• What are you working on? v16
    5,004 replies, posted
hng i need ideas on what to make next, anyone got any suggestions apart from a VB GUi to track IP's?
[url]http://stackoverflow.com/questions/562971/smelly-class-names[/url] [quote]Names matter. The name of your class should not only tell you what the class does, but also what it doesn't do. Using the word Manager puts no limits on what the class CAN do. It makes for hard to understand designs and usually leads to procedural coding styles that infect the rest of the system.[/quote] Also [url]http://journal.stuffwithstuff.com/2009/06/05/naming-things-in-code/[/url]
[QUOTE=Richy19;28495472]hng i need ideas on what to make next, anyone got any suggestions apart from a VB GUi to track IP's?[/QUOTE] Make a game with cars. hi maurice
[QUOTE=Dlaor-guy;28494779]Game classes do not exist in my world. I only have a Program.cs that I'd like to keep as small as possible so I'm moving all code to managers. And you're completely wrong concerning the DrawManager... [cpp]namespace SFMLGame.Managers { class DrawManager { private static RenderImage renderimage; private static Sprite rsprite; public static void Init(uint width, uint height) { renderimage = new RenderImage(width, height, false); rsprite = new Sprite(); } public static void Draw(Drawable d) { renderimage.Draw(d); } public static void Display() { rsprite.Image = renderimage.Image; renderimage.Display(); Globals.app.Draw(rsprite, ResourceManager.shaders["Bloom"]); } public static void Clear() { renderimage.Clear(); } } }[/cpp] Basically, it makes drawing stuff easier, with it you can just do DrawManager.Draw(Drawable) to draw stuff.[/QUOTE] So basically you could put all your managers in one class and separate them in #regions and it would be the same thing because as far sad I can see it's only a static utility class with a theme. Not that it's bad, just not the way I like to do stuff.
[QUOTE=geel9;28495563][b]hi maurice[/b][/QUOTE] What?
[QUOTE=Richy19;28495472]hng i need ideas on what to make next, anyone got any suggestions apart from a VB GUi to track IP's?[/QUOTE] Pick a program you use regularly. Make a list of things you don't like. Re-write the program changing those things. If you don't feel up to that, pick a feature in a program you use regularly and try to make your own implementation of it. Like line numbers, syntax highlighting, paint brush drawing, find and replace, etc.
[QUOTE=Chris220;28494024]I read somewhere that "Manager" type classes are pointless most of the time. Unfortunately I don't remember where I read that, nor do I remember what it said about WHY they're useless so you can probably conclude that this post is also useless and I should probably not have bothered posting.[/QUOTE] pretty sure zeeky said it but don't quote me boy cause i aint said shit
[QUOTE=Dlaor-guy;28494779]Game classes do not exist in my world. I only have a Program.cs that I'd like to keep as small as possible so I'm moving all code to managers. And you're completely wrong concerning the DrawManager... [cpp]namespace SFMLGame.Managers { class DrawManager { private static RenderImage renderimage; private static Sprite rsprite; public static void Init(uint width, uint height) { renderimage = new RenderImage(width, height, false); rsprite = new Sprite(); } public static void Draw(Drawable d) { renderimage.Draw(d); } public static void Display() { rsprite.Image = renderimage.Image; renderimage.Display(); Globals.app.Draw(rsprite, ResourceManager.shaders["Bloom"]); } public static void Clear() { renderimage.Clear(); } } }[/cpp] Basically, it makes drawing stuff easier, with it you can just do DrawManager.Draw(Drawable) to draw stuff.[/QUOTE] DrawManager for this class would be a bad name. Manager implies that it 'manages' resources and data, however this abstracts out the drawing code from the library you are drawing from. A good use of a Manager class would be an ArtManager, which loads textures from the harddrive and keeps references to them for you to use (And probably unloads them as well). For this, i'd name it SFMLRenderer, probably inherit from an IRenderer interface, that way you just need to implement a few items to have like a SDLRenderer or whatever. Notice how the name tells you two bits of data. One, it's a Renderer, does rendering things. Additionally, it's for SFML.
Hooray: just got my mark back for the Canadian Computing Contest, and I nearly got perfect. Now to compete to be on the Canadian Computer Science team in a few months. Did anyone else write the contest? How'd you do? I saw a Cyril post last page, is that the same Cyril who completely dominates every programming contest I've ever competed in?
[QUOTE=Dlaor-guy;28494779]Basically, it makes drawing stuff easier, with it you can just do DrawManager.Draw(Drawable) to draw stuff.[/QUOTE] I usually don't have any kinds of Managers, I use static methods in the actual classes. Otherwise I'd probably end up with a ManagerManager...
[img]http://gyazo.com/183a31bff2b91a56248d8e4fd90c9361.png[/img] Is he implying that this section is a bad section? I know this was mentioned before, but what? :saddowns:
[QUOTE=BlkDucky;28496451][img_thumb]http://gyazo.com/183a31bff2b91a56248d8e4fd90c9361.png[/img_thumb] Is he implying that this section is a bad section? I know this was mentioned before, but what? :saddowns:[/QUOTE] I think that was sarcasm
[QUOTE=BlkDucky;28496451][img_thumb]http://gyazo.com/183a31bff2b91a56248d8e4fd90c9361.png[/img_thumb] Is he implying that this section is a bad section? I know this was mentioned before, but what? :saddowns:[/QUOTE] Who cares what some random dude says about this section.
