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  • 3 tier architecture in objective-c

    - by hba
    I just finished reading the objective-c developer handbook from apple. So I pretty much know everything that there is to know about objective-c (hee hee hee). I was wondering how do I go about designing a 3-tier application in objective-c. The 3-tiers being a front-end application in Cocoa, a middle-tier in pure objective-c and a back-end (data access also in objective-c and mysql db). I'm not really interested in discussing why I'd need a 3-tier architecture, I'd like to narrow the discussion to the 'how'. For example, can I have 3 separate x-code projects one for each tier? If so how would I link the projects together. In java, I can export each tier as a jar file and form the proper associations.

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  • What are developer's problems with helpful error messages?

    - by Moo-Juice
    It continue to astounds me that, in this day and age, products that have years of use under their belt, built by teams of professionals, still to this day - fail to provide helpful error messages to the user. In some cases, the addition of just a little piece of extra information could save a user hours of trouble. A program that generates an error, generated it for a reason. It has everything at its disposal to inform the user as much as it can, why something failed. And yet it seems that providing information to aid the user is a low-priority. I think this is a huge failing. One example is from SQL Server. When you try and restore a database that is in use, it quite rightly won't let you. SQL Server knows what processes and applications are accessing it. Why can't it include information about the process(es) that are using the database? I know not everyone passes an Applicatio_Name attribute on their connection string, but even a hint about the machine in question could be helpful. Another candidate, also SQL Server (and mySQL) is the lovely string or binary data would be truncated error message and equivalents. A lot of the time, a simple perusal of the SQL statement that was generated and the table shows which column is the culprit. This isn't always the case, and if the database engine picked up on the error, why can't it save us that time and just tells us which damned column it was? On this example, you could argue that there may be a performance hit to checking it and that this would impede the writer. Fine, I'll buy that. How about, once the database engine knows there is an error, it does a quick comparison after-the-fact, between values that were going to be stored, versus the column lengths. Then display that to the user. ASP.NET's horrid Table Adapters are also guilty. Queries can be executed and one can be given an error message saying that a constraint somewhere is being violated. Thanks for that. Time to compare my data model against the database, because the developers are too lazy to provide even a row number, or example data. (For the record, I'd never use this data-access method by choice, it's just a project I have inherited!). Whenever I throw an exception from my C# or C++ code, I provide everything I have at hand to the user. The decision has been made to throw it, so the more information I can give, the better. Why did my function throw an exception? What was passed in, and what was expected? It takes me just a little longer to put something meaningful in the body of an exception message. Hell, it does nothing but help me whilst I develop, because I know my code throws things that are meaningful. One could argue that complicated exception messages should not be displayed to the user. Whilst I disagree with that, it is an argument that can easily be appeased by having a different level of verbosity depending on your build. Even then, the users of ASP.NET and SQL Server are not your typical users, and would prefer something full of verbosity and yummy information because they can track down their problems faster. Why to developers think it is okay, in this day and age, to provide the bare minimum amount of information when an error occurs? It's 2011 guys, come on.

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  • Back from Teched US

    - by gsusx
    It's been a few weeks since I last blogged and, trust me, I am not happy about it :( I have been crazily busy with some of our projects at Tellago which you are going to hear more about in the upcoming weeks :) I was so busy that I didn't even have time to blog about my sessions at Teched US last week. This year I ended up presenting three sessions on three different tracks: BIE403 | Real-Time Business Intelligence with Microsoft SQL Server 2008 R2 Session Type: Breakout Session Real-time business...(read more)

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  • Tellago & Tellago Studios at Microsoft TechReady

    - by gsusx
    This week Microsoft is hosting the first edition of their annual TechReady conference. Even though TechReady is an internal conference, Microsoft invited us to present a not one but two sessions about some our recent work. We are particularly proud of the fact that one of those sessions is about our SO-Aware service registry. We see this as a recognition to the growing popularity of SO-Aware as the best Agile SOA governance solution in the Microsoft platform. Well, on Tuesday I had the opportunity...(read more)

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  • Relational Database pioneer Chris Date is giving a seminar 13th/14th May Edinburgh on "SQL and Relat

