|
You broke the chain!
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
|
|
|
|
|
Gerry Schmitz wrote: "Drilling"? "Primary Key" was mentioned in passing because that is typically a "novice" mistake; on the other hand, it's amazing how something so simple can be made so complicated; particularly since every party to the transaction has to now quote and enter and reference it when it means absolutely nothing to them.
Not sure what that means.
Invoices mean a lot to many people that actually look at the invoice. The invoice number is the name of the invoice. Just that. And certainly much better than attempting to describe the invoice by time, date, contents. And even those might be ambiguous in some situations. For example if a duplicate is created. In those case the invoice number is the only thing that allows one to determine that there are two different ones.
|
|
|
|
|
It means what it means because you used the word "drilling" and "primary key".
I also don't see anything to indicate that you have actually worked with AP, AR and ERP systems and integrated them.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
|
|
|
|
|
Gerry Schmitz wrote: I also don't see anything to indicate that you have actually worked with AP, AR and ERP systems and integrated them.
First of course nothing in the question suggests this has anything to do with integrating systems. It very much looks like creating a value that people, not systems, would consume.
Second your comment is nothing but an attempt to denigrate and doesn't address anything I said or what was said in the original thread.
Third I didn't see you present any credentials that suggested you are an expert on that specific subject.
Fourth as far as credentials go I have been working with databases for 40 years. That includes as DBA, DBA Team lead and designing from scratch for several companies. And it does include large migrations and mitigations on large systems using disparate database systems.
Gerry Schmitz wrote: what it means because you used the word "drilling" and "primary key".
No idea what that means. You are the one that specifically first mentioned "primary key" in your first post in response to the initial question.
So yes it was appropriate for me to address that comment in terms of differentiating the need for a displayable invoice number and a "primary key" since there was no indication that they intended to use is as a "primary key".
|
|
|
|
|
Dear jschell,
Thank you for your comment which is helpful alot.
I was thinking to create a user defined function(tsql) :
create function NextInvoiceValue()
return nvarchar(30)
Begin
declare @lastId int;
declare @valueinvoice nvarchar(30)
--update table1 set next_id = next_id + 1 where prefix_text='xxx' and table_name='fff';
select @lastId = next_id from table1 where prefix_text='xxx' and table_name='fff';
--insert into table2 (invoice_number) values('xxx' + '-' + @lastId + '-' + ...);
set @valueinvoice='xxx' + '-' + (@lastId +1) + '-' + ...;
return @valueinvoice;
end
This function will be used on create table table2 (..., invoicenum nvarchar(30) not null default dbo.NextInvoiceValue()...)
and the last step is to create a trigger(after insert) on table2, this trigger will execute the update statement :
update table1 set next_id = next_id + 1 where prefix_text='xxx' and table_name='fff';
I m wondering if this will make sense for daily traffic of 100 000 insertions
Thank you again
FO
|
|
|
|
|
Fidele Okito wrote: I m wondering if this will make sense for daily traffic of 100 000 insertions
You should validate the growth rate. Nothing to bad about that for the idiom though.
Although the algorithm works I don't expect that the format will. The numbers are just going to be too big almost immediately for people to like looking at them.
There are various ways to do this but for example start the id at 100,000,000. Then format the invoice to be like the following. (You can start the id at zero and then zero fill it.)
... + (id/1000) + '-' + (id%100000)
There are other ways to do this for example use a 4 char field which starts at AAAA and increments to ZZZZ every 1,000,000 and which resets the id. (You can in fact compute the text value with care rather than explicitly tracking and resetting.)
|
|
|
|
|
Dear jschell,
This is well received and well noted. This is what I was looking for.
I will try it.
Thank you so much
|
|
|
|
|
hello guys, i have this on my PC where i code,
but i want to put correct path,
here is what i tried
ReportDocument report = new ReportDocument();
string ap = Environment.CurrentDirectory + "\\ARGES.rpt";
report.Load(ap);
but i get this massage from client pc failed to load report
but what is the correct path on server????
BUILD ACTION : content
|
|
|
|
|
Crystal Reports runs on the server, as does all your C# code: it has no direct access to the client filesystem at all - for the obvious security reasons - and cannot in any way access client folders.
