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  • Database Maintenance Scripting Done Right

    - by KKline
    I first wrote about useful database maintenance scripts on my SQLBlog account way back in 2008. Hmmm - now that I think about it, I first wrote about my own useful database maintenance scripts in a journal called SQL Server Professional back in the mid-1990's on SQL Server v6.5 or some such. But I digress... Anyway, I pointed out a couple useful sites where you could get some good scripts that would take care of preventative maintenance on your SQL Server, such as index defragmentation, updating...(read more)

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  • Has any language become greatly popular for something other than its intended purpose?

    - by Jon Purdy
    Take this scenario: A programmer creates a language to solve some problem. He then releases this language to help others solve problems like it. Another programmer discovers it's actually much better for some different category of problems. By virtue of this new application, the language then becomes popular for that application primarily. Are there any instances of this actually occurring? Put another way, does the intended purpose of a language have any bearing on how it's actually used, or whether it becomes popular? Is it even important that a language have an advertised purpose?

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  • Best language or tool for automating tedious manual tasks

    - by Jon Hopkins
    We all have tasks that come up from time to time that we think we'd be better off scripting or automating than doing manually. Obviously some tools or languages are better for this than others - no-one (in their right mind) is doing a one off job of cross referencing a bunch of text lists their PM has just given them in assembler for instance. What one tool or language would you recommend for the sort of general quick and dirty jobs you get asked to do where time (rather than elegance) is of the essence? Background: I'm a former programmer, now development manager PM, looking to learn a new language for fun. If I'm going to learn something for fun I'd like it to be useful and this sort of use case is the most likely to come up.

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  • I am afraid that my University is not going to teach me enough information [closed]

    - by Muhklayne
    I attend a University and am a Computer Science major. I have barely entered into the major, as I am a sophomore. However, the coursework I am doing is extremely easy already and I feel as though this degree is going to lead me to a path of knowledge without knowing how to bring it all together. Therefore, I am coming to you to ask where I should begin learning on my own! I am willing to dedicate hours upon hours of learning to code outside of class, as it is truly my passion. I will begin by completing all work on http://www.codecademy.com, however I feel this will not be enough either. I would love to learn to integrate visual languages for video games such as NXA and C# combining it with C++ (as I understand video games can be created in this manner). I would also like to look into LUA and Python scripting. I am asking for advice as to where I should begin my personal studies of learning to program, as with my research it has become quite apparent that simply attaining a degree in Computer Science is quite frankly not enough. Thank you for your time!

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  • Is there a Visual Studio style tool/IDE?

    - by Tim
    I have been developing in the windows space with Visual Studio for a while now with work, but I have also been using Ubuntu for a while and am keen to get into some software development for linux. I should also note. I am not looking for .NET and I am aware of mono. I am also familiar with c++ development and some python, so the language isn't so much relevant as the "all in one" aspect. I was interested to know if there is a useful all in one code/debug/design(gui) IDE similar to something like Visual Studio but for linux?

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  • Computer Games Technolgy or Software Engineering?

    - by Suleman Anwar
    I'm in the last year of my college and going to university next year. Could you tell me what the difference between Software Engineering and Computer Games Technology is? I know a bit of both but don't know the actual difference. I'm kind off in a dilemma between these two. I want to be a programmer, I'd love to go into gaming but I heard getting a job within a computer games company is really hard.

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  • Mail Scanning System

    - by Mr D
    In the same way gmail can generate ads based on email content, I am looking for a way to develop a system which can: Allow users to connect their email address to our site It then would continously monitor all incomming emails From the incomming emails there would be a critera(e.g. a certain address or subject) if any of the emails matched the critea it would would be saved to a database Then once a new email had been found the users would receive an email notification will tells them to log back into the site to see it. My questions are: Would this be possible? What would be a good language to use(generally I like php, python and java) Are there any frameworks which would help do this? How would I connect the users email account to allow access to their emails(do I need a mail server?) Any advice? Thank you! If you need more information please let me know.

