide or assist, but I repeat that "top tier talent is a very individualistic endeavor". Some might say, well a group is needed, support is needed, this and that are needed.  True, an individual needs a support system and a college can provide that, but it generally ends there.  The support group helps, provides a sounding wall, and provides correlation to good ideas for the a-game top tier geek.  But again, the endeavor is the individuals desire. top tier talent is a very individualistic endeavor - Me Hiring Top Tier, A-Game Talent There are a few things when trying to hire this level of game player. The first thing is to not require a degree of any sort.  Sure, it looks good, but it won't dictate anything other than the individual was able to go through the regimented steps of college. List the skills and ideas that you would like to find in an individual.  Think of two people meeting for the first time, what do you want to know about the other individual.  Team fit is absolutely fundamental for top tier talent.  That support group that I mentioned above, top tier talent works best with a solid group of players. Keep your technology up to date, moving forward, and don't bore your top talent if you manage to get it.  If the company slows down, they will leave.  The more valuable they find out they are, the lower tolerance they'll have for this.  For managers, directors, and leaders in an organization this is THE challenge for them. Provide opportunities not just for advancement, but ways for them to advance their knowledge such as training, a book budget, or other means.  Even if some software they want to use isn't used ton the project, get it for them (within reason of course ? couple $100 or even a few $1000 for a good software license to MSDN, Tellerik, or other suite of software is ideal). Don't push them to, and don't let them overwork themselves into burnout.  This, as a leader in an organization is easy to do if one finds themselves actually hiring top talent.  Because top talent just provides results and more results.  But they are human, they will break, don't be the cause of that or you'll lose your talent. For now, that is it from me on this topic, back to the revenue, code, projects, and pushing forward. For the original entry, check out my personal blog with other juicy tech tidbits, rants, raves, and the like. Agilist Mercenary

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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Part 2&ndash;Load Testing In The Cloud

    - by Tarun Arora
    Welcome to Part 2, In Part 1 we discussed the advantages of creating a Test Rig in the cloud, the Azure edge and the Test Rig Topology we want to get to. In Part 2, Let’s start by understanding the components of Azure we’ll be making use of followed by manually putting them together to create the test rig, so… let’s get down dirty start setting up the Test Rig.  What Components of Azure will I be using for building the Test Rig in the Cloud? To run the Test Agents we’ll make use of Windows Azure Compute and to enable communication between Test Controller and Test Agents we’ll make use of Windows Azure Connect.  Azure Connect The Test Controller is on premise and the Test Agents are in the cloud (How will they talk?). To enable communication between the two, we’ll make use of Windows Azure Connect. With Windows Azure Connect, you can use a simple user interface to configure IPsec protected connections between computers or virtual machines (VMs) in your organization’s network, and roles running in Windows Azure. With this you can now join Windows Azure role instances to your domain, so that you can use your existing methods for domain authentication, name resolution, or other domain-wide maintenance actions. For more details refer to an overview of Windows Azure connect. A very useful video explaining everything you wanted to know about Windows Azure connect.  Azure Compute Windows Azure compute provides developers a platform to host and manage applications in Microsoft’s data centres across the globe. A Windows Azure application is built from one or more components called ‘roles.’ Roles come in three different types: Web role, Worker role, and Virtual Machine (VM) role, we’ll be using the Worker role to set up the Test Agents. A very nice blog post discussing the difference between the 3 role types. Developers are free to use the .NET framework or other software that runs on Windows with the Worker role or Web role. Developers can also create applications using languages such as PHP and Java. More on Windows Azure Compute. Each Windows Azure compute instance represents a virtual server... Virtual Machine Size CPU Cores Memory Cost Per Hour Extra Small Shared 768 MB $0.04 Small 1 1.75 GB $0.12 Medium 2 3.50 GB $0.24 Large 4 7.00 GB $0.48 Extra Large 8 14.00 GB $0.96   You might want to review the Windows Azure Pricing FAQ. Let’s Get Started building the Test Rig… Configuration Machine Role Comments VM – 1 Domain Controller for Playpit.com On Premise VM – 2 TFS, Test Controller On Premise VM – 3 Test Agent Cloud   In this blog post I would assume that you have the domain, Team Foundation Server and Test Controller Installed and set up already. If not, please refer to the TFS 2010 Installation Guide and this walkthrough on MSDN to set up your Test Controller. You can also download a preconfigured TFS 2010 VM from Brian Keller's blog, Brian also has some great hands on Labs on TFS 2010 that you may want to explore. I. Lets start building VM – 3: The Test Agent Download the Windows Azure SDK and Tools Open Visual Studio and create a new Windows Azure Project using the Cloud Template                   Choose the Worker Role for reasons explained in the earlier post         The WorkerRole.cs implements the Run() and OnStart() methods, no code changes required. You should be able to compile the project and run it in the compute emulator (The compute emulator should have been installed as part of the Windows Azure Toolkit) on your local machine.                   We will only be making changes to WindowsAzureProject, open ServiceDefinition.csdef. Ensure that the vmsize is small (remember the cost chart above). Import the “Connect” module. I am importing the Connect module because I need to join the Worker role VM to the Playpit domain. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="WindowsAzureProject2" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceDefinition"> <WorkerRole name="WorkerRole1" vmsize="Small"> <Imports> <Import moduleName="Diagnostics" /> <Import moduleName="Connect"/> </Imports> </WorkerRole> </ServiceDefinition> Go to the ServiceConfiguration.Cloud.cscfg and note that settings with key ‘Microsoft.WindowsAzure.Plugins.Connect.