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  • Open Source WPF UML Design tool

    - by oazabir
    PlantUmlEditor is my new free open source UML designer project built using WPF and .NET 3.5. If you have used plantuml before, you know that you can quickly create sophisitcated UML diagrams without struggling with a designer. Especially those who use Visio to draw UML diagrams (God forbid!), you will be at heaven. This is a super fast way to get your diagrams up and ready for show. You can *write* UML diagrams in plain English, following a simple syntax and get diagrams generated on-the-fly. This editor really saves time designing UML diagrams. I have to produce quick diagrams to convey ideas quickly to Architects, Designers and Developers everyday. So, I use this tool to write some quick diagrams at the speed of coding, and the diagrams get generated on the fly. Instead of writing a long mail explaining some complex operation or some business process in English, I can quickly write it in the editor in almost plain English, and get a nice looking activity/sequence diagram generated instantly. Making major changes is also as easy as doing search-replace and copy-pasting blocks here and there. You don't get such agility in any conventional mouse-based UML designers. I have submited a full codeproject article to give you a detail walkthrough how I have built this. Please read this article and vote for me if you like it. PlantUML Editor: A fast and simple UML editor using WPF http://www.codeproject.com/KB/smart/plantumleditor.aspx You can download the project from here: http://code.google.com/p/plantumleditor/

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  • Game Design Dilemma

    - by Chris Williams
    I'm working on a 2d tilemapped RPG. I've actually made quite a fair amount of progress, but I'm at a point where I need to make a UI decision. I have the overland world completely mapped out, and I have several towns and special areas. I'm on the fence about how to integrate the two. Scenario 1: I have one ginormous map, where everything is the same scale. This means you can walk in and out of towns without having to load or wait and transition in any way. With everything the same scale, movement costs the same no matter where you are (in terms of time/turns/energy/hunger/whatever/etc...)  The potential downside to this is that it could take quite a long time to get anywhere on foot. Scenario 2: I have an overland map, a set of town maps, overland tactical maps, dungeon maps & special area maps. The overland map is at a different scale than the other maps. This means that time/turns/energy/hunger/whatever/etc is calculated at a different rate than on the other maps, which have a 1:1 scale. When entering a town, dungeon, special area or having a random encounter, you would effectively zoom in from the overland scale to the tactical scale. When you are done with combat, or exit a dungeon or town, it would zoom back out to the overland map. The downside to this is that at the zoomed out scale, the overland map isn't all that big (comparitively) and you can traverse it fairly quickly (in real time, not game world time.) Options: 1) Go with scenario 1, as is. 2) Go with scenario 1 and introduce a slightly speedier version of overland travel, such as a horse. 3) Go with scenario 1 and introduce "instant" travel, via portals or some kind of "click the big map" mechanism. This would only work with places you've already been, or somehow unlocked (perhaps via a quest.) 4) Go with Scenario 2, as is.   Thoughts, opinions, suggestions?  Feedback appreciated.

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Website Vulnerabilities

    - by Ben Griswold
    The folks at the Open Web Application Security Project publish a list of the top 10 vulnerabilities. In a recent CodeBrew I provided a quick overview of them all and spent a good amount of time focusing on the most prevalent vulnerability, Cross Site Scripting (XSS).  I gave an overview of XSS, stepped through a quick demo (sorry vulnerable site), reviewed the three XSS variations and talked a bit about how to protect one’s site.  References and reading materials were also included in the presentation and, look at that, they are provided here too. Open Web Application Security Project The OWASP Top Ten Vulnerabilities (pdf) OWASP List of Vulnerabilities The 56 Geeks Project by Scott Johnson ha.ckers.org OWASP XSS Prevention Cheat Sheet Wikipedia Is XSS Solvable?, Don Ankney The Anatomy of Cross Site Scripting, Gavin Zuchlinski

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  • Enable Claims based Auth on a SP2010 website, after it has been provisioned

    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). This feed URL has been discontinued. Please update your reader's URL to : http://feeds.feedburner.com/winsmarts Read full article .... ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What is "The" book for database design?

    - by FarmBoy
    In programming, there is often a canonical book for a particular topic, like the dragon book for compilers, K&R for C, etc. Is their a book regarding modern database design that simply must be read by anyone that would hope to eventually design databases? I'm not looking for a bunch of recommendations here. The answer I'm looking for is either "Yes, it's [Title, author]." or "No, there are many good books on databases, but no one must-read."