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  • Breaking The Promise of Web Service Interoperability

    The promise of web service interoperability is achievable if certain technical and non-technical issues are dealt with properly. As the world gets smaller and smaller thanks to our growing global economy the need for security is increasing. The use of security is vital in the transferring of data from one server to another. As new security standards and protocols are created, the environments for web service hosts and clients must be in sync so that they can communicate on the same standard and protocols. For example, if a new protocol x can only be implemented on computers built after 2010 then all computers built prior to 2010 will not be able to connect to any web service hosts that only use this protocol in its security policy. If both the host and client of a web service cannot communicate using a set of common standards and protocols then web services are not available to these clients thus breaking the promise of interoperability. Another limiting factor of web services is governmental policies and regulations. I have experienced this first hand last year when I had to work on a project that dealt with personally identifiable information (PII) regarding US and Canadian Citizens. Currently the Canadian government regulates that any data pertaining to Canadian citizens must be store in Canada only. The issue that we had was that fact that we are a US based company that sometimes works with Canadian PII as part of a service that we provide. As you can see we are US based company and dealing with Canadian Data, so we had to place a file server inside the border of Canada in order for us to continue working for our Canadian customers.

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  • Can Scala be considered a functional superset of Java?

    - by Giorgio
    Apart from the differences in syntax, can Scala be considered a superset of Java that adds the functional paradigm to the object-oriented paradigm? Or are there any major features in Java for which there is no direct Scala equivalent? With major features I mean program constructs that would force me to heavily rewrite / restructure my code, e.g., if I had to port a Java program to Scala. Or can I expect that, given a Java program, I can port it to Scala almost line-by-line?

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  • Why is an anemic domain model considered bad in C#/OOP, but very important in F#/FP?

    - by Danny Tuppeny
    In a blog post on F# for fun and profit, it says: In a functional design, it is very important to separate behavior from data. The data types are simple and "dumb". And then separately, you have a number of functions that act on those data types. This is the exact opposite of an object-oriented design, where behavior and data are meant to be combined. After all, that's exactly what a class is. In a truly object-oriented design in fact, you should have nothing but behavior -- the data is private and can only be accessed via methods. In fact, in OOD, not having enough behavior around a data type is considered a Bad Thing, and even has a name: the "anemic domain model". Given that in C# we seem to keep borrowing from F#, and trying to write more functional-style code; how come we're not borrowing the idea of separating data/behavior, and even consider it bad? Is it simply that the definition doesn't with with OOP, or is there a concrete reason that it's bad in C# that for some reason doesn't apply in F# (and in fact, is reversed)? (Note: I'm specifically interested in the differences in C#/F# that could change the opinion of what is good/bad, rather than individuals that may disagree with either opinion in the blog post).

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  • Started wrong with a project. Should I start over?

    - by solidsnake
    I'm a beginner web developer (one year of experience). A couple of weeks after graduating, I got offered a job to build a web application for a company whose owner is not much of a tech guy. He recruited me to avoid theft of his idea, the high cost of development charged by a service company, and to have someone young he can trust onboard to maintain the project for the long run (I came to these conclusions by myself long after being hired). Cocky as I was back then, with a diploma in computer science, I accepted the offer thinking I can build anything. I was calling the shots. After some research I settled on PHP, and started with plain PHP, no objects, just ugly procedural code. Two months later, everything was getting messy, and it was hard to make any progress. The web application is huge. So I decided to check out an MVC framework that would make my life easier. That's where I stumbled upon the cool kid in the PHP community: Laravel. I loved it, it was easy to learn, and I started coding right away. My code looked cleaner, more organized. It looked very good. But again the web application was huge. The company was pressuring me to deliver the first version, which they wanted to deploy, obviously, and start seeking customers. Because Laravel was fun to work with, it made me remember why I chose this industry in the first place - something I forgot while stuck in the shitty education system. So I started working on small projects at night, reading about methodologies and best practice. I revisited OOP, moved on to object-oriented design and analysis, and read Uncle Bob's book Clean Code. This helped me realize that I really knew nothing. I did not know how to build software THE RIGHT WAY. But at this point it was too late, and now I'm almost done. My code is not clean at all, just spaghetti code, a real pain to fix a bug, all the logic is in the controllers, and there is little object oriented design. I'm having this persistent thought that I have to rewrite the whole project. However, I can't do it... They keep asking when is it going to be all done. I can not imagine this code deployed on a server. Plus I still know nothing about code efficiency and the web application's performance. On one hand, the company is waiting for the product and can not wait anymore. On the other hand I can't see myself going any further with the actual code. I could finish up, wrap it up and deploy, but god only knows what might happen when people start using it. What do you think I should do?

