Posts Tagged ‘dremsus’

SmartFox server Chapter- 01-Inroduction and Installation

March 21st, 2010 by aabhaanjan

Starting with SmartFox Server after its Installation :

Go to Program files then SmartFoxServerPro_1.6.6 you will see list of items of Smartfox

Admin : From where you can handle all the events and can see the server status.

Docs: Where you can find the documents of Smartfox , you can find here all the detail and

Helpful  material.

Server :  From where you can edit and Install/Uninstall Services.

ServerDetail

Examples : A lot of examples are stored here . J

Flash API : API of AS2.0  and AS 3.0 are stored here.

How to change the IP

Open Edit Config as per given figure :

Server Config

After opening config you can change the IP as example given below.

change IP

Changing the admin login and password .

change password

Opening Admin panel: When you will open the admin  panel you will be able to see login credential fields , where by entering correct Username and password you will be able to enter into the admin panel.

AdminPanel

OpenedAdminPanel

Inside the admin panel you will be able to see below mentioned figure. It have various components .

InsideTheadminPanel

Zone browser :

It will show all the created  zones and associated rooms detail.

ZoneLevelDetail

Ban Manager : From where you can see the Banned User and IP details.

bannedUserDetail

Logs : Here you will find all the  written record of messages sent or received and activity done by the

User.

logDetail

Extension manager :

Here you can see and edit all used extensions .

ExtensionDetail

Keep watching coming soon , with next chapter 🙂

Next Chapter

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Pure MVC

March 4th, 2010 by

Generally we find that an application starts with a defined architecture like (MVC, Abstracts etc.) But when it reaches to its final stage, it loses its defined architecture and become a mixture J. To avoid this in current scenario ,most projects are using some kind of framework  as  a set standard.

framework will provide the following benefits:

  • Help build complex applications faster
  • Support code reuse
  • Support maintainability and extensibility

Either framework will help you build modular, loosely-coupled applications using consistent methodologies that are founded on the well-known MVC pattern. However, there are also some significant differences in the frameworks.

PureMVC is a lightweight framework for creating applications based upon the classic Model, View and Controller concept. Based upon proven design patterns, this free, open source framework which was originally implemented in the ActionScript 3 language for use with Adobe Flex, Flash and AIR, has now been ported to nearly all major development platforms.

Implementation:

  1. Standard Version
  2. MultiCore version

Two big established frameworks are ARP and Cairngorm (for Flex), and there are a bunch of other less well known frameworks, lots of which are available from OSFlash

Communication between object is mostly done using PureMVC’s own Notification system rather than AS3 Events – this seems an odd design decision, but now that PureMVC is being ported to a whole host of different languages which do not support AS3 Events (Ruby, Python, HaXe, etc) this makes sense.

Why PureMVC ??:

  1. 1. Agility : Change data handling or Interface without effecting others
  2. 2. Reusability : View Components and Data Model
  3. 3. Clarity : Best Practice for Complicated application.

PureMVC Goals :

1.Light weight framework for creating application in Action Script 3.0

2.  No dependency on Flex, Flash or AIR

3. Reduce confusion by defining best practices for class roles, Responsibilities and Collaborations.

4. Hide complexity from the Developer.

PureMVC  vs. Cairngorm

One key difference is that PureMVC is not tied to Flex or even ActionScript. The advantage of this that PureMVC can be used for other languages, and in fact has been ported to eleven different languages to date. The disadvantage of this is that PureMVC does not leverage native Flex features; for example, rather than using Flex binding or the native Flex event delegation model, PureMVC uses its own publish/subscribe notification system.

On the other hand, Cairngorm relies too much on Flex binding, and does not provide another way of notifying the view when a relevant event has occurred in the controller or when the model has been updated. For this reason, many experienced Cairngorm developers dispatch Cairngorm events from Commands and listen for these events in the view components – something which Adobe’s training material explicitly discourages.

Another issue with Cairngorm is that it encourages the proliferation of small classes containing boilerplate code (i.e. events and commands). While developers have found various ways around this, most of these workarounds are – again – expressly discouraged by the Cairngorm documentation and training materials.

It might be argued that the framework can’t be blamed for the fact that people misuse it. On the other hand, it could also be argued that if even experienced, senior-level developers find it too onerous to manage without making some illicit modifications, then perhaps the framework has some room for improvement.

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Unity 3D Game

March 4th, 2010 by

During my experiment for a 3D game  I found Unity3D. Let me share some facts about the Unity3D.

It’s not only how fast the 3D rendering is. Unity3D has a very intuitive interface organized around a simple and clear concept.

Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application.

Something more about Unity 3D I got from Its website and other sources :

  1. 1. Scripting language:

Unity supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate. All three can use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking.