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  • SharePoint 2010 Design & Deployment Best Practices

    - by Michael Van Cleave
    Well now that SharePoint 2010 has successfully launched and everyone is scratching for every piece of best practices information they can get their hands on, I would like to invite anyone and everyone to come and take part in ShareSquared's next webinar. The webinar will cover some key information such as: Pros and cons of the different approaches to installing and configuring SharePoint 2010 Configuration Best Practices for SharePoint 2010 farms Services architecture; dependencies, licensing, and topologies Information Architecture guidance for sizing, multilingual support, multi-tenancy, and more. Using tools such as SharePoint Composer and SharePoint Maestro to configure and deploy SharePoint 2010 And most of all, avoiding common pitfalls for installation and deployment. What is better than all of that? Well, the even more exciting thing is that the presenters will be our very own SharePoint MVP's Gary Lapointe and Paul Stork. If you don't know who these guys are then you should definitely check out their blogs and their contributions to the SharePoint community. To get more information and register click here: REGISTER Other great links to information in this post: ShareSquared, Inc Gary Lapointe's Blog Paul Stork's Blog SharePoint Composer Check it out and get up to speed from some of the best in the industry. Michael

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • Installing a VADTools design component into your 3CX Voice Application Designer toolbox

    - by ParadigmShift
    The 3CX Voice Application Designer is an innovative tool for creating IVR (Interactive Voice Response) Applications, or Voice Applications.  It is a familiar drag-and-drop experience that Visual Studio developers will get the hang of pretty quick. Additionally, there are new 3rd party components released by BlueVoice, that are distributed though www.UtahVoIPStore.com I thought I’d post a quick introduction to it, by showing how to install a component into you designer tool box.  In this example I am using the CommandLine component, which lets you call the command line from your voice application. First, copy the ZIP file that came with your component to the root folder of your VAD project. Now extract the zip file into the root directory. The component will be in the root directory and the Libraries directory will have a new DLL file. Open your VAD project and right-click on the project in project explorer to add the new component to your project. Navigate to the root folder of your project and select the new component. The component is now ready for you to use in your toolbox.

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  • list of things to think about for hosting a potentially high traffic website

    - by SpashHit
    I do my own hosting for a few clients on my own VPS server (Lindode). Since my clients so far have been extremely low traffic, I have not had to really dig into some of the considerations that I would need for a higher traffic site. Now I am bidding on a client whose site will be potentially higher (not Facebook or twitter, but higher than Joe's ice cream shop). Is there a list of things I need to think about that I may be missing? I am going to assume, at least at first, that I will be able to handle them on my shared Linode, but I could move to a dedicated Linode if need be. I am not thinking so far of multiple servers, but short of that there are still considerations. For example, mod_perl instead of straight CGI, better backups, etc. What else? In case it matters, the stack will be debian-linux / apache / Perl / mysql / Template Toolkit.

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  • Tool to export Microsoft project to website?

    - by Rory
    Just wondering does anyone know of a free/open source tool that take a Microsoft project file and export it to HTML? I know you can save a project file as HTML, so wanted a tool that would do this automatically? Maybe also displaying graphs/gantt chart as well? If not, any ideas of how I would write a program to do this, preferably in java? I know of Aspose.Tasks (http://www.aspose.com/categories/.net-components/aspose.tasks-for-.net/default.aspx), which can export projects files to gantt charts in png format, but it's not free and is only available in C#.

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  • Website Editor control for WYSIWYG/regions

    - by Dan Smith
    For lack of a better title, let me try to explain further: I'm looking for a control that will allow me to have a library of "page elements" (such as a list of employees, or a photo gallery, or a contact form, etc) that could be dragged onto the page canvas. The page canvas could have pre-set regions/boxes where these items could be drug into, preventing the user from screwing up the pages layout. I'm looking for any pre-built commercial (or open-source with commercial use allowed) tools available like this.

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  • My software is hosted on a "bad" website. Can I do anything about it?

    - by Abluescarab
    The software I've created is hosted on what you could call a "bad" website. It's hard to explain, so I'll just provide an example. I've made a free password generator. This, along with most of my other FREE software, is available on this website. This is their description of my software: Platform: 7/7 x64/Windows 2K/XP/2003/Vista Size: 61.6 Mb License: Trial File Type: .7z Last Updated: June 4th, 2011, 15:38 UTC Avarage Download Speed: 6226 Kb/s Last Week Downloads: 476 Toatal Downloads: 24908 Not only is the size completely skewed, it is not trial software, it's free software. The thing is that it's not the description I'm worried about--it's the download links. The website is a scam website. They apparently link to "cracks" and "keygens", but not only is that in itself illegal, they actually link to fake download websites that give you viruses and charge your credit card. Just to list things that are wrong with this website: they claim all software is paid software then offer downloads for keygens and cracks; they fake all details about the program and any program reviews and ratings; they and the downloads site they link to are probably run by the same person, so they make money off of these lies. I'm only a teenager with no means to pursue legal action. This means that, unfortunately, I can't do anything that will actually get results. I'd like my software to only be downloaded off my personal website. I have links to four legitimate locations to download my software and that's it. Essentially, is there anything I can do about this? As I said above, I can't pursue legal action, but is there some way I can discourage traffic to that website by blacklisting it or something? Can I make a claim on MY website to only download my software from the links I provide? Or should I just pay no mind? Because, honestly, it's a bit of a ways back in Google results. Thank you ahead of time.