%%%%’ have been added to the configuration file. This is because you decided to import the connect module. See the config below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="WindowsAzureProject2" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*"> <Role name="WorkerRole1"> <Instances count="1" /> <ConfigurationSettings> <Setting name="Microsoft.WindowsAzure.Plugins.Diagnostics.ConnectionString" value="UseDevelopmentStorage=true" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.ActivationToken" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Refresh" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.WaitForConnectivity" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Upgrade" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.EnableDomainJoin" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainFQDN" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainControllerFQDN" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainAccountName" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainPassword" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainOU" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Administrators" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainSiteName" value="" /> </ConfigurationSettings> </Role> </ServiceConfiguration>             Let’s go step by step and understand all the highlighted parameters and where you can find the values for them.       osFamily – By default this is set to 1 (Windows Server 2008 SP2). Change this to 2 if you want the Windows Server 2008 R2 operating system. The Advantage of using osFamily = “2” is that you get Powershell 2.0 rather than Powershell 1.0. In Powershell 2.0 you could simply use “powershell -ExecutionPolicy Unrestricted ./myscript.ps1” and it will work while in Powershell 1.0 you will have to change the registry key by including the following in your command file “reg add HKLM\Software\Microsoft\PowerShell\1\ShellIds\Microsoft.PowerShell /v ExecutionPolicy /d Unrestricted /f” before you can execute any power shell. The other reason you might want to move to os2 is if you wanted IIS 7.5.       Activation Token – To enable communication between the on premise machine and the Windows Azure Worker role VM both need to have the same token. Log on to Windows Azure Management Portal, click on Connect, click on Get Activation Token, this should give you the activation token, copy the activation token to the clipboard and paste it in the configuration file. Note – Later in the blog I’ll be showing you how to install connect on the on premise machine.                       EnableDomainJoin – Set the value to true, ofcourse we want to join the on windows azure worker role VM to the domain.       DomainFQDN, DomainControllerFQDN, DomainAccountName, DomainPassword, DomainOU, Administrators – This information is specific to your domain. I have extracted this information from the ‘service manager’ and ‘Active Directory Users and Computers’. Also, i created a new Domain-OU namely ‘CloudInstances’ so all my cloud instances joined to my domain show up here, this is optional. You can encrypt the DomainPassword – refer to the instructions here. Or hold fire, I’ll be covering that when i come to certificates and encryption in the coming section.       Now once you have filled all this information up, the configuration file should look something like below, <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="WindowsAzureProject2" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="2" osVersion="*"> <Role name="WorkerRole1"> <Instances count="1" /> <ConfigurationSettings> <Setting name="Microsoft.WindowsAzure.Plugins.Diagnostics.ConnectionString" value="UseDevelopmentStorage=true" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.ActivationToken" value="45f55fea-f194-4fbc-b36e-25604faac784" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Refresh" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.WaitForConnectivity" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Upgrade" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.EnableDomainJoin" value="true" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainFQDN" value="play.pit.com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainControllerFQDN" value="WIN-KUDQMQFGQOL.play.pit.com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainAccountName" value="playpit\Administrator" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainPassword" value="************************" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainOU" value="OU=CloudInstances, DC=Play, DC=Pit, DC=com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Administrators" value="Playpit\Administrator" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainSiteName" value="" /> </ConfigurationSettings> </Role> </ServiceConfiguration> Next we will be enabling the Remote Desktop module in to the ServiceDefinition.csdef, we could make changes manually or allow a beautiful wizard to help us make changes. I prefer the second option. So right click on the Windows Azure project and choose Publish       Now once you get the publish wizard, if you haven’t already you would be asked to import your Windows Azure subscription, this is simply the Msdn subscription activation key xml. Once you have done click Next to go to the Settings page and check ‘Enable Remote Desktop for all roles’.       As soon as you do that you get another pop up asking you the details for the user that you would be logging in with (make sure you enter a reasonable expiry date, you do not want the user account to expire today). Notice the more information tag at the bottom, click that to get access to the certificate section. See screen shot below.       From the drop down select the option to create a new certificate        In the pop up window enter the friendly name for your certificate. In my case I entered ‘WAC – Test Rig’ and click ok. This will create a new certificate for you. Click on the view button to see the certificate details. Do you see the Thumbprint, this is the value that will go in the config file (very important). Now click on the Copy to File button to copy the certificate, we will need to import the certificate to the windows Azure Management portal later. So, make sure you save it a safe location.                                Click Finish and enter details of the user you would like to create with permissions for remote desktop access, once you have entered the details on the ‘Remote desktop configuration’ screen click on Ok. From the Publish Windows Azure Wizard screen press Cancel. Cancel because we don’t want to publish the role just yet and Yes because we want to save all the changes in the config file.       