  1. 2. NET based

Game logic runs on the Open Source .NET platform, Mono.

  1. 3. Java Script

Unity’s JavaScript implementation JIT-compiles to native machine code. It runs 20x faster than      Flash or Director based JavaScript, and the same speed as C# and Boo.

4. SCOPE for Multiplayer games

Create real-time networked multiplayer functionality. Unity supports all networking needs out of the box with little learning and even less effort.

  1. 1. Web Browser Integration

When running in a web browser, the deployed Web Player can communicate seamlessly with the container web page. That way you get javascript communication and full AJAX capabilities.

  1. 2. Backend Connectivity

.NET socket libraries can be used for real-time networking, by opening TCP/IP sockets or sending UDP messages. They also make speaking XML easy, and can connect to ODBC database connections.

  1. 3. Advanced Physics

  1. 4. Fully Integrated Editor

This integration allows the Editor to do everything a published game can do. The simple, visual, and intuitive nature of the Editor makes building games fun again.

  1. 5. Graphical Fidelity

Unity has a highly optimized graphics pipeline for both DirectX and OpenGL. Animated meshes, particle systems, advanced lighting and shadows, all will run blazing fast.

  1. 6. Supported File format

All major tools and file formats are supported, any art application can be used with Unity.

  1. 7. Web Deployment

Unity-made games can be played inside a web browser thanks to the Unity Web Player Plug-in. The plug-in download is small (about 3 MB), auto-installs without a browser restart, and already has a 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based browsers

  1. 8. iPhone publishing

9. Shadow & Light

Unity’s provides a highly optimized lighting system with realtime shadows and baked lightmaps. Use    shadow and light to great effect, without worrying about the gritty technical details.

10. Supported File format

All major tools and file formats are supported, any art application can be used with Unity.

11. Web Deployment

Unity-made games can be played inside a web browser thanks to the Unity Web Player Plug-in. The plug-in download is small (about 3 MB), auto-installs without a browser restart, and already has a 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based browsers


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Testing Process Part-3

February 20th, 2010 by

The testing process

Traditional CMMI or Waterfall development model

A common practice of software testing is that testing is performed by an independent group of testers after the functionality is developed, before it is shipped to the customer. This practice often results in the testing phase being used as a project buffer to compensate for project delays, thereby compromising the time devoted to testing.

A software Development Life Cycle (SDLC)

  • Requirement analysis: Testing should begin in the requirements phase of the software development life cycle. During the design phase, testers work with developers in determining what aspects of a design are testable and with what parameters those tests work.
  • Test planning: Test strategy, test plan, test bed creation. Since many activities will be carried out during testing, a plan is needed.
  • Test development: Test procedures, test scenarios, test cases, test datasets, test scripts to use in testing software.
  • Test execution: Testers execute the software based on the plans and test documents then report any errors found to the development team.
  • Test reporting: Once testing is completed, testers generate metrics and make final reports on their test effort and whether or not the software tested is ready for release.
  • Test result analysis: Or Defect Analysis, is done by the development team usually along with the client, in order to decide what defects should be treated, fixed, rejected (i.e. found software working properly) or deferred to be dealt with later.
  • Defect Retesting: Once a defect has been dealt with by the development team, it is retested by the testing team. AKA Resolution testing.
  • Regression testing: It is common to have a small test program built of a subset of tests, for each integration of new, modified, or fixed software, in order to ensure that the latest delivery has not ruined anything, and that the software product as a whole is still working correctly.
  • Test Closure: Once the test meets the exit criteria, the activities such as capturing the key outputs, lessons learned, results, logs, documents related to the project are archived and used as a reference for future projects.

Testing artifacts

Software testing process can produce several artifacts.

Test plan: Test Plan consists of scope, approach, objectives, risk analysis, test design, roles and responsibilities, resources and environment.

Traceability matrix: It is a document which trace out the link between the test plan and test cases i.e. by showing the no. of test cases prepared, executed, Passed and failed etc.

Test case :A test case normally consists of a unique identifier, requirement references from a design specification, preconditions, events, a series of steps (also known as actions) to follow, input, output, expected result, and actual result. .

Test script: The test script is the combination of a test case, test procedure, and test data.

Test suite: The most common term for a collection of test cases is a test suite. The test suite often also contains more detailed instructions or goals for each collection of test cases.

Test data: In most cases, multiple sets of values or data are used to test the same functionality of a particular feature. All the test values and changeable environmental components are collected in separate files and stored as test data. It is also useful to provide this data to the client and with the product or a project.

