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  • CodeStock 2012 Review: Michael Eaton( @mjeaton ) - 3 Simple Things for Increased Productivity

    3 Simple Things for Increased ProductivitySpeaker: Michael EatonTwitter: @mjeatonBlog: http://mjeaton.net/blog This was the first time I had seen Michael Eaton speak but have hear a lot of really good things about his speaking abilities. Needless to say I was really looking forward to his session. He basically addressed the topic of distractions and how they can decrease or increase your productivity as a developer. He makes the case that in order to become more productive you must block/limit all distractions. For example, he covered his top distractions as a developer. Top Distractions Social Media(Twitter, Reddit, Facebook) Wiki sites Phone Email Video Games Coworkers, Friends, Family Michael stated that he uses various types of music to help him block out these distractions in order for him to get into his coding zone. While he states that music works for him, he also notes that he knows of others that cannot really work with music. I have to say I am in the latter group because I require a quiet environment in order to work. A few session attendees also recommended listening to really loud white noise or music in another language other than your own. This allows for less focus to be placed on words being sung compared to the rhythmic beats being played. I have to say that I have not tried these suggestions yet but will in the near future. However, distractions can be very beneficial to productivity in that they give your mind a chance to relax and not think about the issues at hand. He spoke highly of taking vacations, and setting boundaries at work so that develops prevent the problem of burnout. One way he suggested that developer’s combat distractions is to use the Pomodoro technique. In his example he selects one task to do for 20 minutes and he can only do that task during that time. He ignores all other distractions until this task or time limit is complete. After it is completed he allows himself to relax and distract himself for another 5- 10 minutes before his next Pomodoro. This allows him to stay completely focused on a task and when the time is up he can then focus on other things.

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  • Math-font from the ubuntu font family?

    - by Wauzl
    Does anyone know if there will be (or already are) any possibilities to use the ubuntu font family for mathematical typesetting in LaTeX? It says “Dalton Maag, a London-based studio, has laid the foundations for the Ubuntu font project with a beautiful design that aims to produce every character to support every language and interest in the world.” on the project web site of ubuntu. So I would expect something like this because maths is an interest.

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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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  • Does hiding images on 404 error affect SEO?

    - by Question Overflow
    I have a dynamic website that allows registered users to upload and display images on the their profile page. As each user may upload less than the maximum limit of 20 images, there would be some "empty" images on the page. I am using javascript to hide these empty images. The loading of the profile page would generate a series of 404 errors depending on the number of empty images. Would these 404 errors affect the SEO of the page and the website?

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  • Ask How-To Geek: Fixing the Windows Boot Record, Sharing Mac Folders with Windows, and Reviving the Outlook Reminder Bell

    - by Jason Fitzpatrick
    You’ve got questions and we’ve got answers. Today we look at how to boot into Windows after uninstalling Linux, sharing folders between a Mac and a Windows computer, and how to reinstate the missing Outlook reminder bell. Once a week we dip into our mailbag and help readers solve their problems, sharing the useful solutions with you I the process. Read on to see our fixes for this week’s reader dilemmas.How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Maintaining Revision Levels

