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  • Does TDD really work for complex projects?

    - by Amir Rezaei
    I’m asking this question regarding problems I have experienced during TDD projects. I have noticed the following challenges when creating unit tests. Generating and maintaining mock data It’s hard and unrealistic to maintain large mock data. It’s is even harder when database structure undergoes changes. Testing GUI Even with MVVM and ability to test GUI, it takes a lot of code to reproduce the GUI scenario. Testing the business I have experience that TDD works well if you limit it to simple business logic. However complex business logic is hard to test since the number of combinations of tests (test space) is very large. Contradiction in requirements In reality it’s hard to capture all requirements under analysis and design. Many times one note requirements lead to contradiction because the project is complex. The contradiction is found late under implementation phase. TDD requires that requirements are 100% correct. In such cases one could expect that conflicting requirements would be captured during creating of tests. But the problem is that this isn’t the case in complex scenarios. I have read this question: Why does TDD work? Does TDD really work for complex enterprise projects, or is it practically limit to project type?

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  • Low coupling processing big quantities of data

    - by vitalik
    Usually I achieve low coupling by creating classes that exchange lists, sets, and maps between them. Now I am developing a batch application and I can't put all the data inside a data structure because there isn't enough memory. I have to read and process one chunk of data and then going to the next one. So having low coupling is much more difficult because I have to check somewhere if there is still data to read, etc. What I am using now is: Source - Process - Persist The classes that process have to ask to the Source classes if there are more rows to read. What are the best practices and or useful patterns in such situations? I hope I am explaining myself, if not tell me.

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  • How To Attach Visual Studio 2010 To IIS Process Running On Windows 7

    - by Gopinath
    Debugging ASP.NET application hosted on IIS 7 running of Windows 7 using Visual Studio 2010 is a bit different from debugging applications hosted on IIS running on Windows XP. The key differences are Visual Studio 2010 demands for administrator mode and IIS runs under the process name w3wp.exe instead of aspnet_wp.exe. Here are the detailed steps to attach Visual Studio 2010 debugger to IIS 7 on Windows 7. 1. Launch Visual Studio 2010 in Administrator mode(right click on Visual Studio Icon and choose the option Run as Administrator) 2. Open source code the site you want to debug 3. Go to Tools -> Attach to Process.; Opens up Attach to Process.  4.  In Attach to Process dialog box, check the option Show process in all sessions. 5. Search for the process w3wp.exe, and click on Attach button. 6. Accept the warning messages. That’s is you are done. Visual Studio is now attached with IIS for debugging. Happy coding. This article titled,How To Attach Visual Studio 2010 To IIS Process Running On Windows 7, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Standard way of allowing general XML data

    - by Greg Jackson
    I'm writing a data gathering and reporting application that takes XML files as input, which will then be read, processed, and stored in a strongly-typed database. For example, an XML file for a "Job" might look like this: <Data type="Job"> <ID>12345</ID> <JobName>MyJob</JobName> <StartDate>04/07/2012 10:45:00 AM</StartDate> <Files> <File name="a.jpeg" path="images\" /> <File name="b.mp3" path="music\mp3\" /> </Files> </Data> I'd like to use a schema to have a standard format for these input files (depending on what type of data is being used, for example "Job", "User", "View"), but I'd also like to not fail validation if there is extra data provided. For example, perhaps a Job has additional properties such as "IsAutomated", "Requester", "EndDate", and so on. I don't particularly care about these extra properties. If they are included in the XML, I'll simply ignore them when I'm processing the XML file, and I'd like validation to do the same, without having to include in the schema every single possible property that a customer might provide me with. Is there a standard way of providing such a schema, or of allowing such a general XML file that can still be validated without resorting to something as naïve (and potentially difficult to deal with) as the below? <Data type="Job"> <Data name="ID">12345</Data> . . . <Data name="Files"> <Data name="File"> <Data name="Filename">a.jpeg</Data> <Data name="path">images</Data> . . . </Data> </Data>

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  • Returning a mock object from a mock object

    - by Songo
    I'm trying to return an object when mocking a parser class. This is the test code using PHPUnit 3.7 //set up the result object that I want to be returned from the call to parse method $parserResult= new ParserResult(); $parserResult->setSegment('some string'); //set up the stub Parser object $stubParser=$this->getMock('Parser'); $stubParser->expects($this->any()) ->method('parse') ->will($this->returnValue($parserResult)); //injecting the stub to my client class $fileHeaderParser= new FileWriter($stubParser); $output=$fileParser->writeStringToFile(); Inside my writeStringToFile() method I'm using $parserResult like this: writeStringToFile(){ //Some code... $parserResult=$parser->parse(); $segment=$parserResult->getSegment();//that's why I set the segment in the test. } Should I mock ParserResult in the first place, so that the mock returns a mock? Is it good design for mocks to return mocks? Is there a better approach to do this all?!