If you are trying to access report files which are located on the server, then they must be in a folder that is available to the process running your code - which for a web-based app is not your user, it's a special user that runs IIS for example.
Additionally, the EXE file current folder is probably located (in production at least) in the Program Files folder, which is write protected by default, again for security - so it's very unlikely that a report file will be of any use unless it is store in a "sensible" location.
Start by working out what generates the report, and where exactly it stores it relative to the code that tries to read it. Then you can start working on where it should be stored so that it is accessible to client and server.
"I have no idea what I did, but I'm taking full credit for it." - ThisOldTony
"Common sense is so rare these days, it should be classified as a super power" - Random T-shirt
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
the file shared is here on server where are my .rpt or my report
\\MIN\\rom\\COMM\\COMMER\\bin\\Debug\\ARGES.rpt"
i want to know how to load the correct path please
here
report.Load("\\MIN\rom\\COMM\\COMMER\\bin\\Debug\\ARGES.rpt"");
or is there any way to do it
|
|
|
|
|
Presumably "client" in this case means a specific box under your control and one that remains under your control. It will not ever be one that a customer uses. Nor does it represent a test box as a stand in for multiple customers.
If so...
You log into the client machine.
Then see if you can access that path.
If not then determine the exact permissions needed, both on the client box and the server box to access that path.
Then you figure out what user the application is running on the client box and you set up the permissions for that user.
If this is intended to run on customer machines (boxes outside of your control of any sort) then you need a different design. You need to 'deliver' the report as a file to any standard idiom just like you would for any internet web content. I believe Crystal reports supports such a mechanism but it does require setting up the server that way. Then the client app would need to retrieve the report (just like getting any other web file) and display it (just like displaying any other web file.)
Alternatively you use a different web server and deliver the file into that web server. And then the same process occurs (get the web file and display it.)
|
|
|
|
|
Hi,
I have a small WPF application which gets some data (~300 rows) from an API and gets displayed in a DataGrid. Up to this point everything works well. Some Header-columns of the DataGrid have nested textboxes, which should serve as search-boxes. I bound their text to a property in my ViewModel and wrote a filter for the CollectionView. If I enter a filter-text everything is okay and I get the result I expect. The problem appears when I try to remove my filter-text again. When I want to remove the last character from the text-box the UI freezes for a few seconds. I think this comes from loading all the rows into the DataGrid again. Has anyone faced this problem as well?
Thanks for your help in advance!
|
|
|
|
|
Based on no code and a vague problem description:
300 rows is trivial once they're in memory. How are you "loading again"? Going back to the "API"?
Since your filter seems to be tied to a keyboard handler, I would look at that. Maybe you need a clearer "Apply / Clear (filter)" function.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
|
|
|
|
|
As a suggestion
Identify the columns that actually need filtering
Move the filter entry from the headers to textboxes above the datagrid
Apply/clear the filter via a command button(s)
This divorces the filtering process from the datagrid, allows you to apply the filter to the underlying data in the VM rather than relying on the binding to the header textboxes. You will also apply the filter once (when the user clicks the command button) rather than every time the header textboxes change content.
Never underestimate the power of human stupidity -
RAH
I'm old. I know stuff - JSOP
|
|
|
|
|
Hello
I am making WMI queries to remote computers that are in our production hall. The first connection with ManegementScope takes realy long. If the first connection is done the next connection is then much faster. How can i speed up this connection time. That's the code i am using:
public void WMI_Connect()
{
System.Management.ConnectionOptions options = new System.Management.ConnectionOptions();
options.Username = "user";
options.Password = "password";
WMI_path = "\\\\" + MAE_Selection.MAE_IP_PCU + "\\root\\cimv2";
ManagementScope scope = new ManagementScope(WMI_path, options);
try
{
// Start WMIconnect
scope.Connect();
// WMI Connection done (8-10 seconds)
// The method in that i am doing the WMI queries
Read_General_Data_WMI();
}
catch (Exception ex)
{
using (StreamWriter sw = File.AppendText((Start.error_path)))
{
sw.WriteLine(ex);
WMI_Con_State = "Connection_failed";
}
}
}
|
|
|
|
|
Pre-load it 10 seconds before you need it.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
|
|
|
|
|
"Once and Future Computing" again?