Now if you go to the ServiceDefinition.csdef file you will see that the RemoteAccess and RemoteForwarder roles have been imported for you. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="WindowsAzureProject2" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceDefinition"> <WorkerRole name="WorkerRole1" vmsize="Small"> <Imports> <Import moduleName="Diagnostics" /> <Import moduleName="Connect" /> <Import moduleName="RemoteAccess" /> <Import moduleName="RemoteForwarder" /> </Imports> </WorkerRole> </ServiceDefinition> Now go to the ServiceConfiguration.Cloud.cscfg file and you see a whole bunch for setting “Microsoft.WindowsAzure.Plugins.RemoteAccess.%%%” values added for you. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="WindowsAzureProject2" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="2" osVersion="*"> <Role name="WorkerRole1"> <Instances count="1" /> <ConfigurationSettings> <Setting name="Microsoft.WindowsAzure.Plugins.Diagnostics.ConnectionString" value="UseDevelopmentStorage=true" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.ActivationToken" value="45f55fea-f194-4fbc-b36e-25604faac784" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Refresh" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.WaitForConnectivity" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Upgrade" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.EnableDomainJoin" value="true" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainFQDN" value="play.pit.com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainControllerFQDN" value="WIN-KUDQMQFGQOL.play.pit.com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainAccountName" value="playpit\Administrator" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainPassword" value="************************" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainOU" value="OU=CloudInstances, DC=Play, DC=Pit, DC=com" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.Administrators" value="Playpit\Administrator" /> <Setting name="Microsoft.WindowsAzure.Plugins.Connect.DomainSiteName" value="" /> <Setting name="Microsoft.WindowsAzure.Plugins.RemoteAccess.Enabled" value="true" /> <Setting name="Microsoft.WindowsAzure.Plugins.RemoteAccess.AccountUsername" value="Administrator" /> <Setting name="Microsoft.WindowsAzure.Plugins.RemoteAccess.AccountEncryptedPassword" value="MIIBnQYJKoZIhvcNAQcDoIIBjjCCAYoCAQAxggFOMIIBSgIBADAyMB4xHDAaBgNVBAMME1dpbmRvd 3MgQXp1cmUgVG9vbHMCEGa+B46voeO5T305N7TSG9QwDQYJKoZIhvcNAQEBBQAEggEABg4ol5Xol66Ip6QKLbAPWdmD4ae ADZ7aKj6fg4D+ATr0DXBllZHG5Umwf+84Sj2nsPeCyrg3ZDQuxrfhSbdnJwuChKV6ukXdGjX0hlowJu/4dfH4jTJC7sBWS AKaEFU7CxvqYEAL1Hf9VPL5fW6HZVmq1z+qmm4ecGKSTOJ20Fptb463wcXgR8CWGa+1w9xqJ7UmmfGeGeCHQ4QGW0IDSBU6ccg vzF2ug8/FY60K1vrWaCYOhKkxD3YBs8U9X/kOB0yQm2Git0d5tFlIPCBT2AC57bgsAYncXfHvPesI0qs7VZyghk8LVa9g5IqaM Cp6cQ7rmY/dLsKBMkDcdBHuCTAzBgkqhkiG9w0BBwEwFAYIKoZIhvcNAwcECDRVifSXbA43gBApNrp40L1VTVZ1iGag+3O1" /> <Setting name="Microsoft.WindowsAzure.Plugins.RemoteAccess.AccountExpiration" value="2012-11-27T23:59:59.0000000+00:00" /> <Setting name="Microsoft.WindowsAzure.Plugins.RemoteForwarder.Enabled" value="true" /> </ConfigurationSettings> <Certificates> <Certificate name="Microsoft.WindowsAzure.Plugins.RemoteAccess.PasswordEncryption" thumbprint="AA23016CF0BDFC344400B5B82706B608B92E4217" thumbprintAlgorithm="sha1" /> </Certificates> </Role> </ServiceConfiguration>          Okay let’s look at them one at a time,       Enabled - Yes, we would like to enable Remote Access.       AccountUserName – This is the user name you entered while you were on the publish windows azure role screen, as detailed above.       AccountEncrytedPassword – Try and decode that, the certificate is used to encrypt the password you specified for the user account. Remember earlier i said, either use the instructions or wait and i’ll be showing you encryption, now the user account i am using for rdp has the same password as my domain password, so i can simply copy the value of the AccountEncryptedPassword to the DomainPassword as well.       AccountExpiration – This is the expiration as you specified in the wizard earlier, make sure your account does not expire today.       Remote Forwarder – Check out the documentation, below is how I understand it, -- One role in an application that implements a remote desktop connection must import the RemoteForwarder module. The two modules work together to enable the remote desktop connections to role instances. -- If you have multiple roles defined in the service model, it does not matter which role you add the RemoteForwarder module to, but you must add it to only one of the role definitions.       Certificate – Remember the certificate thumbprint from the wizard, the on premise machine and windows azure role machine that need to speak to each other must have the same thumbprint. More on that when we install Windows Azure connect Endpoints on the on premise machine. As i said earlier, in this blog post, I’ll be showing you the manual process so i won’t be scripting any star up tasks to install the test agent or register the test agent with the TFS Server. I’ll be showing you all this cool stuff in the next blog post, that’s because it’s important to understand the manual side of it, it becomes easier for you to troubleshoot in case something fails. Having said that, the changes we have made are sufficient to spin up the Windows Azure Worker Role aka Test Agent VM, have it connected with the play.pit.com domain and have remote access enabled on it. Before we deploy the Test Agent VM we need to set up Windows Azure Connect on the TFS Server. II. Windows Azure Connect: Setting up Connect on VM – 2 i.e. TFS & Test Controller Glad you made it so far, now to enable communication between the on premise TFS/Test Controller and Azure-ed Test Agent we need to enable communication. We have set up the Azure connect module in the Test Agent configuration, now the connect end points need to be enabled on the on premise machines, let’s have a look at how we can do this. Log on to VM – 2 running the TFS Server and Test Controller Log on to the Windows Azure Management Portal and click on Virtual Network Click on Virtual Network, if you already have a subscription you should see the below screen shot, if not, you would be asked to complete the subscription first        Click on Install Local Endpoints from the top left on the panel and you get a url appended with a token id in it, remember the token i showed you earlier, in theory the token you get here should match the token you added to the Test Agent config file.        