    - by tonyrogerson
    One of the pioneers of the Relational Database, Chris Date is giving a 2 day seminar in Edinburgh (13th and 14th May 2010) based around his new book "SQL and Relational Theory - How to Write Accurate SQL Code" which if you don't already have I'd say is a must buy. When I first saw this and what he will cover I thought, oh yer - this is going to cost the earth, well it doesn't - its £750 for the two days and there are discounts available for multiple bookings, being a member...(read more)

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  • AngularJS in 60-ish Minutes – The eBook

    - by dwahlin
    Back in April of 2013 I published a video titled AngularJS in 60-ish Minutes on YouTube that focused on learning the fundamentals of AngularJS such as data binding, controllers, modules, factories/services and more (watch it by clicking the link above or scroll to the bottom of this post). One of the people that watched the video was Ian Smith (his blog is at http://fastandfluid.blogspot.com). But, Ian did much more than just watch it. He took the time to transcribe the audio into text, added screenshots, and included the time that the topic appears in the original video. Here’s an example of one of the pages: The funny thing about this whole story is that I’m currently working on an AngularJS eBook concept that I plan to publish to Amazon.com that’ll be called AngularJS JumpStart and it’s also based on the video. It follows the same general format and I even paid a transcription company to generate a document for me a few months back. Ian and I have both developed training materials before and it turns out we were both thinking along the same lines which was funny to see when he first showed me what he created. I’m extremely appreciative of Ian for taking the time to transcribe the video (thank him if you use the document) and hope you find it useful! Download the AngularJS in 60-ish Minutes eBook here   AngularJS in 60-ish Minutes Video   If you’re interested in more articles, blog posts, and additional information on AngularJS check out the new The AngularJS Magazine (a Flipboard magazine) that I started:   The AngularJS Magazine

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • Creating ground in a 2D runner game

    - by user739711
    It may be a repetitive uestion but I could not find any specific answer to my query How to create A slanted/curved ground in a 2d runner game. The user will see side view like the old game "Mario" If I use tiled based map I can have only rectangular objects. What is the best way to create tilted ground? Should I use tiled based map, or should I define corner points in the map and create the ground programatically? And what are the difficulties in creating curved ground.

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  • Hosting StreamInsight applications using WCF

    - by gsusx
    One of the fundamental differentiators of Microsoft's StreamInsight compared to other Complex Event Processing (CEP) technologies is its flexible deployment model. In that sense, a StreamInsight solution can be hosted within an application or as a server component. This duality contrasts with most of the popular CEP frameworks in the current market which are almost exclusively server based. Whether it's undoubtedly that the ability of embedding a CEP engine in your applications opens new possibilities...(read more)

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  • Unity 3D game idea for a fun and teaching game

    - by rasheeda
    I have been brainstorming for months now on writing a unity 3D game for my final year computer science project. I have been learning unity for sometime now but comming up with a concept is quite difficult than i thought. The game has to be really fun and also educational, one that the school and community can benefit from. I am thinking about a third person game. where the player runs round in an enviroment, picks up coins and earn points. This alone wouldn't earn me points and I have been trying to find new ideas of my own and all over the net but to no avail. Hopefully you guys can help me out with an idea, and how to make the lecturers appreciate the game and also make kids wanna play play it for a reason. Thanks.

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  • Do game-theoretic considerations stand in the way of this market-based game-mechanic achieving its goals?

    - by BerndBrot
    Mechanic The mechanic is called "market manipulation" and is supposed to work like this: Players can enter the London Stock Exchange (LSE) LSE displays the stock prices of 8 to 10 companies and derivatives. This number is relatively small to ensure that players will collide in their efforts to manipulate the market in their favor. The prices are calculated based on real world prices of these companies and derivatives (in real time) any market manipulations that were conducted by the players any market corrections of the system Players can buy and sell shares with cash, a resource in the game, at current in-game market value Players can manipulate the market, i.e. let the price of a share either rise or fall, by some amount, over a certain period of time. Manipulating the market requires spending certain in-game resources and is therefore limited. The system continuously corrects market manipulations by letting the in-game prices converge towards their real world counterparts at a rate of 2% of the difference between the two per hour. Because of this market correction mechanism, pushing up prices (and screwing down prices) becomes increasingly difficult the higher (lower) the price already is. Goals Players are supposed to collide (and have incentives to collide) in their efforts to manipulate the market in their favor, especially when it comes to manipulation efforts by different groups. Prices should not resolve around any equilibrium points. The more variance the better. Band-wagoning should always involve risk (recognizing that prices start rising should not be a sure sign that they will keep rising so that everybody can make easy profits even when they don't manipulate the market themselves) Question Are there any game-theoretic considerations that prevent the mechanic from achieving these goals?