    - by kyle.hatlestad
    A question that came up on an earlier blog post was how to limit the number of revisions on a piece of content. UCM does not inherently enforce any sort of limit on how many revisions you can have. It's unlimited. In some cases, there may be content that goes through lots of changes, but there just simply isn't a need to keep all of its revisions around. Deleting those revisions through the content information screen can be very cumbersome. And going through the Repository Manager applet can take time as well to filter and find the revisions to get rid of. But there is an easier way through the Archiver. The Export Query criteria in Archiver includes a very handy field called 'Revision Rank'. With revision labels, they typically go up as new revisions come in (e.g. 1, 2, 3, 4, etc...). But you can't really use this field to tell it to keep the top 5 revisions. Those top 5 revision numbers are always going up. But revision rank goes the opposite direction. The very latest revision is always 0. The previous revision to that is 1. Previous revision to that is 2. And so on and so forth. With revision rank, you can set your query to look for any Revision Rank greater or equal to 5. Now as older revisions move down the line, their revision rank gets higher and higher until they reach that threshold. Then when you run that archive export, you can choose to delete and remove those revisions. Running that export in Archiver is normally a manual process. But with Idc Command, you can script the process and have it run automatically from the server. Idc Command is a utility that allows you to run any of the content server services via the command line. You basically feed it a text file with the services and parameters defined along with the user to run it as. The Idc Command executable is located within the \bin\ directory: $ ./IdcCommand -f DeleteOlderRevisions.txt -u sysadmin -l delete_revisions.log In this example, our IdcCommand file to run the export and do the deletions would look like: IdcService=EXPORT_ARCHIVE aArchiveName=DeleteOlderRevisions aDoDelete=1 IDC_Name=idc dataSource=RevisionIDs <<EOD>> You can then use automated scheduling routines in the OS to run the command and command file at the frequency needed. Remember that you are deleting the revisions from within UCM, but they are still getting placed within the archive. So you will need to delete those batches to have them fully removed (or re-import if you need to recover them). For more information about Idc Command, you can find that in the Idc Command Reference Guide.

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  • CodeStock 2012 Review: Michael Eaton( @mjeaton ) - 3 Simple Things for Increased Productivity

    3 Simple Things for Increased ProductivitySpeaker: Michael EatonTwitter: @mjeatonBlog: http://mjeaton.net/blog This was the first time I had seen Michael Eaton speak but have hear a lot of really good things about his speaking abilities. Needless to say I was really looking forward to his session. He basically addressed the topic of distractions and how they can decrease or increase your productivity as a developer. He makes the case that in order to become more productive you must block/limit all distractions. For example, he covered his top distractions as a developer. Top Distractions Social Media(Twitter, Reddit, Facebook) Wiki sites Phone Email Video Games Coworkers, Friends, Family Michael stated that he uses various types of music to help him block out these distractions in order for him to get into his coding zone. While he states that music works for him, he also notes that he knows of others that cannot really work with music. I have to say I am in the latter group because I require a quiet environment in order to work. A few session attendees also recommended listening to really loud white noise or music in another language other than your own. This allows for less focus to be placed on words being sung compared to the rhythmic beats being played. I have to say that I have not tried these suggestions yet but will in the near future. However, distractions can be very beneficial to productivity in that they give your mind a chance to relax and not think about the issues at hand. He spoke highly of taking vacations, and setting boundaries at work so that develops prevent the problem of burnout. One way he suggested that developer’s combat distractions is to use the Pomodoro technique. In his example he selects one task to do for 20 minutes and he can only do that task during that time. He ignores all other distractions until this task or time limit is complete. After it is completed he allows himself to relax and distract himself for another 5- 10 minutes before his next Pomodoro. This allows him to stay completely focused on a task and when the time is up he can then focus on other things.