[QUOTE=Xeon06;28496885]Who cares what some random dude says about this section.[/QUOTE] Yeah, yeah, I know. But it doesn't just seem to be him. Also he posted that question here about the Chrome bookmarks, so he should know that we aren't all that bad. :v:
I've been drawing graffiti around my school lately public graffiticlass public main void (String args){ System.out.println ("I wuz here"); }
When do you guys use "var" (C#). I tend to only use it when I have the type name on the same line like "var num = new int(5);" or when the type name is very long like "KeyValuePair<string, string>". I really wish it supported default constructors though. Sucks that you can do like public var list = new List<string>();
[QUOTE=high;28498130]When do you guys use "var" (C#). I tend to only use it when I have the type name on the same line like "var num = new int(5);" or when the type name is very long like "KeyValuePair<string, string>". I really wish it supported default constructors though. Sucks that you can do like public var list = new List<string>();[/QUOTE] Pretty much only use it with LINQ. Oh and when I come to C# after too much JS.
Can I get some CC on my personal To-Do list manager? [img]http://gyazo.com/da5268b4c13b99f9a401ba17910767ea.png[/img] You can save multiple lists, change the font, re-order things, and possibly more if I get some good suggestions. :D
[QUOTE=Quark:;28498668]Can I get some CC on my personal To-Do list manager? [img_thumb]http://gyazo.com/da5268b4c13b99f9a401ba17910767ea.png[/img_thumb] You can save multiple lists, change the font, re-order things, and possibly more if I get some good suggestions. :D[/QUOTE] It looks like a website converted to a Windows form. You should use a real treeview control and default windows buttons, also ditch the background.
[QUOTE=Overv;28498855]It looks like a website converted to a Windows form. You should use a real treeview control and default windows buttons, also ditch the background.[/QUOTE]At the moment it's for personal use (unless someone wants a copy, I can do something to it for them) so it's mostly suited to my preferences. Any functional suggestions?
[QUOTE=Quark:;28498904]Any functional suggestions?[/QUOTE] Start and due dates and a way to mark things as finished without removing them.
[QUOTE=Overv;28498931]Start and due dates and a way to mark things as finished without removing them.[/QUOTE]Ooh, I didn't think of that! Thanks!
[QUOTE=Quark:;28498904]At the moment it's for personal use (unless someone wants a copy, I can do something to it for them) so it's mostly suited to my preferences. Any functional suggestions?[/QUOTE] I could use it if your offering, whats it written in? Wil it work on linux?
Or give each item a status icon like a traffic light or something
[img]http://i.imgur.com/rMpfM.png[/img] Helping tomasfn on his MC Server, got TNT not to murder bedrock, fixed serveral crashes, and changeing around his plugin system (atm its ditch everything in a folder) as he lost intrest in it due notches fails. Meh, il see if i can get this server fully working, first got to sort out itemID's and EntID's tom putted em in a big list, however, notch made it so client can store max 255 items, ents are unlimited...... i hate him more and more every day.....
[QUOTE=CarlBooth;28498958]Or give each item a status icon like a traffic light or something[/QUOTE] Something like Todo Freely would work best, I think. [img]http://images.overvprojects.nl/Todo_Freely-2011-03-09_00.46.23.png[/img]
[QUOTE=Overv;28499382]Something like Todo Freely would work best, I think. [img_thumb]http://images.overvprojects.nl/Todo_Freely-2011-03-09_00.46.23.png[/img_thumb][/QUOTE] Planning on something like this I think. A toggle-able "Done/Not Done" thing infront of each task. When you close, anything marked 'Done' will be deleted. [editline]9th March 2011[/editline] [QUOTE=Richy19;28498957]I could use it if your offering, whats it written in? Wil it work on linux?[/QUOTE]Oops, sorry if it looked like I ignored you. I don't know if I'll make it for Linux, seeing as I'm not running it currently and I've never used Mono.
I'm going to play around with picture comparing tomorrow, see if I can write a script that recognises late content in LMAO pictures using a database. If it works, I could make a user script that automatically rates those posts late and hides them.
Oh man, I keep making different maze solving algorithms and they all have different strengths. One of them is king of perfect mazes and solves them like greased lightning. Another is best at non-perfect mazes with long and few solutions, and the last one is best for non-perfect mazes with short and plentiful solutions. They all pretty much suck at what they're bad at, but they excel in the right kind of maze. And to think I thought I was done with mazes.
[QUOTE=SamPerson123;28500606]Oh man, I keep making different maze solving algorithms and they all have different strengths. One of them is king of perfect mazes and solves them like greased lightning. Another is best at non-perfect mazes with long and few solutions, and the last one is best for non-perfect mazes with short and plentiful solutions. They all pretty much suck at what they're bad at, but they excel in the right kind of maze. And to think I thought I was done with mazes.[/QUOTE] Hopefully you've learned something from each one and will now create the ultimate maze solving algorithm! :quagmire:
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