"I have no idea what I did, but I'm taking full credit for it." - ThisOldTony
"Common sense is so rare these days, it should be classified as a super power" - Random T-shirt
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
Hi, thanks for answer
Yes, i am doing actualy as you suggest. But the problem is, if i want to make WMI connections to several remote PCs, just the connection taking 10 seconds. Is it really not possible to shorten it?
|
|
|
|
|
Nope. There's no way to speed that up.
|
|
|
|
|
Sorry if this is the wrong place to ask or post is too long. I've studied examples and read up on factory design, factory pattern, abstract factory, & factory method; I followed a tutorial for a c# wpf rpg game that works well. But I'd like to enhance and expand on it so that I can understand the fundamentals of c# and object-oriented programming. There are seven factories in the game, for example. The factories I have in-game are an item factory, a Quest factory, a recipe factory, a monster factory, a spell factory, a trader factory, and a world factory. Is it possible to implement an abstract factory that combines all the factories? Would keeping them separate be best? Thank you for any assistance you may provide as well as any feedback you provide to.
here are the factories.
Itemfactory.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using Engine.Actions;
using Engine.Models;
using Engine.Shared;
using SOSCSRPG.Core;
namespace Engine.Factories
{
public static class ItemFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\GameItems.xml";
private static readonly List<GameItem> _standardGameItems = new
List<GameItem>
();
static ItemFactory()
{
if(File.Exists(GAME_DATA_FILENAME))
{
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
LoadItemsFromNodes(data.SelectNodes("/GameItems/Weapons/Weapon"));
LoadItemsFromNodes(data.SelectNodes("/GameItems/HealingItems/HealingItem"));
LoadItemsFromNodes(data.SelectNodes("/GameItems/MiscellaneousItems/MiscellaneousItem"));
}
else
{
throw new FileNotFoundException($"Missing data file:
{GAME_DATA_FILENAME}");
}
}
public static GameItem CreateGameItem(int itemTypeID)
{
return _standardGameItems.FirstOrDefault(item =>
item.ItemTypeID ==
itemTypeID)?.Clone();
}
private static void LoadItemsFromNodes(XmlNodeList nodes)
{
if(nodes == null)
{
return;
}
foreach(XmlNode node in nodes)
{
GameItem.ItemCategory itemCategory =
DetermineItemCategory(node.Name);
GameItem gameItem =
new GameItem(itemCategory,
node.AttributeAsInt("ID"),
node.AttributeAsString("Name"),
node.AttributeAsInt("Price"),
itemCategory ==
GameItem.ItemCategory.Weapon);
if(itemCategory == GameItem.ItemCategory.Weapon)
{
gameItem.Action =
new AttackWithWeapon(gameItem,
node.AttributeAsString("DamageDice"));
}
else if(itemCategory ==
GameItem.ItemCategory.Consumable)
{
gameItem.Action =
new Heal(gameItem,
node.AttributeAsInt("HitPointsToHeal"));
}
_standardGameItems.Add(gameItem);
}
}
private static GameItem.ItemCategory
DetermineItemCategory(string itemType)
{
switch(itemType)
{
case "Weapon":
return GameItem.ItemCategory.Weapon;
case "HealingItem":
return GameItem.ItemCategory.Consumable;
default:
return GameItem.ItemCategory.Miscellaneous;
}
}
}
}
MonsterFactory.cs
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using Engine.Models;
using Engine.Services;
using Engine.Shared;
using SOSCSRPG.Core;
namespace Engine.Factories
{
public static class MonsterFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\Monsters.xml";
private static readonly GameDetails s_gameDetails;
private static readonly List<Monster> s_baseMonsters = new
List<Monster>();
static MonsterFactory()
{
if(File.Exists(GAME_DATA_FILENAME))
{
s_gameDetails =
GameDetailsService.ReadGameDetails();
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
string rootImagePath =
data.SelectSingleNode("/Monsters")
.AttributeAsString("RootImagePath");
LoadMonstersFromNodes(data.SelectNodes("/Monsters/Monster"),
rootImagePath);
}
else
{
throw new FileNotFoundException($"Missing data
file:
{GAME_DATA_FILENAME}");
}
}
public static Monster GetMonsterFromLocation(Location
location)
{
if (!location.MonstersHere.Any())
{
return null;
}
location.