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  • Speaking at Microsoft's Duth DevDays

    - by gsusx
    Last week I had the pleasure of presenting two sessions at Microsoft's Dutch DevDays at Den Hague. On Tuesday I presented a sessions about how to implement real world RESTFul services patterns using WCF, WCF Data Services and ASP.NET MVC2. During that session I showed a total of 15 small demos that highlighted how to implement key aspects of RESTful solutions such as Security, LowREST clients, URI modeling, Validation, Error Handling, etc. As part of those demos I used the OAuth implementation created...(read more)

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  • The Game vs The Game Engine?

    - by Milo
    I was wondering if somebody could tell me how the game and the game engine fit into game development. Specifically what I mean is, the game engine does not actually have a game. So where I'm unclear about is basically, do game developpers build an engine, then create a new class that inherits from engine which becomes the game? Ex: class ShooterGame : public Engine { }; So basically i'm unclear on where the game code fits into the engine. Thanks

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  • Making A C++ Game

    - by user1758938
    I'm gonna make a game and I think C++ would be perfect for it. I think I'm gonna use SDL and OpenGL but I need help with making the code manageable. These were my ideas: 1. Making A DLL File With Commands Such A CreateScreen(640, 480); Which Binds SDL And OpenGL Commands For A Manageable Setup 2. Making It Harder To Mod (Like UnCompiling My Code) Like Encrypting Save Files That Only My Program Can Read Any Suggestions?

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  • Plans for our next milestone

    - by The Official Microsoft IIS Site
    We have seen some increase in activity with more people downloading our driver and either reporting their successes or reporting any issues they run into – for the native driver (sqlsrv_xxxx API) to the PDO driver (PDO API). We’d like to thank you all for your effort and hope that our responses were quick enough as well as accurate. To keep things simple, let us call the former the SQLSRV-PHP extension (php_sqlsrv.dll) whereas the latter will be the SQLSRV-PDO extension (php_pdo_sqlsrv...(read more)

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  • SQL Server Driver for PHP 2.0 CTP adds PHP's PDO style data access for SQL Server

    - by The Official Microsoft IIS Site
    Today at DrupalCon SF 2010, we are reaching an important milestone by releasing a Community Technology Preview (CTP) of the new SQL Server Driver for PHP 2.0 , which includes support for PHP Data Objects (PDO). Alongside our efforts, the Commerce Guys , a company providing ecommerce solutions with Drupal, is also presenting a beta version of Drupal 7 running on SQL Server using this new PDO Application Programming Interfaces (API) in the SQL Server Driver for PHP 2.0. Providing a PDO driver in SQL...(read more)

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  • 10 Useful CSS Tips And Tutorials

    - by Jyoti
    CSS is a technology that web designers use everyday, but yet it is something that most struggle with as well. Whether it’s keeping stylesheets for large sites manageable or creating image effects that are cross browser compatible, there are plenty of things to cause frustration. This article is an attempt to provide you with a few resources that might help you with your CSS or introduce you to a few tricks you didn’t know about. Organizing Your Stylesheet Using CSS Edit: Rob Soule of Viget Labs shows you how to organize your style sheets using CSS Edit, a powerful CSS editor built exclusively for the mac. Tips For Organizing Your CSS: A set of practical tips for organizing your style sheets. Write A Well Structured CSS File: A detailed and well written post about how to write a well structured CSS file. Expandable CSS Tabs Tutorials: A tutorial on creating expandable CSS tabs. Simple Round CSS Buttons: Learn how to create rounded corner buttons with only One Image and One CSS file. Beautiful CSS Buttons With Icons Set: Learn how to create a clean set of buttons with CSS and an icon set. Scalable CSS Buttons Using PNG And Background Colors: Create Resizing Thumbnails Using Overflow Property: Learn how to create a cool resizing thumbnail effect. CSS Decorative Gallery: Decorate your images and photo galleries without editing the source images. Placing Text Over Image Using CSS Position Property: A simple technique for placing text over an image.