Copy the url to the clip board and paste it in IE explorer (important, the installation at present only works out of IE and you need to have cookies enabled in order to complete the installation). As stated in the pop up, you can NOT download and run the software later, you need to run it as is, since it contains a token. Once the installation completes you should see the Windows Azure connect icon in the system tray.                         Right click the Azure Connect icon, choose Diagnostics and refer to this link for diagnostic detail terminology. NOTE – Unfortunately I could not see the Windows Azure connect icon in the system tray, a bit of binging with Google revealed that the azure connect icon is only shown when the ‘Windows Azure Connect Endpoint’ Service is started. So go to services.msc and make sure that the service is started, if not start it, unfortunately again, the service did not start for me on a manual start and i realised that one of the dependant services was disabled, you can look at the service dependencies and start them and then start windows azure connect. Bottom line, you need to start Windows Azure connect service before you can proceed. Please refer here on MSDN for more on Troubleshooting Windows Azure connect. (Follow the next step as well)   Now go back to the Windows Azure Management Portal and from Groups and Roles create a new group, lets call it ‘Test Rig’. Make sure you add the VM – 2 (the TFS Server VM where you just installed the endpoint).       Now if you go back to the Azure Connect icon in the system tray and click ‘Refresh Policy’ you will notice that the disconnected status of the icon should change to ready for connection. III. Importing Certificate in to Windows Azure Management Portal But before that you need to import the certificate you created in Step I in to the Windows Azure Management Portal. Log on to the Windows Azure Management Portal and click on ‘Hosted Services, Storage Accounts & CDN’ and then ‘Management Certificates’ followed by Add Certificates as shown in the screen shot below        Browse to the location where you saved the certificate earlier, remember… Refer to Step I in case you forgot.        Now you should be able to see the imported certificate here, make sure the thumbprint of the certificate matches the one you inserted in the config files        IV. Publish Windows Azure Worker Role aka Test Agent Having completed I, II and III, you are ready to publish the Test Agent VM – 3 to the cloud. Go to Visual Studio and right click the Windows Azure project and select Publish. Verify the infomration in the wizard, from the advanced settings tab, you can also enabled capture of intellitrace or profiling information.         Click Next and Click Publish! From the view menu bar select the Windows Azure Activity Log window.       Now you should be able to see the deployment progress in real time.             In the Windows Azure Management Portal, you should also be able to see the progress of creation of a new Worker Role.       Once the deployment is complete you should be able to RDP (go to run prompt type mstsc and in the pop up the machine name) in to the Test Agent Worker Role VM from the Playpit network using the domain admin user account. In case you are unable to log in to the Test Agent using the domain admin user account it means the process of joining the Test Agent to the domain has failed! But the good news is, because you imported the connect module, you can connect to the Test Agent machine using Windows Azure Management Portal and troubleshoot the reason for failure, you will be able to log in with the user name and password you specified in the config file for the keys ‘RemoteAccess.AccountUsername, RemoteAccess.EncryptedPassword (just that enter the password unencrypted)’, fix it or manually join the machine to the domain. Once you have managed to Join the Test Agent VM to the Domain move to the next step.      So, log in to the Test Agent Worker Role VM with the Playpit Domain Administrator and verify that you can log in, the machine is connected to the domain and the connect service is successfully running. If yes, give your self a pat on the back, you are 80% mission accomplished!         Go to the Windows Azure Management Portal and click on Virtual Network, click on Groups and Roles and click on Test Rig, click Edit Group, the edit the Test Rig group you created earlier. In the Connect to section, click on Add to select the worker role you have just deployed. Also, check the ‘Allow connections between endpoints in the group’ with this you will enable to communication between test controller and test agents and test agents/test agents. Click Save.      Now, you are ready to deploy the Test Agent software on the Worker Role Test Agent VM and configure it to work with the Test Controller. V. Configuring VM – 3: Installing Test Agent and Associating Test Agent to Controller Log in to the Worker Role Test Agent VM that you have just successfully deployed, make sure you log in with the domain administrator account. Download the All Agents software from MSDN, ‘en_visual_studio_agents_2010_x86_x64_dvd_509679.iso’, extract the iso and navigate to where you have extracted the iso. In my case, i have extracted the iso to “C:\Resources\Temp\VsAgentSetup”. Open the Test Agent folder and double click on setup.exe. Once you have installed the Test Agent you should reach the configuration window. If you face any issues installing TFS Test Agent on the VM, refer to the walkthrough on MSDN.       Once you have successfully installed the Test Agent software you will need to configure the test agent. Right click the test agent configuration tool and run as a different user. i.e. an Administrator. This is really to run the configuration wizard with elevated privileges (you might have UAC block something's otherwise).        In the run options, you can select ‘service’ you do not need to run the agent as interactive un less you are running coded UI tests. I have specified the domain administrator to connect to the TFS Test Controller. In real life, i would never do that, i would create a separate test user service account for this purpose. But for the blog post, we are using the most powerful user so that any policies or restrictions don’t block you.        Click the Apply Settings button and you should be all green! If not, the summary usually gives helpful error messages that you can resolve and proceed. As per my experience, you may run in to either a permission or a firewall blocking communication issue.        