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  • Design considerations on JSON schema for scalars with a consistent attachment property

    - by casperOne
    I'm trying to create a JSON schema for the results of doing statistical analysis based on disparate pieces of data. The current schema I have looks something like this: { // Basic key information. video : "http://www.youtube.com/watch?v=7uwfjpfK0jo", start : "00:00:00", end : null, // For results of analysis, to be populated: // *** This is where it gets interesting *** analysis : { game : { value: "Super Street Fighter 4: Arcade Edition Ver. 2012", confidence: 0.9725 } teams : [ { player : { value : "Desk", confidence: 0.95, } characters : [ { value : "Hakan", confidence: 0.80 } ] } ] } } The issue is the tuples that are used to store a value and the confidence related to that value (i.e. { value : "some value", confidence : 0.85 }), populated after the results of the analysis. This leads to a creep of this tuple for every value. Take a fully-fleshed out value from the characters array: { name : { value : "Hakan", confidence: 0.80 } ultra : { value: 1, confidence: 0.90 } } As the structures that represent the values become more and more detailed (and more analysis is done on them to try and determine the confidence behind that analysis), the nesting of the tuples adds great deal of noise to the overall structure, considering that the final result (when verified) will be: { name : "Hakan", ultra : 1 } (And recall that this is just a nested value) In .NET (in which I'll be using to work with this data), I'd have a little helper like this: public class UnknownValue<T> { T Value { get; set; } double? Confidence { get; set; } } Which I'd then use like so: public class Character { public UnknownValue<Character> Name { get; set; } } While the same as the JSON representation in code, it doesn't have the same creep because I don't have to redefine the tuple every time and property accessors hide the appearance of creep. Of course, this is an apples-to-oranges comparison, the above is code while the JSON is data. Is there a more formalized/cleaner/best practice way of containing the creep of these tuples in JSON, or is the approach above an accepted approach for the type of data I'm trying to store (and I'm just perceiving it the wrong way)? Note, this is being represented in JSON because this will ultimately go in a document database (something like RavenDB or elasticsearch). I'm not concerned about being able to serialize into the object above, because I can always use data transfer objects to facilitate getting data into/out of my underlying data store.

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  • python, cluster computing, design help [closed]

    - by j dawg
    I would like to create my own parallel computing server. Can you please point me to some resources I can use to help me develop my server. Sorry, like I said I need help getting started. Yes, I am limited to python, I cannot use C. I am using a bunch of workstations and I want to use all the cpus in those machines. So what I am looking for is blog posts, books, articles that can help me develop my own client/server tools to send code from the client to the servers and spawn python processes based on the number of cpus. I know how to do the subprocessing/multiprocessing part of the program, I do not know how to create the server that will take the client's requests. I also need to figure out what is the best way to handle sending file data, like netcdf files or other spatial data. Any suggestions very welcome.

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  • "Build your own website" - Developing a CMS with Vague Requirements on a Tight Deadline

    - by walnutmon
    I'm a Java developer in charge of making a product which allows clients to "build their own site". I've spent a lot of time looking into Liferay, as I don't have any experience in building CMSs, and want to either use it, or get ideas of how to build a decent system. The time line is short, requirements are vague, yada yada Is Liferay a good technology to work with when showing the client (who may be very low on computer expertise) a user interface to build a site? The thing is, I want the power and flexibility to avoid the learning curve in building a CMS like product, but I don't want to waste time learning a new technology only to find its over-kill, or can't do the simple - but uncommon and unimplemented - things that we are asked to add as features Ideally I'd like to provide multiple web interfaces to the core API to build the sites - one that is very powerful, and another that is watered down and easy to use.

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  • Lost website rankings as a result of using a 302 redirect instead of a 301

    - by george peris
    I have an online store and during the last 2 days I noticed a big change in its SERPS for some keywords. The site is indexed in local Google for 5 keywords, and the online store is based on Magento 1.7. 5 days ago, I set up an SSL certificate in the online store in order to get better ranking results. I setup the SSL and followed the instructions from the Magento to make permanent 301 redirects from the HTTP URLs to the HTTPS URLs. I replaced all the URLs of the online store with HTTPS. When I saw in the SERPS that the rankings for some keywords were going up and down, I checked some URLs to see if all was going well with 301 redirects and found that the redirects where 302 and not 301, which is a big bug caused by Magento. I solved the problem with the .htaccess, but still the rankings for the homepage have disappeared. I fetched the site again using Google Webmaster Tools and am waiting to see. Can you please advise if I did something wrong, and what else I could do?

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  • Detecting 404 errors after a new site design

    - by James Crowley
    We recently re-designed Developer Fusion and as part of that we needed to ensure that any external links were not broken in the process. In order to monitor this, we used the awesome LogParser tool. All you need to do is open up a command prompt, navigate to the directory with your web site's log files in, and run a query like this: "c:\program files (x86)\log parser 2.2\logparser" "SELECT top 500 cs-uri-stem,count(*) FROM u_ex*.log WHERE sc-status=404 GROUP BY cs-uri-stem order by count(*) desc" -rtp:-1 topMissingUrls.txt And you've got a text file with the top 500 requested URLs that are returning 404. Simple!

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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