int totalChances = location.MonstersHere.Sum(m =>
m.ChanceOfEncountering);
(in case the total
chances is not 100).
int randomNumber =
DiceService.Instance.Roll(totalChances, 1).Value;
to the
runningTotal
variable.
runningTotal,
int runningTotal = 0;
foreach (MonsterEncounter monsterEncounter in
location.MonstersHere)
{
runningTotal += monsterEncounter.ChanceOfEncountering;
if (randomNumber <= runningTotal)
{
return GetMonster(monsterEncounter.MonsterID);
}
}
list.
return GetMonster(location.MonstersHere.Last().MonsterID);
}
private static void LoadMonstersFromNodes(XmlNodeList nodes,
string
rootImagePath)
{
if(nodes == null)
{
return;
}
foreach(XmlNode node in nodes)
{
var attributes = s_gameDetails.PlayerAttributes;
attributes.First(a => a.Key.Equals("DEX")).BaseValue =
Convert.ToInt32(node.SelectSingleNode("./Dexterity").InnerText);
attributes.First(a =>
a.Key.Equals("DEX")).ModifiedValue =
Convert.ToInt32(node.SelectSingleNode("./Dexterity").InnerText);
Monster monster =
new Monster(node.AttributeAsInt("ID"),
node.AttributeAsString("Name"),
$".{rootImagePath}
{node.AttributeAsString("ImageName")}",
node.AttributeAsInt("MaximumHitPoints"),
attributes,
ItemFactory.CreateGameItem(node.AttributeAsInt("WeaponID")),
node.AttributeAsInt("RewardXP"),
node.AttributeAsInt("Gold"));
XmlNodeList lootItemNodes =
node.SelectNodes("./LootItems/LootItem");
if(lootItemNodes != null)
{
foreach(XmlNode lootItemNode in lootItemNodes)
{
monster.AddItemToLootTable(lootItemNode.AttributeAsInt("ID"),
lootItemNode.AttributeAsInt("Percentage"));
}
}
s_baseMonsters.Add(monster);
}
}
private static Monster GetMonster(int id)
{
Monster newMonster = s_baseMonsters.FirstOrDefault(m =>
m.ID ==
id).Clone();
foreach (ItemPercentage itemPercentage in
newMonster.LootTable)
{
table
if (DiceService.Instance.Roll(100).Value <=
itemPercentage.Percentage)
{
newMonster.AddItemToInventory(ItemFactory.CreateGameItem(itemPercentage.ID));
}
}
return newMonster;
}
}
}
QuestFactory.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using Engine.Models;
using Engine.Shared;
namespace Engine.Factories
{
internal static class QuestFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\Quests.xml";
private static readonly List<Quest> _quests = new
List<Quest>();
static QuestFactory()
{
if(File.Exists(GAME_DATA_FILENAME))
{
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
LoadQuestsFromNodes(data.SelectNodes("/Quests/Quest"));
}
else
{
throw new FileNotFoundException($"Missing data file:
{GAME_DATA_FILENAME}");
}
}
private static void LoadQuestsFromNodes(XmlNodeList nodes)
{
foreach(XmlNode node in nodes)
{
its reward items
List<ItemQuantity> itemsToComplete = new
List<ItemQuantity>();
List<ItemQuantity> rewardItems = new List<ItemQuantity>
();
foreach(XmlNode childNode in
node.SelectNodes("./ItemsToComplete/Item"))
{
GameItem item = ItemFactory.CreateGameItem(childNode.AttributeAsInt("ID"));
itemsToComplete.Add(new ItemQuantity(item,
childNode.AttributeAsInt("Quantity")));
}
foreach(XmlNode childNode in
node.SelectNodes("./RewardItems/Item"))
{
GameItem item = ItemFactory.CreateGameItem(childNode.AttributeAsInt("ID"));
rewardItems.Add(new ItemQuantity(item,
childNode.AttributeAsInt("Quantity")));
}
_quests.Add(new Quest(node.AttributeAsInt("ID"),
node.SelectSingleNode("./Name")?.InnerText ?? "",
node.SelectSingleNode("./Description")?.InnerText
?? "",
itemsToComplete,
node.AttributeAsInt("RewardExperiencePoints"),
node.AttributeAsInt("RewardGold"),
rewardItems));
}
}
internal static Quest GetQuestByID(int id)
{
return _quests.FirstOrDefault(quest => quest.ID == id);
}
}
}
