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  • Social Networking at Professional Events

    Dr. Masha Petrova compresses, into a small space, much good advice on networking with other professional people. She draws from her own experience as a technical expert to provide a detailed checklist of things you should and shouldn't do at conferences or tradeshows to be a successful 'networker'. As usual, she delivers sage advice with a dash of humour.

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  • Reflector Pro Cometh

    Reflector 6 is here. Nick Harrison is a long-time Reflector enthusiast, and has been responsible for writing an add-in. As he'd helped test the new version, Nick asked to review it for Simple-Talk. The team were anxious to know what he thought. They needn't have worried.

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  • Is it normal to think about a design problem for days with no code written? [closed]

    - by Kim Jong Woo
    Sometimes I stare blankly into space or sketch ideas and write some pseudo codes on paper. Then I scratch it out and start again, then when I think I have the correct solution for the problem I begin writing the code. Is it normal to think for days without writing any code? Is this a sign that I am approaching the problem entirely wrong? It makes me nervous to not getting any tangible code written in my IDE.

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  • What are some good game development programs for kids?

    - by John Giotta
    I know a very bright little boy who excels in math, but at home he's glued to his Nintendo DS. When I asked him what he wanted to do when he grew up he said "Make video games!" I remember a few years there was mention of a MIT software called Scratch and thought maybe this kid can do want he wants to do. Has anyone used any of the "game development" for kids softwares out there? Can you recommend any?

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  • Push-Based Events in a Services Oriented Architecture

    - by Colin Morelli
    I have come to a point, in building a services oriented architecture (on top of Thrift), that I need to expose events and allow listeners. My initial thought was, "create an EventService" to handle publishing and subscribing to events. That EventService can use whatever implementation it desires to actually distribute the events. My client automatically round-robins service requests to available service hosts which are determined using Zookeeper-based service discovery. So, I'd probably use JMS inside of EventService mainly for the purpose of persisting messages (in the event that a service host for EventService goes down before it can distribute the message to all of the available listeners). When I started considering this, I began looking into the differences between Queues and Topics. Topics unfortunately won't work for me, because (at least for now), all listeners must receive the message (even if they were down at the time the event was pushed, or hadn't made a subscription yet because they haven't completed startup (during deployment, for example) - messages should be queued until the service is available). However, I don't want EventService to be responsible for handling all of the events. I don't think it should have the code to react to events inside of it. Each of the services should do what it needs with a given event. This would indicate that each service would need a JMS connection, which questions the value of having EventService at all (as the services could individually publish and subscribe to JMS directly). However, it also couples all of the services to JMS (when I'd rather that there be a single service that's responsible for determining how to distribute events). What I had thought was to publish an event to EventService, which pulls a configuration of listeners from some configuration source (database, flat file, irrelevant for now). It replicates the message and pushes each one back into a queue with information specific to that listener (so, if there are 3 listeners, 1 event would become 3 events in JMS). Then, another thread in EventService (which is replicated, running on multiple hots) would be pulling from the queue, attempting to make the service call to the "listener", and returning the message to the queue (if the service is down), or discarding the message (if the listener completed successfully). tl;dr If I have an EventService that is responsible for receiving events and delegating service calls to "event listeners," (which are really just endpoints on other services), how should it know how to craft the service call? Should I create a generic "Event" object that is shared among all services? Then, the EventService can just construct this object and pass it to the service call. Or is there a better answer to this problem entirely?

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  • Tab completion COMP_WORDS bad array subscript

    - by Senthil Kumaran
    I have upgraded my Ubuntu to 10.04 and I am facing this problem of COMP_WORDS bad array subscript when I press TAB for certain completion. I thought, it is a bug with bash-completion package and I purged it. But even after that, I still face this. If it is a bug with bash package, how I can resolve it? https://bugs.launchpad.net/ubuntu/+source/bash-completion/+bug/366446 It is difficult for a developer to live with this bug in the system.

