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  • Should I make up my own HTTP status codes? (a la Twitter 420: Enhance Your Calm)

    - by Max Bucknell
    I'm currently implementing an HTTP API, my first ever. I've been spending a lot of time looking at the Wikipedia page for HTTP status codes, because I'm determined to implement the right codes for the right situations. Listed on that page is a code with number 420, which is a custom code that Twitter used to use for rate limiting. There is already a code for rate limiting, though. It's 429. This led me to wonder why they would set a custom one, when there is already a use case. Is that just being cute? And if so, then which circumstances would make it acceptable to return a different status code, and what, if any problems may clients have with it? I read somewhere that Mozilla doesn't implement the joke 418: I’m a teapot response, which makes me think that clients choose which status codes they implement. If that's true, then I can imagine Twitter's funny little enhance your calm code being problematic. Unless I'm mistaken, and we can appropriate any code number to mean whatever we like, and that only convention dictates that 404 means not found, and 429 means take it easy.

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Advice on reconciling discordant data

    - by Justin
    Let me support my question with a quick scenario. We're writing an app for family meal planning. We'll produce daily plans with a target calorie goal and meals to achieve it for our nuclear family. Our calorie goal will be calculated for each person from their attributes (gender, age, weight, activity level). The weight attribute is the simplest example here. When Dad (the fascist nerd who is inflicting this on his family) first uses the application he throws approximate values into it for Daughter. He thinks she is 5'2" (157 cm) and 125 lbs (56kg). The next day Mom sits down to generate the menu and looks back over what the bumbling Dad did, quietly fumes that he can never recall anything about the family, and says the value is really 118 lbs! This is the first introduction of the discord. It seems, in this scenario, Mom is probably more correct that Dad. Though both are only an approximation of the actual value. The next day the dear Daughter decides to use the program and sees her weight listed. With the vanity only a teenager could muster she changes the weight to 110 lbs. Later that day the Mom returns home from a doctor's visit the Daughter needed and decides that it would be a good idea to update her Daughter's weight in the program. Hooray, another value, this time 117 lbs. Now how do you reconcile these data points? Measurement error, confidence in parties, bias, and more all confound the data. In some idealized world we'd have a weight authority of some nature providing the one and only truth. How about in our world though? And the icing on the cake is that this single data point changes over time. How have you guys solved or managed this conflict?

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • How do I break down and plan a personal programming project?

    - by Pureferret
    I've just started a programming job where I'm applying my 'How to code' knowledge to what I'm being taught of 'How to Program' (They are different!). As part of this, I've been taught how to capture requirements from clients before starting a new project. But... How do I do this for a nebulous personal project? I say nebulous, as I often find halfway through programming something, I want to expand what my program will do, or alter the result. Eventually, I'm tangled in code and have to restart. This can be frustrating and off-putting. Conversely, when given a fixed task and fixed requirements, it's much easier to dig in and get it done. At work I might be told "Today/This week you need to add XYZ to program 1" That is easy to do. At home (for fun) I want to make, say, a program that creates arbitrary lists. It's a very generic task. How do I start with that? I don't need it to do anything, but I want it to do something. So how do I plan a personal programming project? Related: What to plan before starting development on a project?

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  • Structuring cascading properties - parent only or parent + entire child graph?