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  • Maintainability of Boolean logic - Is nesting if statements needed?

    - by Vaccano
    Which of these is better for maintainability? if (byteArrayVariable != null) if (byteArrayVariable .Length != 0) //Do something with byteArrayVariable OR if ((byteArrayVariable != null) && (byteArrayVariable.Length != 0)) //Do something with byteArrayVariable I prefer reading and writing the second, but I recall reading in code complete that doing things like that is bad for maintainability. This is because you are relying on the language to not evaluate the second part of the if if the first part is false and not all languages do that. (The second part will throw an exception if evaluated with a null byteArrayVariable.) I don't know if that is really something to worry about or not, and I would like general feedback on the question. Thanks.

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  • Could someone break this nasty habit of mine please?

    - by MimiEAM
    I recently graduated in cs and was mostly unsatisfied since I realized that I received only a basic theoretical approach in a wide range of subjects (which is what college is supposed to do but still...) . Anyway I took the habit of spending a lot of time looking for implementations of concepts and upon finding those I will used them as guides to writing my own implementation of those concepts just for fun. But now I feel like the only way I can fully understand a new concept is by trying to implement from scratch no matter how unoptimized the result may be. Anyway this behavior lead me to choose by default the hard way, that is time consuming instead of using a nicely written library until I hit my head again a huge wall and then try to find a library that works for my purpose.... Does anyone else do that and why? It seems so weird why would anyone (including me) do that ? Is it a bad practice ? and if so how can i stop doing that ?

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  • Which is more important in a web application code promotion hierarchy? production environment to repo equivalence or unidirectional propagation?

    - by ghbarratt
    Lets say you have a code promotion hierarchy consisting of several environments, (the polar end) two of which are development (dev) and production (prod). Lets say you also have a web application where important (but not developer controlled) files are created (and perhaps altered) in the production environment. Lets say that you (or someone above you) decided that the files which are controlled/created/altered/deleted in the production environment needed to go into the repository. Which of the following two sets of practice / approaches do you find best: Committing these non-developed file modifications made in the production environment so that the repository reflects the production environment as closely and as often as possible. Generally ignoring the non-developed production environment alterations, placing confidence in backups to restore the production environment should it be harmed, and keeping a resolution to avoid pushing developments through the promotion hierarchy in the reverse direction (avoiding pushing from prod to dev), only committing the files found in the production environment if they were absolutely necessary in other environments for development. So, 1 or 2, and why? PS - I am currently slightly biased toward maintaining production environment to repository equivalence (option 1), but I keep an open mind and would accept an answer supporting either.

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  • OpenGLES GLSL Shader attributes always bound to 0

    - by codemonkey
    So I have a very simple vertex shader as follows #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } Which I load, as well as the fragment shader: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } Which I then load, compile, and link to my shader program. I check for link status using glGetProgramiv(shaderProgram, GL_LINK_STATUS, &shaderSuccess); which returns GL_TRUE so I think its ok. However, when I query the active attributes and uniforms using #ifdef DEBUG int totalAttributes = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &totalAttributes); for(int i=0; i<totalAttributes; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveAttrib(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetAttribLocation(shaderProgram, name); fprintf(stderr, "Attribute %s is bound at %d\n", name, location); } int totalUniforms = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &totalUniforms); for(int i=0; i<totalUniforms; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveUniform(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetUniformLocation(shaderProgram, name); fprintf(stderr, "Uniform %s is bound at %d\n", name, location); } #endif I get: Attribute inColor is bound at 0 Attribute position is bound at 1 Uniform mvp is bound at 0 Which leads to failure when trying to use the shader to render the objects. I have tried switching the order of declaration of position & inColor, but still, only position is bound with the other two giving 0 Can someone please explain why this is happening? Thanks

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  • Enterprise VS Regular corporate developer

    - by Rick Ratayczak
    Ok, I "almost" lost a job offer because I "didn't have enough experience as an enterprise software engineer". I've been a programmer for over 16 years, and the last 12-14 professionally, at companies big and small. So this made me think of this question: What's the difference between a software engineer and an enterprise software engineer? Is there really a difference between software architecture and enterprise architecture? BTW: I try to do what every other GOOD software programmer does, like architecture, tdd, SDLC, etc.