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  • T-SQL Tuesday #14: Resolutions

    - by AaronBertrand
    This month, T-SQL Tuesday is being hosted by freshly minted MVP Jen McCown ( blog | twitter ), and her topic is " Resolutions! " I already gave a rough sort of overview on my goals for 2011 , but I thought I would be able to dig a little deeper with enough relevance to participate. So with that in mind, and with a goal of not setting the bar too high, here are a few of the resolutions I hope to achieve in 2011: To become better at PowerShell Not just because all the cool kids are doing it, but because...(read more)

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  • Ray Intersecting Plane Formula in C++/DirectX

    - by user4585
    I'm developing a picking system that will use rays that intersect volumes and I'm having trouble with ray intersection versus a plane. I was able to figure out spheres fairly easily, but planes are giving me trouble. I've tried to understand various sources and get hung up on some of the variables used within their explanations. Here is a snippet of my code: bool Picking() { D3DXVECTOR3 vec; D3DXVECTOR3 vRayDir; D3DXVECTOR3 vRayOrig; D3DXVECTOR3 vROO, vROD; // vect ray obj orig, vec ray obj dir D3DXMATRIX m; D3DXMATRIX mInverse; D3DXMATRIX worldMat; // Obtain project matrix D3DXMATRIX pMatProj = CDirectXRenderer::GetInstance()->Director()->Proj(); // Obtain mouse position D3DXVECTOR3 pos = CGUIManager::GetInstance()->GUIObjectList.front().pos; // Get window width & height float w = CDirectXRenderer::GetInstance()->GetWidth(); float h = CDirectXRenderer::GetInstance()->GetHeight(); // Transform vector from screen to 3D space vec.x = (((2.0f * pos.x) / w) - 1.0f) / pMatProj._11; vec.y = -(((2.0f * pos.y) / h) - 1.0f) / pMatProj._22; vec.z = 1.0f; // Create a view inverse matrix D3DXMatrixInverse(&m, NULL, &CDirectXRenderer::GetInstance()->Director()->View()); // Determine our ray's direction vRayDir.x = vec.x * m._11 + vec.y * m._21 + vec.z * m._31; vRayDir.y = vec.x * m._12 + vec.y * m._22 + vec.z * m._32; vRayDir.z = vec.x * m._13 + vec.y * m._23 + vec.z * m._33; // Determine our ray's origin vRayOrig.x = m._41; vRayOrig.y = m._42; vRayOrig.z = m._43; D3DXMatrixIdentity(&worldMat); //worldMat = aliveActors[0]->GetTrans(); D3DXMatrixInverse(&mInverse, NULL, &worldMat); D3DXVec3TransformCoord(&vROO, &vRayOrig, &mInverse); D3DXVec3TransformNormal(&vROD, &vRayDir, &mInverse); D3DXVec3Normalize(&vROD, &vROD); When using this code I'm able to detect a ray intersection via a sphere, but I have questions when determining an intersection via a plane. First off should I be using my vRayOrig & vRayDir variables for the plane intersection tests or should I be using the new vectors that are created for use in object space? When looking at a site like this for example: http://www.tar.hu/gamealgorithms/ch22lev1sec2.html I'm curious as to what D is in the equation AX + BY + CZ + D = 0 and how does it factor in to determining a plane intersection? Any help will be appreciated, thanks.

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  • Generating triangles from a square grid

    - by vivi
    I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square diagonally into 2 triangles, however the split diagonal can clearly be seen, especially from the top : [Sorry, as a new user I can't post images, please see here : imgur] Is there a recommended way to generate triangles to remove/reduce this effect ?

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  • SQL SERVER FIX : ERROR : 4214 BACKUP LOG cannot be performed because there is no current database b

    I recently got following email from one of the reader.Hi Pinal,Even thought my database is in full recovery mode when I try to take log backup I am getting following error.BACKUP LOG cannot be performed because there is no current database backup. (Microsoft.SqlServer.Smo)How to fix it?Thanks,[name and email removed as requested]Solution / Fix:This error can [...]...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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  • Submitting software to a competition, it becomes their property?