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • 10 Useful CSS Tips And Tutorials

    - by Jyoti
    CSS is a technology that web designers use everyday, but yet it is something that most struggle with as well. Whether it’s keeping stylesheets for large sites manageable or creating image effects that are cross browser compatible, there are plenty of things to cause frustration. This article is an attempt to provide you with a [...]

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  • Game Development World Championship 2013 for all game developers

    - by Hanhviope
    Interested in games and programming? Want to be visible in global game industry? Missing Viope Game Programming Contest 2012? Want to win a trip to Finland, visit top game studio and other attractive rewards? This is your CHANCE! Viope Solutions proudly announces Game Development World Championship 2013, as a sequel of successful Viope Game Programming Contest 2012 WHAT? The contest is organized by Viope Solutions. Students and freelancers are invited to compete in different categories. Participants can compete for Computer/Console game or Mobile Phone game. The competition involves partners and judges from Rovio, Microsoft, Unity, ArtiGames, Housemarque, Redlynx, Remedy, GrandCru, GameReactor and IGDA WHO? The contest is open to everyone around the world. WHERE? The submission of your game will be done via Viope World e-learning platform. WHEN? The contest is open from 08th October 2013 till 26th January 2014. HOW? Individuals and team of up to 4 members can register through our website. For information, please visit website www.viope.com/contest WE CHALLENGE YOU TO CREATE THE BEST GAMES EVER! Share this to all your friends who would be interested in this contest!

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • What makes a game a game vs something else like a puzzle or a toy?

    - by Shannon John Clark
    Famously the Sims and similar games have been described by some designers as Toys and not "really" games. I'm curious if there is a good answer to what makes something a game. For example many companies sell Sudoku games - EA has an iPhone one, IronSudoku offers a great web based one, and there are countless others on most platforms. Many newspapers publish Sudoku puzzles in their print editions and often online. What differentiates a game from a puzzle? (or are all Sudoku "games" misnamed?) I'm not convinced there is a simple or easy answer - but I'd love to be proven wrong. I've seen some definitions and emphasize "rules" as core to something being a game (vs. "real life") but puzzles have rules as well - as do many other things. I'm open to answers that either focus only on computer games (on any platform) or which expand to include games and gameplay across many platforms. Here to I'm not fully convinced the lines are clear - is a "game" of D&D played over a virtual tabletop with computer dice rollers, video & audio chat a computer game or something else? (I'd lean towards something else - but where do you draw that line?)

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  • Suitable Hosting for Web Development Company: VPS Hosting, Cloud hosting, Shared Hosting

    - by KoolKabin
    Hi, We are web development company here in nepal. We are still in growth phase. Our URL: http://www.outsourcingnepal.com We have our clients demanding for web hosting and are now ready for getting hosting package to host websites of our clients. Since we have multiple clients and they want their own cpanel for self configuration, only creating ftp channel is not appropirate. So their own cpanel is needed. So i thought of reseller package. When i searched for reseller package i came across with vps, cloud hosting and shared hosting. So now confused which one is better for our company?

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Tellago && Tellago Studios 2010

    - by gsusx
    With 2011 around the corner we, at Tellago and Tellago Studios , we have been spending a lot of times evaluating our successes and failures (yes those too ;)) of 2010 and delineating some of our goals and strategies for 2011. When I look at 2010 here are some of the things that quickly jump off the page: Growing Tellago by 300% Launching a brand new company: Tellago Studios Expanding our customer base Establishing our business intelligence practice http://tellago.com/what-we-say/events/business-intelligence...(read more)

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