RecipeFactory.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using Engine.Models;
using Engine.Shared;
namespace Engine.Factories
{
public static class RecipeFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\Recipes.xml";
private static readonly List<Recipe> _recipes = new
List<Recipe>();
static RecipeFactory()
{
if(File.Exists(GAME_DATA_FILENAME))
{
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
LoadRecipesFromNodes(data.SelectNodes("/Recipes/Recipe"));
}
else
{
throw new FileNotFoundException($"Missing data file:
{GAME_DATA_FILENAME}");
}
}
private static void LoadRecipesFromNodes(XmlNodeList nodes)
{
foreach(XmlNode node in nodes)
{
var ingredients = new List<ItemQuantity>();
foreach(XmlNode childNode in
node.SelectNodes("./Ingredients/Item"))
{
GameItem item = ItemFactory.CreateGameItem(childNode.AttributeAsInt("ID"));
ingredients.Add(new ItemQuantity(item,
childNode.AttributeAsInt("Quantity")));
}
var outputItems = new List<ItemQuantity>();
foreach (XmlNode childNode in
node.SelectNodes("./OutputItems/Item"))
{
GameItem item = ItemFactory.CreateGameItem(childNode.AttributeAsInt("ID"));
outputItems.Add(new ItemQuantity(item,
childNode.AttributeAsInt("Quantity")));
}
Recipe recipe =
new Recipe(node.AttributeAsInt("ID"),
node.SelectSingleNode("./Name")?.InnerText ??
"",
ingredients, outputItems);
_recipes.Add(recipe);
}
}
public static Recipe RecipeByID(int id)
{
return _recipes.FirstOrDefault(x => x.ID == id);
}
}
}
Traderfactory.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using Engine.Models;
using Engine.Shared;
namespace Engine.Factories
{
public static class TraderFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\Traders.xml";
private static readonly List<Trader> _traders = new
List<Trader>();
static TraderFactory()
{
if(File.Exists(GAME_DATA_FILENAME))
{
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
LoadTradersFromNodes(data.SelectNodes("/Traders/Trader"));
}
else
{
throw new FileNotFoundException($"Missing data file:
{GAME_DATA_FILENAME}");
}
}
private static void LoadTradersFromNodes(XmlNodeList nodes)
{
foreach(XmlNode node in nodes)
{
Trader trader =
new Trader(node.AttributeAsInt("ID"),
node.SelectSingleNode("./Name")?.InnerText ?? "");
foreach(XmlNode childNode in
node.SelectNodes("./InventoryItems/Item"))
{
int quantity =
childNode.AttributeAsInt("Quantity");
add.
with
enchantments.
for(int i = 0; i < quantity; i++)
{
trader.AddItemToInventory(ItemFactory.CreateGameItem(childNode.AttributeAsInt("ID")));
}
}
_traders.Add(trader);
}
}
public static Trader GetTraderByID(int id)
{
return _traders.FirstOrDefault(t => t.ID == id);
}
}
}
WorldFactory.cs
using System.IO;
using System.Xml;
using Engine.Models;
using Engine.Shared;
namespace Engine.Factories
{
internal static class WorldFactory
{
private const string GAME_DATA_FILENAME =
".\\GameData\\Locations.xml";
internal static World CreateWorld()
{
World world = new World();
if(File.Exists(GAME_DATA_FILENAME))
{
XmlDocument data = new XmlDocument();
data.LoadXml(File.ReadAllText(GAME_DATA_FILENAME));
string rootImagePath =
data.SelectSingleNode("/Locations")
.AttributeAsString("RootImagePath");
LoadLocationsFromNodes(world,
rootImagePath,
data.SelectNodes("/Locations/Location"));
}
else
{
throw new FileNotFoundException($"Missing data file:
{GAME_DATA_FILENAME}");
}
return world;
}
private static void LoadLocationsFromNodes(World world, string
rootImagePath,
XmlNodeList nodes)
{
if(nodes == null)
{
return;
}
foreach(XmlNode node in nodes)
{
Location location =
new Location(node.AttributeAsInt("X"),
node.AttributeAsInt("Y"),
node.AttributeAsString("Name"),
node.SelectSingleNode("./Description")?.InnerText ??