    - by myrkos
    So I'm about to submit a game to a competition, but as I looked through the rules a chunk grabbed my attention: All Entries become the sole and exclusive property of Sponsor and will not be acknowledged or returned. Sponsor shall own all right, title and interest in and to each Entry, including without limitation all results and proceeds thereof and all elements or constituent parts of Entry (including without limitation the Mobile App, the Design Documents, the Video Trailer, the Playable and all illustrations, logos, mechanicals, renderings, characters, graphics, designs, layouts or other material therein) and all copyrights and renewals and extensions of copyrights therein and thereto. Without limitation of the foregoing, each Eligible Entrant shall and hereby does absolutely and irrevocably assign and transfer all of his or her right, title and interest in his or her Entry to Sponsor, and Sponsor shall have the right and may authorize others to use, copy, sublicense, transmit, modify, manipulate, publish, delete, reproduce, perform, distribute, display and otherwise exploit the Entry (and to create and exploit derivative works thereof) in any manner, including without limitation to embody the Entry, in whole or in part, in apps and other works of any kind or nature created, developed, published or distributed by Sponsor and to and register as a trademark in any country in Sponsor’s name any component of the Entry, without such Eligible Entrant reserving any rights or claims with respect thereto. Sponsor shall have the exclusive right, in perpetuity, throughout the Territory to change, adapt, modify, use, combine with other material and otherwise exploit the Entry in all media now known or hereafter devised and in any manner, in its sole and absolute discretion, without the need for any payment or credit to Entrant. So the game will become the sponsor's property; however, they don't ask for source code. So will I still own the rights to the source code, whatever that means? And if it doesn't win said competition, will I be able to publish it myself without their trademarks? I am very new to software legality stuff, so I would appreciate any clarification. Since there's a possibility I won't even own the source, is it possible to make the game core engine open source software with a not-very-restrictive license and include that in the project, so I at least still own the game engine? Or does it not work that way?

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  • Winnipeg Code Camp EF4 Resources

    - by Aaron Kowall
    I had fun presenting “What’s new in Entity Framework 4” at the Winnipeg Code Camp today. I mentioned some resources on my deck that I thought I’d include here in my blog. •EF 4.0 Hands on Labs •EF CTP  5 (has the new DbContext and CodeFirst support)   •MSDN Data Developer Center: MSDN.com/Data •ADO.NET Team Blog •EF Design Blog •How to choose an inheritance strategy Programming Entity Framework, Second Edition by Julia Lerman

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  • Making a design for a Problem [closed]

    - by Vaibhav Agarwal
    I have written many codes using OOPS and I am still to understand when is a code good enough to be accepted by experts. The thought procedure of every man is different and so is the design. My question is should I do something in particular to design my programs in such a way that they are good enough to be accepted by people. Other thing I have also read Head First Object Oriented Design but at last I feel that the way they design the problems is much different I would have designed them.

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • Authorization design-pattern / practice?

    - by Lawtonfogle
    On one end, you have users. On the other end, you have activities. I was wondering if there is a best practice to relate the two. The simplest way I can think of is to have every activity have a role, and assign every user every role they need. The problem is that this gets really messy in practice as soon as you go beyond a trivial system. A way I recently designed was to have users who have roles, and roles have privileges, and activities require some combinations of privileges. For the trivial case, this is more complex, but I think it will scale better. But after I implemented it, I felt like it was overkill for the system I had. Another option would be to have users, who have roles, and activities require you to have a certain role to perform with many activities sharing roles. A more complex variant of this would given activities many possible roles, which you only needed one of. And an even more complex variant would be to allow logical statements of role ownership to use an activity (i.e. Must have A and (B exclusive or C) and must not have D). I could continue to list more, but I think this already gives a picture. And many of these have trade offs. But in software design, there are oftentimes solutions, while perhaps not perfect in every possible case, are clearly top of the pack to an extent it isn't even considered opinion based (i.e. how to store passwords, plain text is worse, hashing better, hashing and salt even better, despite the increased complexity of each level) (i.e. 2, Smart UI designs for applications are bad, even if it is subjective as to what the best design is). So, is there a best practice for authorization design that is not purely opinion based/subjective?

