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  • Responsive Web design d'Ethan Marcotte, critique par Ihèb BEN ROMDHANE

    Bonjour, Je vous propose la critique du Livre Responsive Web design de Ethan Marcotte. Citation: Encore un très bon ouvrage dans l'excellente collection A book Apart, dans lequel Ethan Marcotte aborde, de manière très claire et argumentée, les différents aspects qui mènent à la création d'une mise en page fluide et responsive. Les exemples présentés s'appuient sur le principe des grilles de m...

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  • Using Flash in Your Website Design

    Many people like a wow factor in their website design and something that gives that is flash. Flash is used to created rich internet applications such as animation, video, audio and the interactivity of images.

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  • LibGDX Boid Seek Behaviour

    - by childonline
    I'm trying to make a swarm of boids which seek out the mouse position and move towards it, but I'm having a bit of a problem. The boids just seem to want to go to upper-right corner of the game window. The mouse position seems influence the behavior a bit, but not enough to make the boid turn towards it. I suspect there is a problem with the way LibGDX handles its coordinate system, but I'm not sure how to fix it I've uploaded the eclipse project here! Also here are the relevant bits of my code, in case you see something obviously wrong: public Agent(){ _texture = GdxGame.TEX_AGENT; TextureRegion region = new TextureRegion(_texture, 0, 0, 32, 32); TextureRegion region2 = new TextureRegion(GdxGame.TEX_TARGET, 0, 0, 32, 32); _sprite = new Sprite(region); _sprite.setSize(.05f, .05f); _sprite_target = new Sprite(region2); _sprite_target.setSize(.1f, .1f); _max_velocity = 0.05f; _max_speed = 0.005f; _velocity = new Vector2(0, 0); _desired_velocity = new Vector2(0, 0); _steering = new Vector2(0, 0); _position = new Vector2(-_sprite.getWidth()/2, -_sprite.getHeight()/2); _mass = 10f; } public void Update(float deltaTime){ _target = new Vector2(Gdx.input.getX(), Gdx.input.getY()); _desired_velocity = ((_target.sub(_position)).nor()).scl(_max_velocity,_max_velocity); _steering = ((_desired_velocity.sub(_velocity)).limit(_max_speed)).div(_mass); _velocity = (_velocity.add(_steering)).limit(_max_speed); _position = _position.add(_velocity); _sprite.setPosition(_position.x, _position.y); _sprite_target.setPosition(Gdx.input.getX(), Gdx.input.getY()); } I've used this tutorial here. Thanks!

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  • BAM design pointers

    - by Kavitha Srinivasan
    In working recently with a large Oracle customer on SOA and BAM, I discovered that some BAM best practices are not quite well known as I had always assumed ! There is a doc bug out to formally incorporate those learnings but here are a few notes..  EMS-DO parity When using EMS (Enterprise Message Source) as a BAM feed, the best practice is to use one EMS to write to one Data Object. There is a possibility of collisions and duplicates when multiple EMS write to the same row of a DO at the same time. This customer had 17 EMS writing to one DO at the same time. Every sensor in their BPEL process writes to one topic but the Topic was read by 1 EMS corresponding to one sensor. They then used XSL within BAM to transform the payload into the BAM DO format. And hence for a given BPEL instance, 17 sensors fired, populated 1 JMS topic, was consumed by 17 EMS which in turn wrote to 1 DataObject.(You can image what would happen for later versions of the application that needs to send more information to BAM !).  We modified their design to use one Master XSL based on sensorname for all sensors relating to a DO- say Data Object 'Orders' and were able to thus reduce the 17 EMS to 1 with a master XSL. For those of you wondering about how squeaky clean this design is, you are right ! This is indeed not squeaky clean and that brings us to yet another 'inferred' best practice. (I try very hard not to state the obvious in my blogs with the hope that everytime I blog, it is very useful but this one is an exception.) Transformations and Calculations It is optimal to do transformations within an engine like BPEL. Not only does this provide modelling ease with a nice GUI XSL mapper in JDeveloper, the XSL engine in BPEL is quite efficient at runtime as well. And so, doing XSL transformations in BAM is not quite prudent.  The same is true for any non-trivial calculations as well. It is best to do all transformations,calcuations and sanitize the data in a BPEL or like layer and then send this to BAM (via JMS, WS etc.) This then delegates simply the function of report rendering and mechanics of real-time reporting to the Oracle BAM reporting tool which it is most suited to do. All nulls are not created equal Here is yet another possibly known fact but reiterated here. For an EMS with an Upsert operation: a) If Empty tags or tags with no value are sent like <Tag1/> or <Tag1></Tag1>, the DO will be overwritten with --null-- b) If Empty tags are suppressed ie not generated at all, the corresponding DO field will NOT be overwritten. The field will have whatever value existed previously.  For an EMS with an Insert operation, both tags with an empty value and no tags result in –null-- being written to the DO. Hope this helps .. Happy 4th!