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  • Going Metro

    - by Tony Davis
    When it was announced, I confess was somewhat surprised by the striking new "Metro" User Interface for Windows 8, based on Swiss typography, Bauhaus design, tiles, touches and gestures, and the new Windows Runtime (WinRT) API on which Metro apps were to be built. It all seemed to have come out of nowhere, like field mushrooms in the night and seemed quite out-of-character for a company like Microsoft, which has hung on determinedly for over twenty years to its quaint Windowing system. Many were initially puzzled by the lack of support for plug-ins in the "Metro" version of IE10, which ships with Win8, and the apparent demise of Silverlight, Microsoft's previous 'radical new framework'. Win8 signals the end of the road for Silverlight apps in the browser, but then its importance here has been waning for some time, anyway, now that HTML5 has usurped its most compelling use case, streaming video. As Shawn Wildermuth and others have noted, if you're doing enterprise, desktop development with Silverlight then nothing much changes immediately, though it seems clear that ultimately Silverlight will die off in favor of a single WPF/XAML framework that supports those technologies that were pioneered on the phones and tablets. There is a mystery here. Is Silverlight dead, or merely repurposed? The more you look at Metro, the more it seems to resemble Silverlight. A lot of the philosophies underpinning Silverlight applications, such as the fundamentally asynchronous nature of the design, have moved wholesale into Metro, along with most the Microsoft Silverlight dev team. As Simon Cooper points out, "Silverlight developers, already used to all the principles of sandboxing and separation, will have a much easier time writing Metro apps than desktop developers". Metro certainly has given the framework formerly known as Silverlight a new purpose. It has enabled Microsoft to bestow on Windows 8 a new "duality", as both a traditional desktop OS supporting 'legacy' Windows applications, and an OS that supports a new breed of application that can share functionality such as search, that understands, and can react to, the full range of gestures and screen-sizes, and has location-awareness. It's clear that Win8 is developed in the knowledge that the 'desktop computer' will soon be a very large, tilted, touch-screen monitor. Windows owes its new-found versatility to the lessons learned from Windows Phone, but it's developed for the big screen, and with full support for familiar .NET desktop apps as well as the new Metro apps. But the old mouse-driven Windows applications will soon look very passé, just as MSDOS character-mode applications did in the nineties. Cheers, Tony.

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  • What do you think about starting a reading group?

    - by Imran Omar Bukhsh
    Greetings everyone I know we as software engineers / developers always need to keep learning. I really wanted to start a reading group where people can be reading books and discussing about whatever they read like at the end of every chapter when everyone has finished by a particular time. We could also have like a min. limit of n pages per day for every person that participates in the group. What do you think? Do advise.

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  • What are some useful things you can do with Mvc Modelbinders?

    - by George Mauer
    It occurs to me that the ModelBinder mechanism in ASP MVC public interface IModelBinder { object BindModel(System.Web.Mvc.ControllerContext controllerContext, System.Web.Mvc.ModelBindingContext bindingContext); } Is insanely powerful. What are some cool uses of this mechanism that you've done/seen? I guess since the concept is similar in other frameworks there's no reason to limit it to Asp Mvc

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • Getting Dynamic in SSIS Queries

    - by ejohnson2010
    When you start working with SQL Server and SSIS, it isn’t long before you find yourself wishing you could change bits of SQL queries dynamically. Most commonly, I see people that want to change the date portion of a query so that you can limit your query to the last 30 days, for example. This can be done using a combination of expressions and variables. I will do this in two parts, first I will build a variable that will always contain the 1 st day of the previous month and then I will dynamically...(read more)

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • How to Create Progress Bars in Excel With Conditional Formatting

    - by Erez Zukerman
    Progress bars are pretty much ubiquitous these days; we’ve even seen them on some water coolers. A progress bar provides instant feedback on a given process, so why not bring some of that graphical pizzazz into your spreadsheet, using Excel’s Conditional Formatting feature?HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • Pronunciation of "char"

    - by Zannjaminderson
    I know there's another question on here already about pronunciation here, but it's got a whole list of programming terms. I'm just interested in finding out how everybody pronounces just one thing - "char". I personally like "care" as in the first syllable of "character", since that's what it represents, but in past experience I've found there are far more people who say "char" as in "char-broiled", and some who say "car". Sorry to start a holy war, but I'm curious.

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  • SQL SERVER What is Spatial Database? Developing with SQL Server Spatial and Deep Dive into Spatial

    What is Spatial Database?A spatial database is a database that is optimized to store and query data related to objects in space, including points, lines and polygons. While typical databases can understand various numeric and character types of data, additional functionality needs to be added for databases to process spatial data types. (Source: Wikipedia)Today [...]...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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  • Why is permadeath essential to a roguelike design?