And now the moment of truth! Go to VM –2 open up Visual Studio and from the Test Menu select Manage Test Controller       Mission Accomplished! You should be able to see the Test Agent that you have just configured here,         VI. Creating and Running Load Tests on your brand new Azure-ed Test Rig I have various blog posts on Performance Testing with Visual Studio Ultimate, you can follow the links and videos below, Blog Posts: - Part 1 – Performance Testing using Visual Studio 2010 Ultimate - Part 2 – Performance Testing using Visual Studio 2010 Ultimate - Part 3 – Performance Testing using Visual Studio 2010 Ultimate Videos: - Test Tools Configuration & Settings in Visual Studio - Why & How to Record Web Performance Tests in Visual Studio Ultimate - Goal Driven Load Testing using Visual Studio Ultimate Now that you have created your load tests, there is one last change you need to make before you can run the tests on your Azure Test Rig, create a new Test settings file, and change the Test Execution method to ‘Remote Execution’ and select the test controller you have configured the Worker Role Test Agent against in our case VM – 2 So, go on, fire off a test run and see the results of the test being executed on the Azur-ed Test Rig. Review and What’s next? A quick recap of the benefits of running the Test Rig in the cloud and what i will be covering in the next blog post AND I would love to hear your feedback! Advantages Utilizing the power of Azure compute to run a heavy virtual user load. Benefiting from the Azure flexibility, destroy Test Agents when not in use, takes < 25 minutes to spin up a new Test Agent. Most important test Network Latency, (network latency and speed of connection are two different things – usually network latency is very hard to test), by placing the Test Agents in Microsoft Data centres around the globe, one can actually test the lag in transferring the bytes not because of a slow connection but because the page has been requested from the other side of the globe. Next Steps The process of spinning up the Test Agents in windows Azure is not 100% automated. I am working on the Worker process and power shell scripts to make the role deployment, unattended install of test agent software and registration of the test agent to the test controller automated. In the next blog post I will show you how to make the complete process unattended and automated. Remember to subscribe to http://feeds.feedburner.com/TarunArora. Hope you enjoyed this post, I would love to hear your feedback! If you have any recommendations on things that I should consider or any questions or feedback, feel free to leave a comment. See you in Part III.   Share this post : CodeProject

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • When does "proper" programming no longer matter?

    - by Kai Qing
    I've been a full time programmer for about 8 years now. Web based mostly, ranging in weird jobs for clients. Never anything I "want" to do. So my experience is limited to what I've been contracted to do, having no real incentive to master anything in particular. So here's my scenario and ultimately what I wonder about... I've been building an android game in my spare time. It's using the libgdx library so quite a bit of the heavy lifting is done for me. I don't read much of the docs cause unless it's in tutorial format I will just not care, and ultimately most of my questions have already been asked on stackoverflow. I get along fine and my game works as expected... Suspiciously well, even. So much so that I wonder why one should bother to be "proper" when coding if the end result is ultimately the same. To be more specific, I used a hashtable because I wanted something close to an associative array. Human readable key values. In other places to achieve similar things, I use a vector. I know libgdx has vector2 and vector3 classes, but I've never used them. When I come across weird problems and search stackoverflow for help, I see a lot of people just reaming the questions that use a certain datatype when another one is technically "proper." Like using an ArrayList because it does not require defined bounds versus re-defining an int[] with new known boundaries. Or even something trivial like this: for(int i = 0; i < items.length; i ++) { // do something } I know it evaluates item.length on every iteration. I just don't care. I know items will never be more than 15 to 20 items. So why bother caring if I evaluate items.length on every iteration? So I wonder - why does everyone get all up in arms over this? Who cares if I use a less efficient datatype to get the job done? I ran some tests to see how the app performs using the lazy, get it done fast and don't look back method I just described versus the proper, follow the tutorial and use the exact data types suggested by the community. The results: Same thing. Average 45 fps. I opened every app on the phone and galaxy tab. Same deal. No difference. My game is pretty graphic intensive. It's not like it's just a simple thing. I expected it to perform kind of badly since I don't care to optimize image assets or... well, you probably get the idea. I'm making the game for fun. As a joke, really. But in doing so I'm working outside the normal scope of my job, which is to always follow the rules and do it the right way. So to say, I am without bounds here and this has caused me to wonder why I ever really care to be "proper" So I guess my question to you is this: Is there a threshold when it no longer matters to be proper? Is there a lasting, longer term consequence to the lazy, get it done and don't look back route? Is it ok to say - "so long as it gets the job done, I don't care?" Disclaimer: When I program my game, I am almost always drunk. I do it to remember why I got into this stuff to begin with because the monotony of client based web work will make you hate being a programmer. I'm having a blast and my game is not crashing, tests well, performs well, looks good on all devices so far and has no noticeable negative impact on any of my testing devices. I expected failure because I was being so drunkenly careless with my code, but to my surprise, it had no noticeable impact. I am now starting to question the need to be careful. Help me regain the ability to care! ... or explain why it's not a bad thing to not care. Secondary disclaimer: I am aware of the benefits of maintainability. For myself and others. Agreed. But it's not like someone happening across my inefficient int[] loop won't know what it does. As an experienced programmer those kinds of things are just clear on sight. I document the complex stuff for myself knowing I was drunk and will probably need a reminder. Those notes would clarify any confusion for someone who might ever gaze upon my ridiculous game - though the reality is that either I maintain it myself or it fades into time. I'm ok with that. But if it doesn't slow the device down, or crash, then crossing the t's and dotting the i's might actually require more time than it's worth.