    - by SB2055
    I have a Folder entity that can be Moderated by users. Folders can contain other folders. So I may have a structure like this: Folder 1 Folder 2 Folder 3 Folder 4 I have to decide how to implement Moderation for this entity. I've come up with two options: Option 1 When the user is given moderation privileges to Folder 1, define a moderator relationship between Folder 1 and User 1. No other relationships are added to the db. To determine if the user can moderate Folder 3, I check and see if User 1 is the moderator of any parent folders. This seems to alleviate some of the complexity of handling updates / moved entities / additions under Folder 1 after the relationship has been defined, and reverting the relationship means I only have to deal with one entity. Option 2 When the user is given moderation privileges to Folder 1, define a new relationship between User 1 and Folder 1, and all child entities down to the grandest of grandchildren when the relationship is created, and if it's ever removed, iterate back down the graph to remove the relationship. If I add something under Folder 2 after this relationship has been made, I just copy all Moderators into the new Entity. But when I need to show only the top-level Folders that a user is Moderating, I need to query all folders that have a parent folder that the user does not moderate, as opposed to option 1, where I just query any items that the user is moderating. I think it comes down to determining if users will be querying for all parent items more than they'll be querying child items... if so, then option 1 seems better. But I'm not sure. Is either approach better than the other? Why? Or is there another approach that's better than both? I'm using Entity Framework in case it matters.

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  • Is there an industry standard for systems registered user permissions in terms of database model?

    - by EASI
    I developed many applications with registered user access for my enterprise clients. In many years I have changed my way of doing it, specially because I used many programming languages and database types along time. Some of them not very simple as view, create and/or edit permissions for each module in the application, or light as access or can't access certain module. But now that I am developing a very extensive application with many modules and many kinds of users to access them, I was wondering if there is an standard model for doing it, because I already see that's the simple or the light way won't be enough.

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  • Browser problem for background-size property [migrated]

    - by Sangram
    I am using one picture as my background of header of my blog. CSS i have used is #header-wrapper { height:125px; padding: 0px; margin: 0; background: url("http://3.bp.blogspot.com/_lxBSX0YJV58/TOspWPI1r-I/AAAAAAAAA34/uw872WFS3ME/s1600/headerbg.jpg") top center no-repeat; background-size: 1120px 124px; } original width of an image is 990 px and i made it 1120px using property background-size: 1120px 124px; It looks okay in firefox 4 and Opera 11 but doesn't work in IE 7, Palemoon etc. image size does not increases and remains 990 px. You can check my blog HERE Any help...how can i make it compatible with all browsers ?

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Clarify the Single Responsibility Principle.

    - by dsimcha
    The Single Responsibility Principle states that a class should do one and only one thing. Some cases are pretty clear cut. Others, though, are difficult because what looks like "one thing" when viewed at a given level of abstraction may be multiple things when viewed at a lower level. I also fear that if the Single Responsibility Principle is honored at the lower levels, excessively decoupled, verbose ravioli code, where more lines are spent creating tiny classes for everything and plumbing information around than actually solving the problem at hand, can result. How would you describe what "one thing" means? What are some concrete signs that a class really does more than "one thing"?

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • How do I create a game that runs on Windows, iOS and Android?

    - by AspaApps
    I use C++ to create windows games and now I want to step into another other OS like Android or iOS. I'm totally familiar with C++ so I tried to create app for iOS using objective C it was working awesome. However, I also want to publish games for Android but not by using Java. I don't want to create a single game 5-6 times for other platforms. Is their any way that if I create game for Windows then it will work in Android and iOS ? Or should I use Action Script 3.0? If I use action script 3.0, will it require Flash player to run the game in Windows, Android, iOS?

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • IoC containers and service locator pattern

    - by TheSilverBullet
    I am trying to get an understanding of Inversion of Control and the dos and donts of this. Of all the articles I read, there is one by Mark Seemann (which is widely linked to in SO) which strongly asks folks not to use the service locator pattern. Then somewhere along the way, I came across this article by Ken where he helps us build our own IoC. I noticed that is is nothing but an implementation of service locator pattern. Questions: Is my observation correct that this implementation is the service locator pattern? If the answer to 1. is yes, then Do all IoC containers (like Autofac) use the service locator pattern? If the answer to 1. is no, then why is this differen? Is there any other pattern (other than DI) for inversion of control?

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  • User input and Automated input seperation

    - by tpaksu
    I have a mysql db and I have an automation script which modifies the data inside once a day. And, these columns may have changed by an user manually. What is the best approach to make the system only update the automated data, not the manually edited ones? I mean yes, flagging the cell which is manually edited is one way to do it, but I want to know if there's another way to accomplish this? Just curiosity.