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  • Google Chrome Extensions: UI Design

    Google Chrome Extensions: UI Design Erik Kay, an engineer at Google, provides more information about the UI of Google Chrome's extension system. For more information visit code.google.com/chrome/extensions. From: GoogleDevelopers Views: 10120 57 ratings Time: 03:49 More in Science & Technology

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  • Simple tips to design a Customer Journey Map

    - by Isabel F. Peñuelas
    “A model can abstract to a level that is comprehensible to humans, without getting lost in details.” -The Unified Modeling Language Reference Manual. Inception using Post-it, StoryBoards, Lego or Mindmaping Techniques The first step in a Customer Experience project is to describe customer interactions creating a customer journey map. Modeling is never easy, so to succeed on this effort, it is very convenient that your CX´s team have some “abstract thinking” skills. Besides is very helpful to consult a Business Service Design offered by an Interactive Agency to lead your inception process. Initially, you may start by a free discussion using post-it cards; storyboards; even lego or any other brainstorming technique you like. This will help you to get your mind into the path followed by the customer to purchase your product or to consume any business service you actually offer to your customers, or plan to offer in the near future. (from www.servicedesigntools.org) Colorful Mind Maps are very useful to document and share meeting ideas. Some Mind Maps software providers as ThinkBuzzan provide trial versions, and you will find more mindmapping options on this post by Mashable. Finally to produce a quick one, I do recommend Wise, an entirely online mindmaping service. On my view the best results in terms of communication will always come for an artistic hand-made drawing. Customer Experience Mind Map Example Making your first Customer Journey Map To add some more formalization to your thoughts, there is a wide offering for designing Customer Journey Maps. A Customer Map can be represented as an oriented graph in which another follows each step. The one below is the most simple Customer Journey you can draw. Nothing more than a couple of pictures, numbers and lines to design the customer steps sequence in the purchase process. Very simple Customer Journey for Social Mobile Shopping There are a lot of Customer Journey templates much more sophisticated available  in the Web using a variety of styles, as per example this one with a focus on underlining emotional experience, or this other worksheet template. Representing different interaction devices on the vertical axis, and touchpoints / requirements and existing gaps horizontally  is today´s most common format for Customer Journeys. From Customer Journey Maps to CX Technology Adoption Plans Once you have your map ready, you can start to identify the IT infrastructure requirements for your CXProject. By analyzing customer problems and improvement opportunities with maps, you will then identify the technology gaps and the new investment requirements in your IT infrastructure. Deeping step by step from the more abstract to the more concrete is the best guarantee to take the right IT investment decisions.  ¡Remember to keep your initial customer journey safe on your pocket in every one of your CX´s project meetings- that´s you map to success!

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  • Task Flow Design Paper Revised

    - by Duncan Mills
    Thanks to some discussion over at the ADF Methodology Group and contributions from Simon Lessard and Jan Vervecken I have been able to make some refinements to the Task Flow Design Fundamentals paper on OTN.As a bonus, whilst I was making some edits anyway I've included some of Frank Nimphius's memory scope diagrams which are a really useful tool for understanding how request, view, backingBean and pageFlow scopes all fit together.

