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Icon   pryogene I AM LEIF, HARBINGER OF PUNS

Posts I've Made

  1. In Topic: Phobos - A JavaFX Games Engine: Part 2 - JavaFX Scene API and the FSM

    Posted 7 Jun 2014

    As a note to readers, there is an error in the source code archive.

    In Engine.java, the second line of the constructor reads if (singleton != null)
    It SHOULD read if (singleton == null)

    My apologies for the oversight.
  2. In Topic: My mergesort recurs too deeply

    Posted 20 May 2014

    Hi Tenacious

    I'd like to see if we can work this out. Could you provide a full code listing for your application so I can recreate the problem my end?
  3. In Topic: Authenticating Java FX application

    Posted 20 May 2014

    My, rather default, response to this is a database. You could store the hashed and salted (!) email addresses, usernames and ip addresses plus a true/false value denoting whether some has or hasn't supported the game. When that user logs in, pull the true/false value and store it in a local variable. That way you could use a simple if statement where supporter-only features would come into play.

    It's less than elegant, but it's simple enough.

    [Edits Below]
    Also, using the database would give you the back end you're after. Largely, though, you'll want a pre built solution for something like this as opposed to writing your own. The approach you take is directly proportional to your data needs. Either way, you'll be using a database - the question is how you'll interface with it.
  4. In Topic: Phobos - A JavaFX Games Engine: Part 1 - Intro to Threading and DP

    Posted 29 Apr 2014

    @farrell2k:
    Locking on an object of the Singleton class ensures there's no volatility whatsoever (more or less) if nothing else can access it, whereas locking on Singleton.class doesn't necessarily have the same level of security in terms of concurrent access. I also thought that might help with the out of order execution, but I was wrong. That was all, apologies for the confusion.
  5. In Topic: Phobos - A JavaFX Games Engine: Part 1 - Intro to Threading and DP

    Posted 29 Apr 2014

    View PostCasiOo, on 29 April 2014 - 09:36 AM, said:

    View Postfarrell2k, on 28 April 2014 - 03:58 AM, said:

    View PostCasiOo, on 28 April 2014 - 12:22 AM, said:

    I wouldn't advice synchronizing on Singleton.class
    Other classes could, in theory, be synchronizing on the same object
    Instead I would have a private static object to use as lock


    Seems unnecessary to me. Elaborate a little more if you would, my good fellow. :)/>/>/>/> What's the difference?

    The difference is that Singleton.class can be accessed from any class, any method, everywhere
    Using a private class instance, not shared with any others, will ensure no outsiders are synchronizing on the same object


    I imagine this would be a quicker and less-dirty solution than thread blocking, too. I'll plug it in in a bit and see what happens. May end up updating the tutorial next time round.

    [Edit] Maybe not, but it was educational to have a look-see none the less. It still serves as a more secure anti-volatility mechanism.

My Information

Member Title:
The Leafiest of the Leif's
Age:
21 years old
Birthday:
February 5, 1993
Gender:
Location:
Wolverhampton, UK
Interests:
Interesting things. Interestingly.
Full Name:
Leif Walker-Grant
Years Programming:
9
Programming Languages:
Experienced: C#, VB, (X)HTML, JScript, PHP, XAML, ASP, VBScript, C++/C, Java.
Some Knowledge: Actionscript, Lua.
Designed himself: SkySkrypt Object Markup Extensions (for Project 'Skylark')

Contact Information

E-mail:
Private
MSN:
MSN  leaffyleif@live.co.uk
Website URL:
Website URL  http://www.3six.co.uk
Skype:
Skype  leaffylebrindille
Facebook:
http://www.facebook.com/leif.walker-grant
Twitter:
leaffydesign

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