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iPhone Tutorial5–Views-Transition

January 3rd, 2010 by aabhaanjan

This tutorial will focus on transitioning from one view to another. We will be utilizing Windows based Application to move from one view to another view.

In this tutorial you will learn:

  • Add A Windows Based Application.
  • Add a View Controller
  • Add a class to create Array
  • Set Up The Transition To The View
  • Connect The View To The Code

Creating a New Window Based Application

Start a new iPhone OS Project
Click Xcode > New Project and a window should pop up like this:

Make sure Application is selected under iPhone OS and then select Windows-Based Application. Click Choose… It will ask you to name your project. Type in “Tutorial 3 –transition between view” and let’s get started.

Now, all of these files together create a basic program.When you click Go ahead and click on the Build and Go button ,It display the bellow

You will see the iPhone simulator start and your program will launch.

Use Array to display Fresa Content in First View:-

Process to create Array class :-

  1. For Creating Array for fresa application à GO TO FILE à ADDà New Fileàand Select Objective C –Class and enter the name of file .The Screen will look like this

2. Now start by opening FresaCellView.h. This is the class for view controller that Apple display fresa content to main view .

Here you are creating the instance of Label and image to display the content to label and Picture to Image view control and you are creating method .

  1. Now start FresaCellView.m.

Here you have created the class and initialize the label.

  1. Now you want to utilize this class , you have to create a new table view controller class. For Creating New Viewcontroller Class . All of the functions you see already created in here are functions that have been overridden from the Table View super class.

Process to create viewController Class

  1. GO TO File à ADD à New File àSelect Objective C Class àEnter the name àFresaTableViewController.

Automatically two file will created .

  1. FresaTableViewController.h
  2. FresaTableViewController.m

Now you have to write code to utilize the FresaCellView Class .

Here you have to import fresaCellView class in FresaTableViewController.h .

This is fresatableViewController.m file . here you have to define your fresa content , Which will be appear in simulator

Since we are editing a table, all of these functions will be related to editing a table. So find the function called numberOfRowsInSection.

This function tells the application how many rows are in our table. Currently, it returns 0. Let’s change that to return no of content defined in array

.

Now go down to the function called cellForRowAtIndexPath. This function gets called once for every row. This is where we define what content to display in a given row. In this case we want the row to be a string that says.

What this function is doing is creating a new cell object and returning it. The code between the i(cell==null) block checks to see if we have created a cell before, if not build a new cell, otherwise use the one we created before. This helps in performance so we don’t need to build new cells each time we visit this function. So right before the // Set up the cell comment add the following code:

[call setLabelText:[arryData objectAtIndex:indexPath.row]];

Now come to the main file Tutorial2_NsArrayAppDelegate.h and Tutorial2_NsArrayAppDelegate.m .

For displaying view to the main window you have to create navigationControll to mapped with the view.

Now You have to create User Interface to display the fresa content .

Process to Create User Interface View :-

1.GOTOà ResourceàAdd File àView UIàAdd Label and ImageView

Now most important part to mapping with label and image. You have to mapped with the class .Here description text properties which is defined in fresaCellView.h class is mapped with label .

Process for User Interface :

  1. Now open Window.xib file.
  2. Drag and drop Navigation control to mainwindow.xib .
  3. Select Tutorial2_NsarrayAppdelegate class from Class identity.
  4. Now most important part here is that, You have to mapped navigationcontroller with the navigationControlle tab which you have selected from Library.

5. Now Call FresatableViewcontroller.xib file in View Controller properties . the screen will be look like this .

After Mapping Click the Build and Go button again to launch the iPhone simulator. You should see screen look like this and your content will display on the screen

Now here you want to transition between one view to another view . When you will click the Fresa menu the data or content of the respective menu will be display to other view . For displaying the content or description of the menu You have to follow the following process .

Add A New View

We will now add the view that we will be transitioning to. Click on. Once inside Interface Builder click on File -> New and select View.

It will add a blank View to your project mention the name nextviewcontroller . For now, we will keep it simple. Go ahead and drag a new Label on to the View.

Let’s save the view. Click File -> Save. Call it NextViewController.

Add A View Controller

Now we need to create a NextViewController class. This class will be used to connect the view that we just created to our code. Inside of Xcode click File -> New File… Select UIViewController subclass and click Next.


Name it NextViewController and make sure “Also create “NextViewController.h” “ is checked. Click Finish to continue. This will add the new ViewController to your project.

Set Up The Transition To The New View

Open up Tutorial2_transitionAppdelegate.h and add the following code:

Now go and Run

When you click on “ Fresa menu” it should transition to:

Notice the back button at the top with the text “Fresa”.