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  • Database design and performance impact

    - by Craige
    I have a database design issue that I'm not quite sure how to approach, nor if the benefits out weigh the costs. I'm hoping some P.SE members can give some feedback on my suggested design, as well as any similar experiences they may have came across. As it goes, I am building an application that has large reporting demands. Speed is an important issue, as there will be peak usages throughout the year. This application/database has a multiple-level, many-to-many relationship. eg object a object b object c object d object b has relationship to object a object c has relationship to object b, a object d has relationship to object c, b, a Theoretically, this could go on for unlimited levels, though logic dictates it could only go so far. My idea here, to speed up reporting, would be to create a syndicate table that acts as a global many-to-many join table. In this table (with the given example), one might see: +----------+-----------+---------+ | child_id | parent_id | type_id | +----------+-----------+---------+ | b | a | 1 | | c | b | 2 | | c | a | 3 | | d | c | 4 | | d | b | 5 | | d | a | 6 | +----------+-----------+---------+ Where a, b, c and d would translate to their respective ID's in their respective tables. So, for ease of reporting all of a which exist on object d, one could query SELECT * FROM `syndicates` ... JOINS TO child and parent tables ... WHERE parent_id=a and type_id=6; rather than having a query with a join to each level up the chain. The Problem This table grows exponentially, and in a given year, could easily grow past 20,000 records for one client. Given multiple clients over multiple years, this table will VERY quickly explode to millions of records and beyond. Now, the database will, in time, be partitioned across multiple servers, but I would like (as most would) to keep the number of servers as low as possible while still offering flexibility. Also writes and updates would be exponentially longer (though possibly not noticeable to the end user) as there would be multiple inserts/updates/scans on this table to keep it in sync. Am I going in the right direction here, or am I way off track. What would you do in a similar situation? This solution seems overly complex, but allows the greatest flexibility and fastest read-operations. Sidenote 1 - This structure allows me to add new levels to the tree easily. Sidenote 2 - The database querying for this database is done through an ORM framework.

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  • Algorithm to find all tiles within a given radius on staggered isometric map

    - by kasztelan
    Given staggered isometric map and a start tile what would be the best way to get all surrounding tiles within given radius(middle to middle)? I can get all neighbours of a given tile and distance between each of them without any problems but I'm not sure what path to take after that. This feature will be used quite often (along with A*) so I'd like to avoid unecessary calculations. If it makes any difference I'm using XNA and each tile is 64x32 pixels.

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  • How to Get a Quality Brochure Design

    Today?s small businesses are trying to send their message to the customers in new ways than ever. There is no argument about the effectiveness of the new media but there is also no argument against t... [Author: Emily Matthew - Web Design and Development - March 31, 2010]

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  • How are Programing Language Designed?

    - by Anteater7171
    After doing a bit of programing, I've become quite curious on language design itself. I'm still a novice (I've been doing it for about a year), so the majority of my code pertains to only two fields (GUI design in Python and basic algorithms in C/C++). I have become intrigued with how the actual languages themselves are written. I mean this in both senses. Such as how it was literally written (ie, what language the language was written in). As well as various features like white spacing (Python) or object orientation (C++ and Python). Where would one start learning how to write a language? What are some of the fundamentals of language design, things that would make it a "complete" language?

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  • Can You Have "Empty" Abstract/Classes?

    - by ShrimpCrackers
    Of course you can, I'm just wondering if it's rational to design in such a way. I'm making a breakout clone and was doing some class design. I wanted to use inheritance, even though I don't have to, to apply what I've learned in C++. I was thinking about class design and came up with something like this: GameObject - base class (consists of data members like x and y offsets, and a vector of SDL_Surface* MovableObject : GameObject - abstract class + derived class of GameObject (one method void move() = 0; ) NonMovableObject : GameObject - empty class...no methods or data members other than constructor and destructor(at least for now?). Later I was planning to derive a class from NonMovableObject, like Tileset : NonMovableObject. I was just wondering if "empty" abstract classes or just empty classes are often used...I notice that the way I'm doing this, I'm just creating the class NonMovableObject just for sake of categorization. I know I'm overthinking things just to make a breakout clone, but my focus is less on the game and more on using inheritance and designing some sort of game framework.

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  • AI Game Programming : Bayesian Networks, how to make efficient?

    - by Mahbubur R Aaman
    We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the relationship between random variables for a given problem. These graphs aid in performing reasoning or decision making in the face of uncertainty. Here me, utilizing the monte carlo method and genetic algorithms. But tooks much time and sometimes crashes due to memory. Is there any way to implement efficiently?

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  • Physics engine that can handle multiple attractors?