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • How to utilize Varnish for A/B Testing and Feature Rollout?

    - by Ken
    Hi all, wasn't really sure if this should go here on or stackoverlow - admins, please move if i'm mistaken (and sorry). Today we have our web layer exposed to the world. We would like to add Varnish in front of our web layer to accelerate the site and reduce calls to the backend. However, we have some concerns and i was wondering how most people approach them: A/B Testing - How do you test two "versions" of each page and compare? I mean, how does varnish know which page to serve up? If and how do you save seperate versions on each page? Feature rollout - how would you set up a simple feature rollout mechanism? Let's say i want to open a new feature/page to just 10% of the traffic.. and then later increase that to 20%? How do you handle code deployments? Do you purge your entire varnish cache every deployment? (We have deployments on a daily basis). Or do you just let it slowly expire (using TTL)? Any ideas and examples regarding these issues is greatly appreciated! Thanks in advance. Ken.

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  • Is it worth hiring a hacker to perform some penetration testing on my servers ?

    - by Brann
    I'm working in a small IT company with paranoid clients, so security has always been an important consideration to us ; In the past, we've already mandated two penetration testing from independent companies specialized in this area (Dionach and GSS). We've also ran some automated penetration tests using Nessus. Those two auditors were given a lot of insider information, and found almost nothing* ... While it feels comfortable to think our system is perfectly sure (and it was surely comfortable to show those reports to our clients when they performed their due diligence work), I've got a hard time believing that we've achieved a perfectly sure system, especially considering that we have no security specialist in our company (Security has always been a concern, and we're completely paranoid, which helps, but that's far as it goes!) If hackers can hack into companies that probably employ at least a few people whose sole task is to ensure their data stays private, surely they could hack into our small business, right ? Does someone have any experience in hiring an "ethical hacker"? How to find one? How much would it cost? *The only recommendation they made us was to upgrade our remote desktop protocols on two windows servers, which they were able to access because we gave them the correct non-standard port and whitelisted their IP

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  • Continuous Integration for SQL Server Part II – Integration Testing

    - by Ben Rees
    My previous post, on setting up Continuous Integration for SQL Server databases using GitHub, Bamboo and Red Gate’s tools, covered the first two parts of a simple Database Continuous Delivery process: Putting your database in to a source control system, and, Running a continuous integration process, each time changes are checked in. However there is, of course, a lot more to to Continuous Delivery than that. Specifically, in addition to the above: Putting some actual integration tests in to the CI process (otherwise, they don’t really do much, do they!?), Deploying the database changes with a managed, automated approach, Monitoring what you’ve just put live, to make sure you haven’t broken anything. This post will detail how to set up a very simple pipeline for implementing the first of these (continuous integration testing). NB: A lot of the setup in this post is built on top of the configuration from before, so it might be difficult to implement this post without running through part I first. There’ll then be a third post on automated database deployment followed by a final post dealing with the last item – monitoring changes on the live system. In the previous post, I used a mixture of Red Gate products and other 3rd party software – GitHub and Atlassian Bamboo specifically. This was partly because I believe most people work in an heterogeneous environment, using software from different vendors to suit their purposes and I wanted to show how this could work for this process. For example, you could easily substitute Atlassian’s BitBucket or Stash for GitHub, depending on your needs, or use an alternative CI server such as TeamCity, TFS or Jenkins. However, in this, post, I’ll be mostly using Red Gate products only (other than tSQLt). I would do this, firstly because I work for Red Gate. However, I also think that in the area of Database Delivery processes, nobody else has the offerings to implement this process fully – so I didn’t have any choice!   Background on Continuous Delivery For me, a great source of information on what makes a proper Continuous Delivery process is the Jez Humble and David Farley classic: Continuous Delivery – Reliable Software Releases through Build, Test, and Deployment Automation This book is not of course, primarily about databases, and the process I outline here and in the previous article is a gross simplification of what Jez and David describe (not least because it’s that much harder for databases!). However, a lot of the principles that they describe can be equally applied to database development and, I would argue, should be. As I say however, what I describe here is a very simple version of what would be required for a full production process. A couple of useful resources on handling some of these complexities can be found in the following two references: Refactoring Databases – Evolutionary Database Design, by Scott J Ambler and Pramod J. Sadalage Versioning Databases – Branching and Merging, by Scott Allen In particular, I don’t deal at all with the issues of multiple branches and merging of those branches, an issue made particularly acute by the use of GitHub. The other point worth making is that, in the words of Martin Fowler: Continuous Delivery is about keeping your application in a state where it is always able to deploy into production.   I.e. we are not talking about continuously delivery updates to the production database every time someone checks in an amendment to a stored procedure. That is possible (and what Martin calls Continuous Deployment). However, again, that’s more than I describe in this article. And I doubt I need to remind DBAs or Developers to Proceed with Caution!   