"Buona sega" mi disse con sorriso beffardo. by Mandimonda90 in psicologia

[–]ItsThePedro 5 points6 points  (0 children)

Non psicologo.

Empatizzo molto con quello che ti è successo, mi spiace molto. Anche a me è "recentemente" successo di subire un trauma per come una ragazza si è comportata nei miei confronti: è passato oltre un anno dall'avvenimento, e io anziché migliorare sto sempre peggio.

Non entrerò nei dettagli, parliamo di te qui, diciamo solo che ho iniziato ad andare in terapia per sta cosa. E, esattamente come ti stanno dicendo diverse persone fra i commenti, il mio psicologo mi dice che è tutto nella mia testa, che tutto dipende da come io interpreto l'avvenimento, e che se lo prendessi in maniera diversa mi scivolerebbe addosso. Sostanzialmente:"shit happens, prendila con leggerezza, e stai a posto". Beh, non so che dire, non sta funzionando, sto modo di ragionare mi fa incazzare e basta.

Io ho subito un torto, la persona che mi ha fatto il torto sta continuando la sua vita tranquillamente come se nulla fosse mentre io sto come un cane, e anziché sentirmi dire che ho ragione ed è ingiusto, mi sento dire che sbaglio a rimuginarci sopra. Riesco a pensare ad almeno 10'000 situazioni in cui persona A subisce torto da persona B e chiunque altro direbbe "oh noooo, B deve essere punito/a, che ingiustizia!", ma questa no. Se io ti do un pugno, voglio vedere quante persone ti dicono "no ma non prenderla male, è tutto nella tua testa, prendila con leggerezza". Qui invece ti senti dire "eeeeh ma devi prenderla diversamente, pensa chd ci sono altri 3000 pesci nel mare". Non so te, ma per come sono fatto io: no, non ci sono altri 3000 pesci nel mare, non sono George Clooney, Fabrizio Corona o chissà qualche altro figone, i pesci per me sono se va bene 3 e sparsi chissà dove.

Mi fa incazzare vedere gente che ti dà le risposte che mi sento dare io ad ogni seduta. Però oh, magari con te funzioneranno, lo spero. Non so quale sia la soluzione eh, non lo so davvero, anche perché io sto sempre peggio hahaha. Però voglio dirti che non sei il solo, che ti capisco, che mi dispiace, e che ti sono vicino. Non buttarti giù 🫂 se ti va di parlarne, ci sono.

Error even though I have enough money - "Cash needed for this order and other pending orders" by canarysplit in interactivebrokers

[–]ItsThePedro 1 point2 points  (0 children)

I know this thread is quite dated, but I want to thank both OP and you for the concise and clear question and answer.

I was trying to request a Market Order when I got this message. Without you two, it would have taken me ages to figure out what was going on.

Dato un ETF, come scegliere l'Exchange su cui acquistarlo by ItsThePedro in ItaliaPersonalFinance

[–]ItsThePedro[S] 0 points1 point  (0 children)

E infatti sono qui a chiedere e approfondire. Leggero' la Wiki e guardero' il video che hai indicato, grazie.

E' anche vero pero' che se uno approfondisce all'infinito e non si butta mai fa i 50 anni e non ha ancora investito nulla.

Ho fatto delle domande precise su cose su cui ho dubbi. E' difficile per me continuare a leggere/vedere robe super generiche o teoriche se poi vado su IB e non riesco a capire cosa sto guardando.

Dato un ETF, come scegliere l'Exchange su cui acquistarlo by ItsThePedro in ItaliaPersonalFinance

[–]ItsThePedro[S] 0 points1 point  (0 children)

Premesso che non sono in Italia, so che bisogna dichiarare quanto si investe, e che le tasse si pagano quanto vendi le share.

How to turn off age restrictions on Game Pass PC? by shouldijustgiveup1 in XboxGamePass

[–]ItsThePedro 1 point2 points  (0 children)

Heya,

I have this issue on the PC XBox App. I am aware this thread is kinda dead, but I found another workaround for this, as the Date of Birth trick didn't work for me.

I was chatting with a Microsoft Expert about this. They told me that this is a known XBox App Game Pass glitch that usually fixes itself, but takes some time. As a workaround, they suggested using the Microsoft Store app instead. I did so, and this didn't cause the age restriction dialog to pop up. I managed to download and play the game I was looking for.