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  • A deque based on binary trees

    - by Greg Ros
    This is a simple immutable deque based on binary trees. What do you think about it? Does this kind of data structure, or possibly an improvement thereof, seem useful? How could I improve it, preferably without getting rid of its strengths? (Not in the sense of more operations, in the sense of different design) Does this sort of thing have a name? Red nodes are newly instantiated; blue ones are reused. Nodes aren't actually red or anything, it's just for emphasis.

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  • How to concentrate on one project at a time. Divide and Conquer doesn't work for me [closed]

    - by refhat
    Possible Duplicate: Tips for staying focused and motivated on a project I have serious issues on concentrating on one project at a time. I cant even follow the Divide and Conquer Approach. Once I start a project, I try to get the things done as neatly as possible but very soon I end up messing so many components of it. I try to do divide and conquer, but my approach doesn't work smoothly, and then I then wonder here and there in other projects. Sometimes I try spending so many hours for some trivial issues, which in-fact are not even issues. How do I avoid this jargon and be a smooth developer and have a nice workflow around my projects. I tend to loose my concentration on the current project and wonder in another project.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Critique of the IO monad being viewed as a state monad operating on the world

    - by Petr Pudlák
    The IO monad in Haskell is often explained as a state monad where the state is the world. So a value of type IO a monad is viewed as something like worldState -> (a, worldState). Some time ago I read an article (or a blog/mailing list post) that criticized this view and gave several reasons why it's not correct. But I cannot remember neither the article nor the reasons. Anybody knows? Edit: The article seems lost, so let's start gathering various arguments here. I'm starting a bounty to make things more interesting.

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • How can I become more agile?

    - by dough
    The definition of an agile approach I've adopted is: working to reduce feedback loops, everywhere. I'd describe my Personal Development Process (PDP) as "not very agile" or "not agile enough"! I've adopted TDD, automated building, and time-boxing (using the Pomodoro Technique) as part of my PDP. I find these practices really help me get feedback, review my direction, and catch yak shaving earlier! However, what still escapes me is the ability to reduce feedback time in the ultimate feedback loop; regularly getting working software in front of the end user. Aside from team-oriented practices, what can I do to personally become more agile?

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  • symlink for dbus headers

    - by DarenW
    Source code for something that won't compile has the line #include but in real life that header file is in /usr/include/dbus-1.0/ Similarsituation exists for the dbus-c++ package. Why doesn't Ubuntu provide a symlink /usr/include/dbus pointing to the dbus-1.0 directory? Is this an bug in the dbus package? If intended, what it the purpose? Is it a proper fix to add a symlink myself? (Changing the source is not practical - there are many files, and they need to match what other people have.) update: ok, I totally misunderstood the situation, though it still comes down to a problem I think should be solved by a symlink. The dbus directory referred to in the #include statement is a deeper level directory under /usr/include/dbus-1.0/. The real problem is that the file dbus-arch-deps.h appears to be missing, but is actually stored in the weird location /usr/lib/x86_64-linux-gnu/dbus-1.0/include/dbus/ so now - why doesn't ubuntu provide a symlink to this in /usr/include/dbus-1.0/dbus, or actually store it there?

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  • Integrating application ad-support - best practice

    - by Jarede
    Considering the review that came out in March: Researchers from Purdue University in collaboration with Microsoft claim that third-party advertising in free smartphone apps can be responsible for as much as 65 percent to 75 percent of an app's energy consumption. Is there a best practice for integrating advert support into mobile applications, so as to not drain user battery too much. When you fire up Angry Birds on your Android phone, the researchers found that the core gaming component only consumes about 18 percent of total app energy. The biggest battery suck comes from the software powering third-party ads and analytics accounting for 45 percent of total app energy, according to the study. Has anyone invoked better ways of keeping away from the "3G Tail", as the report puts it. Is it better/possible to download a large set of adverts that are cached for a few hours, and using them to populate your ad space, to avoid constant use of the wifi/3g radios. Are there any best practices for the inclusion of adverts in mobile apps?

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  • Extending WikiPlex with Scope Augmenters

    - by mhawley
    [In addition to blogging, I am also using Twitter. Follow me: @matthawley] Another extension point with WikiPlex is Scope Augmenters. Scope Augmenters allow you to post process the collection of scopes to further augment, or insert/remove, new scopes prior to being rendered. WikiPlex comes with 3 out-of-the-box Scope Augmenters that it uses for indentation, tables, and lists. For reference, I'll be explaining… (read more)

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • T-SQL Tuesday #006: "What About BLOB?"

