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Kristofer Karlsson's development blog

Topics include: Java, Lua, general development thoughts, my projects

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Kristofer Karlsson's development blog | krkadev.blogspot.com Reviews
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Kristofer Karlsson's development blog | krkadev.blogspot.com Reviews

https://krkadev.blogspot.com

Topics include: Java, Lua, general development thoughts, my projects

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Kristofer Karlsson's development blog: August 2010

http://krkadev.blogspot.com/2010_08_01_archive.html

Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Friday, August 20, 2010. Random numbers without repetition. The origin of this problem comes from picking K. Elements from a collection of elements of size N. Obviously). If K. This is the same thing as shuffling, which can be done using the excellent Fisher-Yates algorithm in O(N). This algorithm can be used when K. Is smaller than N. As well, you just have to disregard N - K. Is very small and N.

2

Kristofer Karlsson's development blog: June 2010

http://krkadev.blogspot.com/2010_06_01_archive.html

Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Friday, June 18, 2010. Symmetric getters and setters. Sometimes you want to do some preprocessing on the inputs to the setters, to support cases where the input is out of range or other things of that nature. For instance, your domain objects may have a requirement that the values of the field should be in a specific range. You can then either:. Note that is a completely personal opinion. I do...

3

Kristofer Karlsson's development blog: February 2010

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Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Sunday, February 21, 2010. I wrote down some differences between Mockito. Ordered by how important they are for actual mock usage. The syntax is definitely one of the most important aspect of mocking, especially when comparing frameworks that are similar in most other regards. Mockito and Mockachino have slight differences in syntax, with the biggest difference being when stubbing a mock method:.

4

Kristofer Karlsson's development blog: Subversion and feature branches

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Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Wednesday, January 19, 2011. Subversion and feature branches. I've used subversion for a long time (probably around five or six years), but it's only recently I've started to use feature branches actively. Usual symptoms were crazy conflicts when merging from files not even touched in the branch. Basic rules to avoid pain:. Sync trunk - branch often. Here are the general operations I use nowadays.

5

Kristofer Karlsson's development blog: Getting started with Kahlua2

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Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Friday, May 28, 2010. Getting started with Kahlua2. This post contains some words and acronyms that are good to know about. J2SE - Java 2 Standard Edition. Is the Java version that is available on desktops. Kahlua core depends on J2SE 1.4 or higher, while the J2SE extensions require J2SE 1.5 or higher. CLDC - Connected Limited Device Configuration. Kahlua2 is built with a modular design. For every...

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Games, Art and Design: March 2011

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Games, Art and Design. Saturday, March 12, 2011. It's never to late to learn new skills. It is now roughly a year since the last post. It was an interesting year but I won't be writing about it now, perhaps sometime in the future i will. Instead I am going to write a little about my new project in personal development. Learning some basic coding skills. I will primarily focus on learning how to program in JavaScript. This choice is based on three fundamental arguments. Paste the link to the test subject&...

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Games, Art and Design: February 2010

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Games, Art and Design. Tuesday, February 16, 2010. Corollary definition for design. If design is a process which develops the value of an idea. Then a corollary to this might be:. Design is aimed at reducing waste. Maybe this lean perspective is the source of the first definition but I would not know. Monday, February 15, 2010. Erlang vs. Metcalfe. Metcalfe´s Law says that the number of links in a connected system increases exponentially with the number of connected nodes. Antiquality is what you have le...

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Games, Art and Design: March 2010

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Games, Art and Design. Thursday, March 18, 2010. An interesting problem for prioritizing an agile project is the relationship between what is most important and what is needed. This might seem as a paradoxical problem as the thing which is needed is the one which is important. But it is not, and in this post I will try to note down how this can be. Imagine that you listen to a song, now think about which thing in this song is the loudest. *waits a little*. Ok, you found another important instrument.