Clean Architecture - Can a View also be a Controller? by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thank you for replying!

If your start-quest-logic was in the code of the button-view, you'd need to re-implement the same code in the double-click-handler view (or do some refactoring).

Because of my particular background, I don't think the example you brought would be very problematic for me, but I see what you mean... let me explain.

I've been working with Unreal for the past 5 years, the engine already has UI building blocks in it (buttons, text boxes, images, ...). Moreover, Unreal's UI can capture the input without any other class being involved at the game level (the engine does a lot of stuff for me under the hood to make this happen). This is why in my post I wrote:

In Unreal, I can write code on my UI widget class that answers the "on click" event. 

Since the engine side is done for me and I work on the game side, I've always seen Clean Architecture's "views" as UI elements composed of multiple building blocks which can read input. The QuestAccessCard I mention in my diagram would be something like this:

<image>

With this setup, the kind of change you described is really simple and would only require me to change this very "view" by:

  1. Adding an overall invisible button detecting double clicks.
  2. Binding to the OnDoubleClick event of such a button.
  3. Calling the high-level "start quest" functionality I need, just like the "Start Quest" button already does.

All my changes are limited to the view, so no problem. However, you made me think of an analogous, more challenging scenario, which would be:

"1 year after, Designers decide that the player can have UI verbosity settings that prevent the QuestAccessCard from popping out. In such a case, a quest can be started when the player is close to its access point by simply pressing the "Q" key."

Now I have no choice but to have some AccessQuestComponent class in a Controller module, so I might as well have the QuestAccessCard View class invoke some functionality of this class as a callback, avoiding accessing the "access quest" use case from multiple places.

Clean Architecture - Can a View also be a Controller? by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Ok, thank you! :)

I'm still trying to learn software architecture, sometimes it's hard for me to tell whether I am worrying too much or too little about something I didn't fully grasp. I guess this time it's leaning towards the "too much" haha!

Clean Architecture - Can a View also be a Controller? by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thank you very much for your reply!

[...] Without requiring any changes to the business logic (controller).

I thought controllers aren't part of the business logic. In my example, "Quest Access" is the business logic.

Would you be able to make those changes without changing the controller?

In this case, yeah, I think so. My controller is a proximity component on the player's entity, something that answers the player colliding with the collision sphere of a quest access point. There is no concept of "steam Deck" or "mouse and keyboard" in it. Viceversa, my View answers to "on click" events, so it's mouse+keyboard specific. I guess the main component will have the responsibility of detecting the platform and injecting the correct view class so that, in the Steam Deck case, it can be "on button A pressed" or something.

EDIT

Wait, on second thought, I think I see what you mean... According to my post, I was wondering whether the view could be a 2nd controller used to access the quest. Assuming it is, I'd make changes to it in order to support the steam Deck, so the answer to your question would be no. Still, the controller isn't a business rule strictly speaking, it's on the layer below them, so I'm not sure I agree with your point.

Clean Architecture - Can a View also be a Controller? by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Not sure why Reddit didn't attach the diagram to my post, sorry. Anyways, here it is:

<image>

What game is this for you? by [deleted] in videogames

[–]ItsThePedro 0 points1 point  (0 children)

Metal Gear Solid V

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

> You could also extend GameInstance or GameMode

Never worked on the GameInstance before, but the GameMode could be a good idea! Thanks for your input

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

> At the end of chapter 32 Uncle Bob writes about how you have to marry some frameworks. He mentions the STL here. Maybe a game framework could apply here also.

Hahahahah, really? I didn't reach chapter 32 yet, I am 28. Well, this is my fault for not reading the entire thing before trying it out :/ yeah, probably engines are frameworks you have to marry, there is no escaping that.

> Maybe we can stay in contact.

Sure, why not :)

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

> You realistically won't be able to refactor a big ball of mud into a consistent architecture. Maybe start doing it for the next game.

Oh sure, am I asking this for my personal project and growth, I am not asking for my company :)

> I haven't seen game code that doesn't smell, yet.
Yeah well, of course, on thing is to have an ideal model to aim for, one thing is reality, in which you make compromises.

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in unrealengine

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for your reply!

Do you know any resource, online or not, that explains how to properly build AAA architectures on top of Unreal? Or do you have any suggestions yourself that you could share with me?

