Abhas
Retired Administrator
- Joined
- Aug 6, 2004
- Location
- New Delhi, India
You got that Spot on Kshitiz. Sohum, I think we need to tone down a bit, and try to do the basic stuff 1st. Once we get started, we can move on to bigger things.
I don't think the DB programming is holding us back. I think it is a lack of a proper structure, which is my fault. It seems like our knowledge of OOP is widely variable, so I will try and get a design down for everything except UI (which I will NOT be doingYou got that Spot on Kshitiz. Sohum, I think we need to tone down a bit, and try to do the basic stuff 1st. Once we get started, we can move on to bigger things.
// concrete method
public void foo() {
// do nothing
}
// abstract method
public void bar();
public abstract void bar();
interface ISQLDBEngine {
public DataSet ExecuteQuery(SQLString str);
public void ExecuteVoidQuery(SQLString str);
}
class MySQLDBEngine : ISQLDBEngine {
public DataSet ExecuteQuery(SQLString str) {
// connect to the MySQL server
// execute the query, etc...
}
...
}
Oh my my, I just read this thread. Pretty nice Sohum.
Infact, if you talk to Simon, I had come up with the idea quite ago in an MSN chat with Simon but I dropped it due to its vastness and me being only one at that time.
I would certainly like to help with this project. I'm pretty good at vb.net now, thanks to some recent projects like the scoreboard manipulator and Mod Manager, and especially AbBh and Colin. But I've seen you're not interested in vb.net.
My point is, these types of programs could be easily made in vb.net, dunno much about the flexibility part but modular programming in vb.net is very much possible. But then I don't think many people in the coding team know vb.net!
On the other hand of vb.net, I've started learning C++ too. I know some OOP concepts already, not many though, and I'm sure I'll grasp C++ pretty quickly. Visual I've heard is the IDE so that should not be a problem. So I would definitely like to be in the coding team
Good luck to all guys.![]()
There has been a complete overhaul in vb.net from vb6. VB has been converted into a complete OOP language. With vb.net there is no difference between VB and C#, leaving aside the syntax. Also, VB's IDE is better than C#'s.
But as most of the people are familiar with C#, we can use it.
SVN requires remote access to the computer. It runs as a completely separate process than the web-server (or its easiest to configure it to do that, imo). If SVN isn't installed on your server you'll have to remote in and install it. Then you can follow the SVN guide to get it running.That's a pretty good post!
Unless the SVN requires more than just cPanel and FTP and the normal hosting stuff, I can provide SVN hosting!
Kshitiz_Indian added 1 Minutes and 6 Seconds later...
Also, I had one more idea. Maybe when every programmer writes some code, he could comment it with his name from the start and the beginning so we know when we read it, that who wrote the code?![]()
That is essentially what we are doing. Backend, UI and FixturesEngine have almost no relevance to the engine whatsoever, so those parts can be developed somewhat independently. Designing of the engine is something that I think should be discussed while we have a somewhat working form of the surrounding structure.I have been working on a cricket simulator for the last few months. By far the hardest part is getting the simulator to spit out accurate results for each ball. I think that putting off the engine design is a mistake because it will take the longest to get right. It's better to do the engine design iteratively. Decide on what player characteristics to model (my program only uses batting skill (average balls per innings), batting strike rate (runs/100 balls), bowling skill (average balls per wicket) and bowling economy rate (runs/100 balls). Then I use these to get some probability distribution of the possible ball outcomes. My results are already pretty realistic, but I don't consider things like pitch and fatigue yet. The cycle to use is
write statistical tracking module
implement engine
test
tweak engine parameters (preferably without having to recompile) and/or improve engine algorithms
repeat
Welcome aboard! Although I don't know where you just came because the project is in a bit of disarray with source code control/sharing essentially off at the moment. I'll see if I can get that up and running at some point in the near future.Cliff Notes: I want to help with programming stuff![]()
Sure, but for the references to work we need to get our interfaces up asap. I am going to start coding next weekend. I'm moving back to Rice this weekend so I should have a desk (finally!).Sohum, I just had an idea. If we're going in for fully modularized programming, why don't we divide the teams into class libraries? Meaning each team would have a class library project except maybe the UI and the core sim which will be together, and the references of the DLL's of the fixture engine, the backend and the statisticsengine can be added. This will have 2 advantages.
1. Each team can follow either C# or vb.net.
2. When we want to change something related to, say a fix in the fixture engine, we'll only have to replace the DLL file incase of a minor change, rather than releasing the whole simulator exe again.
How about it?
I have thought about it but I think it would be overkill for this project. Especially if we are planning to allow a local version (no internet connection) that would use a SQLite DB to be used to store data. We don't want users to have to install a ODBMS just to run the simulator.Sohum,
No I'm not familiar with those mapping tools. Have you considered a purely object oriented database ? That would eliminate (most) of the mapping issue, but it will introduce some speed issues and learning curve compared to SQL systems.
sohummisra said:Sure, but for the references to work we need to get our interfaces up asap. I am going to start coding next weekend. I'm moving back to Rice this weekend so I should have a desk (finally!).