"",
$".{rootImagePath}
{node.AttributeAsString("ImageName")}");
AddMonsters(location,
node.SelectNodes("./Monsters/Monster"));
AddQuests(location,
node.SelectNodes("./Quests/Quest"));
AddTrader(location, node.SelectSingleNode("./Trader"));
world.AddLocation(location);
}
}
private static void AddMonsters(Location location, XmlNodeList
monsters)
{
if(monsters == null)
{
return;
}
foreach(XmlNode monsterNode in monsters)
{
location.AddMonster(monsterNode.AttributeAsInt("ID"),
monsterNode.AttributeAsInt("Percent"));
}
}
private static void AddQuests(Location location, XmlNodeList
quests)
{
if(quests == null)
{
return;
}
foreach(XmlNode questNode in quests)
{
location.QuestsAvailableHere
.Add(QuestFactory.GetQuestByID(questNode.AttributeAsInt("ID")));
}
}
private static void AddTrader(Location location, XmlNode
traderHere)
{
if(traderHere == null)
{
return;
}
location.TraderHere =
TraderFactory.GetTraderByID(traderHere.AttributeAsInt("ID"));
}
}
}
SpellFactory.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Engine.Models;
namespace Engine.Factories
{
public static class SpellFactory
{
private static readonly List<spells> _standardSpell = new
List<Spells>
();
static SpellFactory()
{
_standardSpell.Add(new Spell(8000, "Fireball", 5));
_standardSpell.Add(new Spell(8001, "Lightning", 5));
_standardSpell.Add(new Spell(8002, "Frost Bolt", 5));
}
public static Spell CreateSpell(int SpellID)
{
standardSpell = _standardSpell.FirstOrDefault(spell =>
spell.SpellID == SpellID);
if (standardSpell != null)
{
return standardSpell.Clone();
}
return null;
}
}
}
|
|
|
|
|
I hate buzzwords, like "factory".
Define your entities, and your collections of entities, and then use xml serialization to populate them. You'll have a LOT less code to deal with.
I also suggest that you store your different entity types in their own xml files, because when you write new data, you have to write the entire file.
".45 ACP - because shooting twice is just silly" - JSOP, 2010 ----- You can never have too much ammo - unless you're swimming, or on fire. - JSOP, 2010 ----- When you pry the gun from my cold dead hands, be careful - the barrel will be very hot. - JSOP, 2013
|
|
|
|
|
I've heard of xml the game actually uses xml files for some things. But how would you xml serialization?
|
|
|
|
|
|
thanks for the links. I am new to c# and still learning the concepts of it. how would xml serialization help me? would it help me more than combining all factories into an abstract factory?
|
|
|
|
|
When your game is running the data is all in memory of the computer. When your program stops this memory will be cleared. So if you wish to save the game, you need to store the state on disk. As disk files have a sequential list of bytes, we refer to the concept of converting your in memory data to a sequential sequence of data "serialization". Converting it back is "deserialization". XML is one of better known formats you can use to represent your data in a file. Another (probably more popular these days) is JSON - I would stick to one of these until you KNOW that another option is better. If you do not need to keep data after your program close (and maybe in the start you don't) you can simply skip this.
Your example code referring to this as a Factory is - a stretch. A factory is used when you need to create a new object - but you need some code that controls which object is created (so if you want to create a "Weapon" object, the Factory might have logic to figure out if it should create a Sword or a Gun object).
So the most important next step for you, is to stop referring to these as Factories. That will just confuse you (as here, you keep asking factory this, factory that - but you do not need a factory, nor do you have a factory)
In your example the XML is read "manually". What I mean with this, is there is code that look for certain named data in the XML file, and then place that into the memory object. The main advantage of this is: 1) Easy to debug, 2) Easy to deal with multiple formats - if you need to read old saved games for example. The disadvantage is a lot of code that takes time to write and maintain. Garry already provided links for the alternative approach, where you basically let the computer come up with an XML structure that match your data. If you do not want to convert data manually as done in your example, then that is how you would avoid all this code.
|
|
|
|
|