Integration Testing Back to something practical. The next stage, building on our set up from the previous article, is to add in some integration tests to the process. As I say, the CI process, though interesting, isn’t enormously useful without some sort of test process running. For this we’ll use the tSQLt framework, an open source framework designed specifically for running SQL Server tests. tSQLt is part of Red Gate’s SQL Test found on http://www.red-gate.com/products/sql-development/sql-test/ or can be downloaded separately from www.tsqlt.org - though I’ll provide a step-by-step guide below for setting this up. Getting tSQLt set up via SQL Test Click on the link http://www.red-gate.com/products/sql-development/sql-test/ and click on the blue Download button to download the Red Gate SQL Test product, if not already installed. Follow the install process for SQL Test to install the SQL Server Management Studio (SSMS) plugin on to your machine, if not already installed. Open SSMS. You should now see SQL Test under the Tools menu:   Clicking this link will give you the basic SQL Test dialogue: As yet, though we’ve installed the SQL Test product we haven’t yet installed the tSQLt test framework on to any particular database. To do this, we need to add our RedGateApp database using this dialogue, by clicking on the + Add Database to SQL Test… link, selecting the RedGateApp database and clicking the Add Database link:   In the next screen, SQL Test describes what will be installed on the database for the tSQLt framework. Also in this dialogue, uncheck the “Add SQL Cop tests” option (shown below). SQL Cop is a great set of pre-defined tests that work within the tSQLt framework to check the general health of your SQL Server database. However, we won’t be using them in this particular simple example: Once you’ve clicked on the OK button, the changes described in the dialogue will be made to your database. Some of these are shown in the left-hand-side below: We’ve now installed the framework. However, we haven’t actually created any tests, so this will be the next step. But, before we proceed, we’ve made an update to our database so should, again check this in to source control, adding comments as required:   Also worth a quick check that your build still runs with the new additions!: (And a quick check of the RedGateAppCI database shows that the changes have been made).   Creating and Testing a Unit Test There are, of course, a lot of very interesting unit tests that you could and should set up for a database. The great thing about the tSQLt framework is that you can write these in SQL. The example I’m going to use here is pretty Mickey Mouse – our database table is going to include some email addresses as reference data and I want to check whether these are all in a correct email format. Nothing clever but it illustrates the process and hopefully shows the method by which more interesting tests could be set up. Adding Reference Data to our Database To start, I want to add some reference data to my database, and have this source controlled (as well as the schema). First of all I need to add some data in to my solitary table – this can be done a number of ways, but I’ll do this in SSMS for simplicity: I then add some reference data to my table: Currently this reference data just exists in the database. For proper integration testing, this needs to form part of the source-controlled version of the database – and so needs to be added to the Git repository. This can be done via SQL Source Control, though first a Primary Key needs to be added to the table. Right click the table, select Design, then right-click on the first “id” row. Then click on “Set Primary Key”: NB: once this change is made, click Save to save the change to the table. Then, to source control this reference data, right click on the table (dbo.Email) and selecting the following option:   In the next screen, link the data in the Email table, by selecting it from the list and clicking “save and close”: We should at this point re-commit the changes (both the addition of the Primary Key, and the data) to the Git repo. NB: From here on, I won’t show screenshots for the GitHub side of things – it’s the same each time: whenever a change is made in SQL Source Control and committed to your local folder, you then need to sync this in the GitHub Windows client (as this is where the build server, Bamboo is taking it from). An interesting point to note here, when these changes are committed in SQL Source Control (right-click database and select “Commit Changes to Source Control..”): The display gives a warning about possibly needing a migration script for the “Add Primary Key” step of the changes. This isn’t actually necessary in this case, but this mechanism would allow you to create override scripts to replace the default change scripts created by the SQL Compare engine (which runs underneath SQL Source Control). Ignoring this message (!), we add a comment and commit the changes to Git. I then sync these, run a build (or the build gets run automatically), and check that the data is being deployed over to the target RedGateAppCI database:   Creating and Running the Test As I mention, the test I’m going to use here is a very simple one - are the email addresses in my reference table valid? This isn’t of course, a full test of email validation (I expect the email addresses I’ve chosen here aren’t really the those of the Fab Four) – but just a very basic check of format used. I’ve taken the relevant SQL from this Stack Overflow article. In SSMS select “SQL Test” from the Tools menu, then click on + New Test: In the next screen, give your new test a name, and also enter a name in the Test Class box (test classes are schemas that help you keep things organised). Also check that the database in which the test is going to be created is correct – RedGateApp in this example: Click “Create Test”. After closing a couple of subsequent dialogues, you’ll see a dummy script for the test, that needs filling in:   We now need to define the SQL for our test. As mentioned before, tSQLt allows you to write your unit tests in T-SQL, and the code I’m going to use here is as below. This needs to be copied and pasted in to the query window, to replace the default given by tSQLt: –  Basic email check test ALTER PROCEDURE [MyChecks].[test Check Email Addresses] AS BEGIN SET NOCOUNT ON         Declare @Output VarChar(max)     Set @Output = ”       SELECT  @Output = @Output + Email +Char(13) + Char(10) FROM dbo.Email WHERE email NOT LIKE ‘%_@__%.