    - by Mike C
    Invitation for T-SQL Tuesday #006: "What About BLOB?" It's getting warm outside just in time for the May T-SQL Tuesday blog party. I’ll be your host this month--and the secret word for this T-SQL Tuesday is "Large Object (LOB) Data" . What’s T-SQL Tuesday? About 6 months ago Adam Machanic (Twitter: @AdamMachanic ) decided to throw a worldwide blog party. Every month Adam picks a host to post the topic and the rules. Everyone who wants to participate publishes a blog entry on the topic of the day,...(read more)

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Best practice to propagate preferences of application

    - by Shebuka
    What is your approach with propagation to all classes/windows of preferences/settings of your application? Do you share the preference_manager class to all classes/windows who need it or you make variables in each classes/windows and update them manually each time setting are changed? Currently I have a PreferencesInterface class that hold all preferences and is responsible to default all values with a dedicated method called on create and when needed, all values are public, so non getters/setters, also it have virtual SavePreferences/LoadPreferences methods. Then I have PreferencesManager that extends from PreferencesInterface and is responsible for actually implementation of SavePreferences/LoadPreferences. I've made this basically for cross-platform so that every platform can have a different implementation of actual storage (registry, ini, plist, xml, whatever).

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  • Should the Joel Test be essential for every software company? [closed]

    - by Mahbubur R Aaman
    Joel Test has 12 steps for better code. They are: Do you use source control? Can you make a build in one step? Do you make daily builds? Do you have a bug database? Do you fix bugs before writing new code? Do you have an up-to-date schedule? Do you have a spec? Do programmers have quiet working conditions? Do you use the best tools money can buy? Do you have testers? Do new candidates write code during their interview? Do you do hallway usability testing? Should these steps mandatory for every software companies? While recruiting programmers, then programmers should ask the company, as they follow joel steps?

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  • Optimizing graphics for an iOS flash game

    - by 1GR3
    A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He's a developer and I'm a designer/developer so (no surprise) we have different points of view. His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way). My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash. What do you think?

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  • First 10 programs in a new scripting languge

    - by pro_metedor
    When a peron is learning a new scripting language like: bash python perl pike What kind of simple (yet practical) problem solutions to get through to make say that a person is comprehend with this scripting language enough to approach some complex yet still practical problems encountered in everyday job. In other words, which problems would you give that person to solve to make sure that he/she is familiar with the scripting language.

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  • Drawing graphics in Java game

    - by wolf
    I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, creatures, projectiles etc). Most tutorials i've read so far show that each object has its own draw method, which is then called from some other method. What if I had one method that does all the drawing? Lets say i keep all my objects in an array or queue (or multiple arrays) and then go through each of them, get an image and draw it. So basically would it be better (and why) to have each object have its own draw method or one method that does all the drawing? Or does it matter at all? I feel like the second option is more comfortable, because then all the stuff to do with drawing would be in one place...

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  • Does relying on intellisense and documentation a lot while coding makes you a bad programmer? [duplicate]

    - by sharp12345
    This question already has an answer here: Forgetting basic language functions due to use of IDE, over reliance? [duplicate] 4 answers Is a programmer required to learn and memorize all syntax, or is it ok to keep handy some documentation? Would it affect the way that managers look at coders? What are the downside of depending on intellisense and auto-complete technologies and pdf documentation?

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  • Is there a pattern or best practice for passing a reference type to multiple classes vs a static class?

    - by Dave
    My .NET application creates HTML files, and as such, the structure looks like variable myData BuildHomePage() variable graph = new BuildGraphPage(myData) variable table = BuildTablePage(myData) BuildGraphPage and BuildTablePage both require access data, the myData object. In the above example, I've passed the myData object to 2 constructors. This is what I'm doing now, in my current project. The myData object, and it's properties are all readonly. The problem is, the number of pages which will require this object has grown. In the real project, there are currently 4, but the new spec is to have about 20. Passing this object to the constructor of each new object and assigning it to a field is a little time consuming, but not a hardship! This poses the question whether it's better practice to continue as I have, or to refactor and create a new static class for myData which can be referenced from any where in my project. I guess my abilities to use Google are poor, because I did try and find an appropriate pattern as I am sure this type of design must be common place but my results returned nothing. Is there a pattern which is suited, or do best practices lean towards one implementation over another.

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