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IPhone Tutorial4-View Based(Using Array)

January 3rd, 2010 by aabhaanjan

Hi All In this tutorial I would like to describe how to used NSArray to display the content I am going to show you the simplest way to create a list of content using array .

You will learn how to:

  • Create a Windows Based Application
  • Create Class to display fresa menu .
  • Create User Interface to display the menu .

Creating a New Windows-Based Application

Open Xcode

Start a new iPhone OS Project
Click Xcode > New Project and a window should pop up like this:

Make sure Application is selected under iPhone OS and then select Windows-Based Application. Click Choose… It will ask you to name your project. Type in “Tutorial 2 -NSArray” and let’s get started.

Now, all of these files together create a basic program.When you click Go ahead and click on the Build and Go button ,It display the bellow

will see the iPhone simulator start and your program will launch.

http://www.dremsus.com/welcome/3.JPG

http://www.dremsus.com/welcome/3.JPG

Use Array to display Fresa Content in View:-

Process to create Array :-

  1. For Creating Array for fresa application à GO TO FILE à ADDà New Fileàand Select Objective C –Class and enter the name of file .The Screen will look like this
http://www.dremsus.com/welcome/1.1.JPG

http://www.dremsus.com/welcome/1.1.JPG

2. Now start by opening FresaCellView.h. This is the class for view controller that Apple display fresa content to main view .

http://www.dremsus.com/welcome/1.2.JPG

http://www.dremsus.com/welcome/1.2.JPG

Here you are creating the instance of Label and image to display the content to label and Picture to Image view control and you are creating method .

  1. Now start FresaCellView.m.
http://www.dremsus.com/welcome/fresaarray/fresa3.JPG

http://www.dremsus.com/welcome/fresaarray/fresa3.JPG

Here you have created the class and initialize the label and imageView.

  1. Now you want to utilize this class , you have to create a new table view controller class. For Creating New Viewcontroller Class . All of the functions you see already created in here are functions that have been overridden from the Table View super class.

GO TO File à ADD à New File àSelect Objective C Class àEnter the name àFresaTableViewController.

Automatically two file will created .

  1. FresaTableViewController.h
  2. FresaTableViewController.m

Now you have to write code to utilize the FresaCellView Class .

http://www.dremsus.com/welcome/fresaarray/fresa5.JPG

http://www.dremsus.com/welcome/fresaarray/fresa5.JPG

Here you have to import fresaCellView class in FresaTableViewController.h .

http://www.dremsus.com/welcome/fresaarray/fresa6.JPG

http://www.dremsus.com/welcome/fresaarray/fresa6.JPG

This is fresatableViewController.m file . here you have to define your fresa content , Which will be appear in simulator

Since we are editing a table, all of these functions will be related to editing a table. So find the function called numberOfRowsInSection.

http://www.dremsus.com/welcome/4.JPG

http://www.dremsus.com/welcome/4.JPG

This function tells the application how many rows are in our table. Currently, it returns 0. Let’s change that to return no of content defined in array

Now go down to the function called cellForRowAtIndexPath. This function gets called once for every row. This is where we define what content to display in a given row. In this case we want the row to be a string that says.

http://www.dremsus.com/welcome/5.JPG

http://www.dremsus.com/welcome/5.JPG

What this function is doing is creating a new cell object and returning it. The code between the i(cell==null) block checks to see if we have created a cell before, if not build a new cell, otherwise use the one we created before. This helps in performance so we don’t need to build new cells each time we visit this function. So right before the // Set up the cell comment add the following code:

[call setLabelText:[arryData objectAtIndex:indexPath.row]];

http://www.dremsus.com/welcome/fresaarray/fresa8.JPG

http://www.dremsus.com/welcome/fresaarray/fresa8.JPG

  1. Now come to the main file Tutorial2_NsArrayAppDelegate.h and Tutorial2_NsArrayAppDelegate.m .

For displaying view to the main window you have to create navigationControll to mapped with the view.

Now You have to create User Interface to display the fresa content .

Process to Create View :-

1.GOTO –> Resource –>Add File –>View UI –>Add Label and ImageView

Now most important part to mapping with label and image. You have to mapped with the class .Here description text properties which is defined in fresaCellView.h class is mapped with label .

Process for User Interface :

  1. Now open Window.xib file.
  2. Drag and drop Navigation control to mainwindow.xib .
  3. Select Tutorial2_NsarrayAppdelegate class from Class identity.
  4. Now most important part here is that, You have to mapped navigationcontroller with the navigationControlle tab which you have selected from Library.

5.Now Call FresatableViewcontroller.xib file in View Controller properties . the screen will be look like this .

After Mapping Click the Build and Go button again to launch the iPhone simulator. You should see screen look like this and your content will display on the screen:

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