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  • How to Build a Website With 2 Simple Tools

    Building your own web page or website shouldn't be as difficult a process as you may at first have thought. As with other various issues in life, the simple act of merely believing that everything pertaining to constructing an internet website is beyond your capabilities only make things worse than they actually are.

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  • My Visual Studio 2010 Setup

    - by Latest Microsoft Blogs
    When I install Visual Studio 2010, I only install the stuff I really need.  It’s easy to just do the “default” install but in my experience I find that not only does it take up additional hard drive space but the installation time is significantly Read More......(read more)

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  • Oracle Fusion Applications Design Patterns Now Available For Developers

    - by ultan o'broin
    The Oracle Fusion Applications user experience design patterns are published! These new, reusable usability solutions and best-practices, which will join the Oracle dashboard patterns and guidelines that are already available online, are used by Oracle to artfully bring to life a new standard in the user experience, or UX, of enterprise applications. Now, the Oracle applications development community can benefit from the science behind the Oracle Fusion Applications user experience, too. The design patterns are based on Oracle ADF components and easily implemented in Oracle JDeveloper. These Oracle Fusion Applications UX Design Patterns, or blueprints, enable Oracle applications developers and system implementers everywhere to leverage professional usability insight when: tailoring an Oracle Fusion application, creating coexistence solutions that existing users will be delighted with, thus enabling graceful user transitions to Oracle Fusion Applications down the road, or designing exciting, new, highly usable applications in the cloud or on-premise. Based on the Oracle Application Development Framework (ADF) components, the Oracle Fusion Applications patterns and guidelines are proven with real users and in the Applications UX usability labs, so you can get right to work coding productivity-enhancing designs that provide an advantage for your entire business. What’s the best way to get started? We’ve made that easy, too. The Design Filter Tool (DeFT) selects the best pattern for your user type and task. Simply adapt your selection for your own task flow and content, and you’re on your way to a really great applications user experience. More Oracle applications design patterns and training are coming your way in the future. To provide feedback on the sets that are currently available, let me know in the comments!.

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  • SQL Saturday #300 - Kansas City

    SQL Saturday is coming to Kansas on September 13, 2014. Our very own Steve Jones will be presenting, alongside other big names like Glenn Berry, Kathi Kellenberger, Sean and Jen McCown, Jason Strate, and many more. Register while space is available. Get alerts within 15 seconds of SQL Server issuesSQL Monitor checks performance data every 15 seconds, so you can fix issues before your users even notice them. Start monitoring with a free trial.

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  • Why do some languages recommend using spaces rather than tabs?

    - by TK Kocheran
    Maybe I'm alone in this, but few things annoy me like people indenting using spaces rather than tabs. How is typing SpaceSpaceSpaceSpace easier and more intuitive than typing Tab? Sure, tab width is variable, but it's much more indicative of indentation space than spaces. The same thing goes for backspacing; backspace once or four times? Why do languages like Python recommend using spaces over tabs?

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • twin view on gnome when monitor is unplugged

    - by james t
    i have a macbook pro which is often connected to a monitor, twin view on gnome works pretty well, but a problem arises when i disconnect the monitor, any window that resided on that workspace is no longer available. another issue is when i start my computer when a monitor is not present, because xorg.conf file has the monitor configuration in it, my mouse pointer often disappears in the other monitor's virtual space, as if it is currently plugged, osx deals with this issue elegantly by refreshing the display every time a plug in/out occurs, is there anything similar that can be done in linux ?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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