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Games, Art and Design: Priorities and dynamics

http://gamesartdesign.blogspot.com/2010/03/priorities-and-dynamics.html

Games, Art and Design. Thursday, March 18, 2010. An interesting problem for prioritizing an agile project is the relationship between what is most important and what is needed. This might seem as a paradoxical problem as the thing which is needed is the one which is important. But it is not, and in this post I will try to note down how this can be. Imagine that you listen to a song, now think about which thing in this song is the loudest. *waits a little*. Ok, you found another important instrument.

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Games, Art and Design: Time

http://gamesartdesign.blogspot.com/2010/02/time.html

Games, Art and Design. Wednesday, February 10, 2010. Writing posts gets low priority when many things needs to be done. Subscribe to: Post Comments (Atom). View my complete profile. I am Oskar Åsbrink, game industry veteran by some standards. My background also contains a variety of things apart from games such as electronics, audio engineering, music production, TV production and random artsy endaveours. This blog also contains a lot of seemingly unrelated topics. Comments are apprechiated.

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Games, Art and Design: Agile Failures

http://gamesartdesign.blogspot.com/2010/02/agile-failures.html

Games, Art and Design. Wednesday, February 10, 2010. There has been a lot of almost mainstream media whining about how projects fail despite using an agile development methodology. Lots of blog posts about how agile cause trouble and how scrum fails in companies. This post aims to start a journey which looks at my perspective of this trend. The journey begins with looking at the businesses which invest in projects and we’ll begin with separating these into two major factions. If you look at an already pr...

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Games, Art and Design: April 2010

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Games, Art and Design. Monday, April 26, 2010. Facebook tries to implement a global nation. The latest hubbub about Facebook and their plans makes an interesting case. From my perspective they are trying to create a kind of internet government. If they reach any level of success there will be all kinds of systems waking up to protest. The other governments come to mind as an example. Subscribe to: Posts (Atom). View my complete profile. Http:/ arshakardeshir.wordpress.com/. Http:/ blog.ihobo.com/. Mary P...

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Games, Art and Design: November 2009

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Games, Art and Design. Thursday, November 5, 2009. The Cost of Art Forms. This is a relative type of general production cost. Poems are cheaper than Pictures. Pictures are cheaper than Music. Music is cheaper than Movies. Movies are cheaper than Games. Subscribe to: Posts (Atom). View my complete profile. I am Oskar Åsbrink, game industry veteran by some standards. My background also contains a variety of things apart from games such as electronics, audio engineering, music production, TV production ...

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Games, Art and Design: June 2009

http://gamesartdesign.blogspot.com/2009_06_01_archive.html

Games, Art and Design. Monday, June 29, 2009. I just read through the excellent first installment on the Game Design Concepts by Ian Schreiber. I recommend reading it: http:/ gamedesignconcepts.wordpress.com/2009/06/29/level-1-overview-what-is-a-game/. The definition of game is an interesting matter. I would add to his something like this:. A game "requires that the player care about the outcome of the game.". This is relevant during the play session. Since the game is defined as an "Activity". Http:/ xp...

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Games, Art and Design: Erlang vs. Metcalfe

http://gamesartdesign.blogspot.com/2010/02/erlang-vs-metcalfe.html

Games, Art and Design. Monday, February 15, 2010. Erlang vs. Metcalfe. In the life of Game Designer we can get a better understanding for the concept of quality by combining two old and trusty mathematical properties. I have hinted at these concepts in older posts but I have put off writing this one for a while. I'll try and make it quick. Metcalfe´s Law says that the number of links in a connected system increases exponentially with the number of connected nodes. That is a different story. But it be...

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Kristofer Karlsson's development blog

Kristofer Karlsson's development blog. Topics include: Java, Lua, general development thoughts, my projects. Thursday, January 27, 2011. Movement in MMORPG games. Typical for MMORPG games is that there are a lot of players running around, and they usually want to interact with each other in some way - to the very least extent they want to see that other people are there. There are some tricks you can use to at the very least reduce the constant factor in order to increase the number of players supported.

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