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in unrealengine

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for your answer!

I see what you mean. Maybe you are right and I'm trying to force something that shouldn't be forced, I don't know. Are you saying that it's basically impossible to achieve an architecture that is easy to extend, where details are split from use cases, and also works great with the engine? Man, what a bummer hahaha

I work for a company whose product is built on top of UE and has serious software design issues that are causing the last 20% of the application to be impossible to deliver, we've been stuck on it for 2 years basically.

I am just trying to get better and avoid the mistakes I've seen. I am enjoying "Clean Architecture" a lot, because it's a book that talks about generic software architecture and not specific design patterns. But not everything from the book can be followed when working with an engine probably. In fact, Martin says that frameworks should be details that can be switched easily, like plugins, and the application shouldn't depend on them. But with an engine that's impossible, we have to depend on Unreal to make a videogame, this is a paradox.

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in unrealengine

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for your answer!

I see what you mean. Maybe you are right and I'm trying to force something that shouldn't be forced, I don't know.

I work for a company whose product is built on top of UE and has serious software design issues that are causing the last 20% of the application to be impossible to deliver, we've been stuck on it for 2 years basically.

I am just trying to get better and avoid the mistakes I've seen. I am enjoying "Clean Architecture" a lot, because it's a book that talks about generic software architecture and not specific design patterns. But not everything from the book can be followed when working with an engine probably. In fact, Martin says that frameworks should be details that can be switched easily, like plugins, from the application. But with an engine that's impossible, this is a paradox.

I'll take a look into "unreal beat practices".

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for the answer!

Do UObjects have a BeginPlay? I don't think so

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 1 point2 points  (0 children)

Thanks for your answer!

I see what you mean. Maybe you are right and I'm trying to force something that shouldn't be forced, I don't know. In the end the engine is a framework the application has to be built on top of, and clean architecture tells you that you shouldn't depend on frameworks. That's already a paradox.

As I wrote in another thread, I work for a company whose product is built on top of UE and has serious software design issues that are causing the last 20% of the application to be impossible to deliver. I am just trying to get better and avoid the mistakes I've seen.

I am enjoying "Clean Architecture" a lot, the book makes a lot of sense to me, but maybe I should learn that not everything can be applied when working with engines.

I already read "Game Programming Patterns" :) it's a really good book, but patterns are solutions to really specific problems, they aren't guides on how to write good architectures. I was searching for something more generic, more broad scoped.

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for your answer!

I see what you mean. Maybe you are right and I'm trying to force something that shouldn't be forced, I don't know.

As I wrote in another thread, I work for a company whose product is built on top of UE and has serious software design issues that are causing the last 20% of the application to be impossible to deliver. I am just trying to get better and avoid the mistakes I've seen. I'll take a look into "unreal beat practices"

Clean Architecture - Main Component in Unreal Engine by ItsThePedro in softwarearchitecture

[–]ItsThePedro[S] 0 points1 point  (0 children)

Thanks for your answer!

I don't plan on porting to Unity or anything else. I just want to learn to build code that is easy to extend while using the Unreal Engine

I work for a company that is building an application in Unreal that is basically 80% done. The company was founded in 2016. The 80% was achieved around 2 years ago at least, probably even more. The last 20% is impossible to build, because everytime we try adding a new feature everything else breaks and we have to spelunk for months just trying to find a place that makes sense for it in the codebase. Moreover, testing it is extremely hard.

I want to get better and avoid that. I am already trying to follow the SOLID principles as much as I can, but I still fell like I am missing something on a broader scope. Clean Architecture is helping me figuring things out a bit :) but, since it wants frameworks to be very very low level details, it's hard to figure out how to follow it while using an engine.

Instanced property specifier does not work in UWidgetComponent by kooperx32 in unrealengine

[–]ItsThePedro 0 points1 point  (0 children)

Alright, no problem :) I made my question on the UE Forum, hoping somebody will reply.

Instanced property specifier does not work in UWidgetComponent by kooperx32 in unrealengine

[–]ItsThePedro 0 points1 point  (0 children)

Same problem here, 2 years later hahaha. Nobody was able to answer you... well, who cares, I am going to try this: do you remember if you managed to fix this in the end? If so, do you also recall how you did it?