__%’       If @Output > ”         Begin             Set @Output = Char(13) + Char(10)                           + @Output             EXEC tSQLt.Fail@Output         End   END;   Once this script is entered, hit execute to add the Stored Procedure to the database. Before committing the test to source control,  it’s worth just checking that it works! For a positive test, click on “SQL Test” from the Tools menu, then click Run Tests. You should see output like the following: - a green tick to indicate success! But of course, what we also need to do is test that this is actually doing something by showing a failed test. Edit one of the email addresses in your table to an incorrect format: Now, re-run the same SQL Test as before and you’ll see the following: Great – we now know that our test is really doing something! You’ll also see a useful error message at the bottom of SSMS: (leave the email address as invalid for now, for the next steps). The next stage is to check this new test in to source control again, by right-clicking on the database and checking in the changes with a commit message (and not forgetting to sync in the GitHub client):   Checking that the Tests are Running as Integration Tests After the changes above are made, and after a build has run on Bamboo (manual or automatic), looking at the Stored Procedures for the RedGateAppCI, the SPROC for the new test has been moved over to the database. However this is not exactly what we were after. We didn’t want to just copy objects from one database to another, but actually run the tests as part of the build/integration test process. I.e. we’re continuously checking any changes we make (in this case, to the reference data emails), to ensure we’re not breaking a test that we’ve set up. The behaviour we want to see is that, if we check in static data that is incorrect (as we did in step 9 above) and we have the tSQLt test set up, then our build in Bamboo should fail. However, re-running the build shows the following: - sadly, a successful build! To make sure the tSQLt tests are run as part of the integration test, we need to amend a switch in the Red Gate CI config file. First, navigate to file sqlCI.targets in your working folder: Edit this document, make the following change, save the document, then commit and sync this change in the GitHub client: <!-- tSQLt tests --> <!-- Optional --> <!-- To run tSQLt tests in source control for the database, enter true. --> <enableTsqlt>true</enableTsqlt> Now, if we re-run the build in Bamboo (NB: I’ve moved to a new server here, hence different address and build number): - superb, a broken build!! The error message isn’t great here, so to get more detailed info, click on the full build log link on this page (below the fold). The interesting part of the log shown is towards the bottom. Pulling out this part:   21-Jun-2013 11:35:19 Build FAILED. 21-Jun-2013 11:35:19 21-Jun-2013 11:35:19 "C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj" (default target) (1) -> 21-Jun-2013 11:35:19 (sqlCI target) -> 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: RedGate.Deploy.SqlServerDbPackage.Shared.Exceptions.InvalidSqlException: Test Case Summary: 1 test case(s) executed, 0 succeeded, 1 failed, 0 errored. [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: [MyChecks].[test Check Email Addresses] failed: [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: ringo.starr@beatles [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: +----------------------+ [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj] 21-Jun-2013 11:35:19 EXEC : sqlCI error occurred: |Test Execution Summary| [C:\Users\Administrator\bamboo-home\xml-data\build-dir\RGA-RGP-JOB1\sqlCI.proj]   As a final check, we should make sure that, if we now fix this error, the build succeeds. So in SSMS, I’m going to correct the invalid email address, then check this change in to SQL Source Control (with a comment), commit to GitHub, and re-run the build:   This should have fixed the build: It worked! Summary This has been a very quick run through the implementation of CI for databases, including tSQLt tests to test whether your database updates are working. The next post in this series will focus on automated deployment – we’ve tested our database changes, how can we now deploy these to target sites?  

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • Unit Testing using InternalsVisibleToAttribute requires compiling with /out:filename.ext?

    - by Will Marcouiller
    In my most recent question: Unit Testing Best Practice? / C# InternalsVisibleTo() attribute for VBNET 2.0 while testing?, I was asking about InternalsVisibleToAttribute. I have read the documentation on how to use it, and everything is fine and understood. However, I can't instantiate my class Groupe from my Testing project. I want to be able to instantiate my internal class in my wrapper assembly, from my testing assembly. Any help is appreciated! EDIT #1 Here's the compile-time error I get when I do try to instantiate my type: Erreur 2 'Carra.Exemples.Blocs.ActiveDirectory.Groupe' n'est pas accessible dans ce contexte, car il est 'Private'. C:\Open\Projects\Exemples\Src\Carra.Exemples.Blocs.ActiveDirectory\Carra.Exemples.Blocs.ActiveDirectory.Tests\GroupeTests.vb 9 18 Carra.Exemples.Blocs.ActiveDirectory.Tests (This says that my type is not accessible in this context, because it is private.) But it's Friend (internal)! EDIT #2 Here's a piece of code as suggested for the Groupe class implementing the Public interface IGroupe: #Region "Importations" Imports System.DirectoryServices Imports System.Runtime.CompilerServices #End Region <Assembly: InternalsVisibleTo("Carra.Exemples.Blocs.ActiveDirectory.Tests")> Friend Class Groupe Implements IGroupe #Region "Membres privés" Private _classe As String = "group" Private _domaine As String Private _membres As CustomSet(Of IUtilisateur) Private _groupeNatif As DirectoryEntry #End Region #Region "Constructeurs" Friend Sub New() _membres = New CustomSet(Of IUtilisateur)() _groupeNatif = New DirectoryEntry() End Sub Friend Sub New(ByVal domaine As String) If (String.IsNullOrEmpty(domaine)) Then Throw New ArgumentNullException() _domaine = domaine _membres = New CustomSet(Of IUtilisateur)() _groupeNatif = New DirectoryEntry(domaine) End Sub Friend Sub New(ByVal groupeNatif As DirectoryEntry) _groupeNatif = groupeNatif _domaine = _groupeNatif.Path _membres = New CustomSet(Of IUtilisateur)() End Sub #End Region And the code trying to use it: #Region "Importations" Imports NUnit.Framework Imports Carra.Exemples.Blocs.ActiveDirectory.Tests #End Region <TestFixture()> _ Public Class GroupeTests <Test()> _ Public Sub CreerDefaut() Dim g As Groupe = New Groupe() Assert.IsNotNull(g) Assert.IsInstanceOf(Groupe, g) End Sub End Class EDIT #3 Damn! I have just noticed that I wasn't importing the assembly in my importation region. Nope, didn't solve anything =( Thanks!

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