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  • Creating meaningful and engaging quests

    - by user384918
    Kill X number of monsters. Gather Y number of items (usually by killing X number of monsters). Deliver this NPC's package to this other NPC who is far far away. etc. Yeah. These quests are easy to implement, easy to complete, but also very boring after the first few times. It's kind of disingenuous to call them quests really; they're more like chores or errands. What ideas for quests have people seen that were well designed, immersive, and rewarding? What specific things did the developers do that made it so? What are some ideas you would use (or have used) to make quests more interesting?

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  • A few questions about how JavaScript works

    - by KayoticSully
    I originally posted on Stack Overflow and was told I might get some better answers here. I have been looking deeply into JavaScript lately to fully understand the language and have a few nagging questions that I can not seem to find answers to (Specifically dealing with Object Oriented programming. I know JavaScript is meant to be used in an OOP manner I just want to understand it for the sake of completeness). Assuming the following code: function TestObject() { this.fA = function() { // do stuff } this.fB = testB; function testB() { // do stuff } } TestObject.prototype = { fC : function { // do stuff } } What is the difference between functions fA and fB? Do they behave exactly the same in scope and potential ability? Is it just convention or is one way technically better or proper? If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile? Is there any benefit to doing so? Is the prototype only really useful when dealing with many instances of an object or inheritance? And what is technically the "proper" way to add methods to the prototype the way I have above or calling TestObject.prototype.functionName = function(){} every time? I am looking to keep my JavaScript code as clean and readable as possible but am also very interested in what the proper conventions for Objects are in the language. I come from a Java and PHP background and am trying to not make any assumptions about how JavaScript works since I know it is very different being prototype based. Also are there any definitive JavaScript style guides or documentation about how JavaScript operates at a low level? Thanks!

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • find and replace app for ms word

    - by kittensatplay
    i program in python. i want to know if a program in python will work for ms word since ms word is not open source. the program basically changes words like ms word already does BUT it changes words based of off a list you write, which from what i know ms word doesnt do. if it does, just let me know. if there is a related program that is needed for a program in python or any language to work with a closed source software, jsut let me know.b also you can link to a phython specific place to ask phython related question if you know of one since im going to have a lot more in the future

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  • Should one use a separate database for application data and user data?

    - by trycatch
    I’ve been working on a project for a little while and I’m unsure which is the better architecture. I’m interested in the consensus. The answer to me seems fairly obvious but something about it is digging at me and I can't pick out what. The TL;DR is: how do you handle a program with application data and user data in the same DB which needs to be able to receive updates to the application data periodically? One database for user data and one for application, or both in one? The detailed version is.. if an application has a database which needs to maintain application data AND user data, and the user data all references application data, it feels more natural to me to store them in the same database. But if there exists a need to be able to update the application data within this database periodically, should this be stripped into two databases so that one can simply download the updated application data database file as an update and replace the old one? Or should they remain as one database, and the application data be updated via a script which inserts the new data into the existing database? The second sounds clearly preferable to me... but for some reason just doesn’t feel right, and I can't pick out quite why.

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • Progressbar patterns (Eclipse)

    - by JesperE
    I've struggled quite a bit with Eclipse and progress-monitors to try to have good progressbars which report useful progress information to the user. Inevitably the code gets cluttered with lots of things like if (monitor.isCancelled()) return; ... lengthyMethodCall(monitor.newChild(10)); and all over the place I need to pass a IProgressMonitor as an argument to my methods. This is bad, for several reasons: The code gets cluttered with lots of code which is not relevant to what the function actually does. I need to manually guesstimate which parts of the code takes time, and which parts do not. It interacts badly with automated tests; where much of the information which goes into a progressbar instead should be logged for later inspection. Is there a way out of this? Are there tools which can help me out with one or more of these problems? Should I be looking at Aspect-Oriented Programming tools, or are there other alternatives?

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