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  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

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  • How to create an Orthographic display in OpenGL (ES) that handles different screen sizes and orientations?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • How do you navigate and refactor code written in a dynamic language?

    - by Philippe Beaudoin
    I love that writing Python, Ruby or Javascript requires so little boilerplate. I love simple functional constructs. I love the clean and simple syntax. However, there are three things I'm really bad at when developing a large software in a dynamic language: Navigating the code Identifying the interfaces of the objects I'm using Refactoring efficiently I have been trying simple editors (i.e. Vim) as well as IDE (Eclipse + PyDev) but in both cases I feel like I have to commit a lot more to memory and/or to constantly "grep" and read through the code to identify the interfaces. As for refactoring, for example changing method names, it becomes hugely dependent on the quality of my unit tests. And if I try to isolate my unit tests by "cutting them off" the rest of the application, then there is no guarantee that my stub's interface stays up to date with the object I'm stubbing. I'm sure there are workarounds for these problems. How do you work efficiently in Python, Ruby or Javascript?

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  • Expanding existing DVCS Wiki

    - by A Lion
    A portion of my job is to maintain technical documentation for a rapidly expanding manufacturing company. Because it is only a portion of my job and the company's product line is expanding so quickly, I can't stay on top of the documentation. As a result, I've been yearning for an information management system with a handful of specific features. I've found many products that have a subset, but none that have all the features I'm looking for. I'm at the point of picking an existing product and expanding it to cover my desired feature set, however, this will be a pet project and I will be learning the underlying language as I go. So, the main question is which existing product will be the easiest to expand to cover the full feature set and has a relatively easy to learn language? Alternatively, have I missed another existing program that will cover the feature set or should be in my list of "close, but not quite there"? Feature Set web interface based on a distributed version control system (e.g., git) easy to edit by logged in novices (e.g. wiki, multimarkdown) outputs in more traditional formats (e.g., doc, odt, pdf) edits held in queue until editor/engineer/manager approves them (e.g., MS Word editing) [this is the really big elephant in list - suggestions on where to start appreciated] edits held in queue specifically for engineer approval [extra limb of the elephant in the list] well-supported in the open source community Closest, but not quite there ikiwiki - http://ikiwiki.info (php) lots of awesome functionality and extensions, including easy to edit and based on DVCS lacks a review/forward for review queue appears to be well-supported within the OSS community gitit - http://gitit.net/ (haskell) easy to edit and based on DVCS lots of outputs in traditional formats a great web-based gui diff interface lacks a review/forward for review queue appears to be primarily maintained by one individual

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  • What is considered third party code?

    - by Songo
    Inspired by this question Using third-party libraries - always use a wrapper? I wanted to know what people actually consider as third-party libraries. Example from PHP: If I'm building an application using Zend framework, should I treat Zend framework libraries as third party code? Example from C#: If I'm building a desktop application, should I treat all .Net classes as third party code? Example from Java: Should I treat all libraries in the JDK as third party libraries? Some people say that if a library is stable and won't change often then one doesn't need to wrap it. However I fail to see how one would test a class that depends on a third party code without wrapping it.

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  • Hard Copies VS Soft Copies

    - by Garet Claborn
    Where do you draw the line and say, "OK, I'm actually going to print out this piece of code, spec, formula, or other info and carry it around but these pieces can stay on disk." Well, more importantly why do you draw the line there? I've encountered this a number of times and have some sort of vague conceptions beyond "oh now I'm REALLY stuck, better print this out." I've also found some quicksheets of basic specs to be handy. Really though, I have no particular logic behind what is useful to physically have available in the design and development process. I have a great pile of 'stuff' papers that seemed at least partially relevant at the time, but I only really use about a third of them ever and often end up wishing I had different info on hand. Edit: So this is what I'm hearing in a nutshell: Major parts of the design pattern Common, fairly static and prominently useful code (reference or specs) Some representation of data useful in collaborating or sharing with team Extreme cases of tough problem solving Overwhelmingly,almost never print anything.

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • Celko's SQL Stumper: Eggs in one Basket

    Joe Celko returns with another stumper to celebrate Easter. Unsurprisingly, this involves eggs. More surprising is the nature of the puzzle: This time, the puzzle is one of designing a database rather than a query. DDL as well as the DML.

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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