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In a tabbed application, I use a spearate controller for each tab. Breaking down your application into sensible pieces won't be as cut and dry, but very possible.
In a tabbed application, I use a spearate controller for each tab. Breaking down your application into sensible pieces won't be as cut and dry, but very possible. One suggesetion might be: MainController - Handles the 'shell' of the game, such as application startup, menus, splash screens, etc... GameController - Handle state changes and user based events like taking turns, checking for win conditions, updating scores, etc... EntityController - Communication between your game entities (cards, decks, and hands?
). It's hard for me to make too many judgements with such little information about your game, but I hope you get the idea. Also, if you want to cut down on boilerplate event handling code, I second the idea of using a framework.
I've heard good things about robotlegs, and have personally used Swiz on a couple projects. Swiz has great, unobtrusive event mediation swizframework.org.
I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.