    - by brice
    I'm putting together a game that will be played mostly with three dimensional gravity. By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the gravity field. I have looked at a variety of physics engines, such as Bullet, tokamak or Newton, but none of them seem to be suitable, as I'd essentially have to re-write the gravity engine in their framework. Do you know of a physics engine that is capable of dealing with multiple bodies all attracted to one another? I don't need scenegraph management, or rendering, just core physics. (collision detection would be a bonus, as would rigid body dynamics). My background is in physics, so I would be able to write an engine that uses Verlet integration or RK4 (or even Euler integration, if I had to) but I'd much rather adapt an off the shelf solution. [edit]: There are some great resources for physics simulation of n-body problems online, and on stackoverflow

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  • Dynamic real-time pathfinding with C# and unity

    - by Yakri
    A buddy and I are working on a simple 2D top down arena combat game similar to OpenGLAD (grew up on ye olde GLADIATOR). Thing is, we want to make some substantial deviation from our source of inspiration, including completely destructible/changeable terrain. Like rivers that can be frozen, walls which can be knocked down, etc. As well as letting players and NPC's build new terrain objects, some of which cannot be moved through or seen through. So I'm tasked with creating the AI, starting with pathfinding. Because of all the changeable terrain, we need something that can check to see if the player/other NPC's are in line of sight, and which can then check to find current paths around existing terrain, without getting completely confused by new terrain popping up, and old terrain vanishing, and even capable of breaking through terrain. A lot of that will just be filling in the framework of the feature, but I really just don't know where to start. What I'm really looking for are relevant websites, books, articles, or keywords to google. I just can't quite find a direction to start in, because most pathfinding types we've googled up just won't give us even the most basic level of robustness we need.

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  • Logic behind a bejeweled-like game

    - by Joe
    In a prototype I am doing, there is a minigame similar to bejeweled. Using a grid that is a 2d array (int[,]) how can I go about know when the user formed a match? I only care about horizontally and vertically. Off the top of my head I was thinking I would just look each direction. Something like: int item = grid[x,y]; if(grid[x-1,y]==item) { int step=x; int matches =2; while(grid[step-1,y]==item) { step++; matches++ } if(matches>2) //remove all matching items } else if(grid[x+1,y]==item //.... else if(grid[x,y-1==item) //... else if(grid[x,y+1]==item) //... It seems like there should be a better way. Is there?

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  • Constraint-based expert systems design and development [on hold]

    - by Alex B.
    I would appreciate some recommendations & resources on design and development of expert systems, in particular, knowledge-based & constraint-based (not recommendation) systems. Ideally, your answers should consider the perspective (context) of using a SaaS business model and open source rules engine. How would you advise to address performance, scalability and other architectural criteria? Any other considerations on undertaking such project will be appreciated. Thanks much in advance!

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Google Chrome Extensions: UI Design

    Google Chrome Extensions: UI Design Erik Kay, an engineer at Google, provides more information about the UI of Google Chrome's extension system. For more information visit code.google.com/chrome/extensions. From: GoogleDevelopers Views: 10120 57 ratings Time: 03:49 More in Science & Technology

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  • Is a backlink with a duplicate description and title from a news site bad for SEO?

    - by Dejan Pelzel
    I have a blog with over a thousand posts. I have posted some of those to a news aggregator site and included the same preview photo and description that I used for it on my own site and the link to the post on my site. Since the site is mainly videos and images, the description was usually a complete match of 4-6 lines of text. It now looks that I have been affected by panda and since I am not doing any bad stuff, I suspect it might be due to duplicate content. For example, when I search the title of my posts, sometimes my site is not even returned, but the news aggregator site is. Could this be the problem with panda?

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  • How to implement an experience system?

    - by Roflcoptr
    I'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing enemies awards more experience. But I have problem balancing this system. Are there any prebuild algorithms that help to caculate how the experience curve required for each level should look like? And how much experience an average enemy on a specific level should provide?

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  • PyGame QIX clone, filling areas

    - by astropanic
    I'm playing around with PyGame. Now I'm trying to implement a QIX clone. I have my game loop, and I can move the player (cursor) on the screen. In QIX, the movment of the player leaves a trace (tail) on the screen, creating a polyline. If the polyline with the screen boundaries creates a polygon, the area is filled. How I can accomplish this behaviour ? How store the tail in memory ? How to detect when it build a closed shape that should be filled ? I don't need an exact working solution, some pointers, algo names would be cool.

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