    - by Gregory Weir
    Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers Permanent death I can understand why starting with permadeath as a premise would lead you to the other ideas: if you're going to be starting over a lot, you'll want variety in your experiences. But why do the first two elements imply a permadeath approach?

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  • Apostrophe in fstab

    - by Hamy
    Can's get a window's directory to mount due to an apostrophe. The relevant bit of fstab: # Auto-mount windows drive UUID=0C1C51021C50E86A /media/windows ntfs defaults 0 0 # Auto-mount the Music folder /media/windows/Documents\040and\040Settings/Foo\040Name/My\040Documents/My\040Music/Foo's\040Music /home/foo/Music none bind 0 0 Note that I'm using the \040 to escape spaces, but man ascii doesn't (from what I see) have an escape character for a '. I've tried \047 to no avail Thoughts?

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • How to download Games

    - by Gaurav Butola
    I have a download limit in my home PC so cannot download games from my home. Can you recommend few games that comes in a .deb package so that I can download them outside and bring them home to download. Games like Max Payne or NFS (not exactly Max payn or NFS) for ubuntu. which I can download as .deb but not synaptic, as I have mentioned that I would download them outside my home and bring the deb home. thanks

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  • What stressors do programmers encounter on the job, and how do you deal with them? [closed]

    - by Matthew Rodatus
    Learning to manage stress is vital to staying healthy while working at any job. A necessary subtask is learning to recognize and limit the sources of stress. But, in the midst of the daily grind, it can be difficult to recognize sources of stress (especially for an intense, focused persona such as a programmer). What types of stressors should programmers look out for, and how can they be managed?

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  • SSAS: Utility to check you have the correct data types and sizes in your cube definition

    - by DrJohn
    This blog describes a tool I developed which allows you to compare the data types and data sizes found in the cube’s data source view with the data types/sizes of the corresponding dimensional attribute.  Why is this important?  Well when creating named queries in a cube’s data source view, it is often necessary to use the SQL CAST or CONVERT operation to change the data type to something more appropriate for SSAS.  This is particularly important when your cube is based on an Oracle data source or using custom SQL queries rather than views in the relational database.   The problem with BIDS is that if you change the underlying SQL query, then the size of the data type in the dimension does not update automatically.  This then causes problems during deployment whereby processing the dimension fails because the data in the relational database is wider than that allowed by the dimensional attribute. In particular, if you use some string manipulation functions provided by SQL Server or Oracle in your queries, you may find that the 10 character string you expect suddenly turns into an 8,000 character monster.  For example, the SQL Server function REPLACE returns column with a width of 8,000 characters.  So if you use this function in the named query in your DSV, you will get a column width of 8,000 characters.  Although the Oracle REPLACE function is far more intelligent, the generated column size could still be way bigger than the maximum length of the data actually in the field. Now this may not be a problem when prototyping, but in your production cubes you really should clean up this kind of thing as these massive strings will add to processing times and storage space. Similarly, you do not want to forget to change the size of the dimension attribute if your database columns increase in size. Introducing CheckCubeDataTypes Utiltity The CheckCubeDataTypes application extracts all the data types and data sizes for all attributes in the cube and compares them to the data types and data sizes in the cube’s data source view.  It then generates an Excel CSV file which contains all this metadata along with a flag indicating if there is a mismatch between the DSV and the dimensional attribute.  Note that the app not only checks all the attribute keys but also the name and value columns for each attribute. Another benefit of having the metadata held in a CSV text file format is that you can place the file under source code control.  This allows you to compare the metadata of the previous cube release with your new release to highlight problems introduced by new development. You can download the C# source code from here: CheckCubeDataTypes.zip A typical example of the output Excel CSV file is shown below - note that the last column shows a data size mismatch by TRUE appearing in the column

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  • How closely can a game resemble another game without legal problems

    - by Fuu
    The majority of games build on successes of other games and many are downright clones. So where is the limit of emulating before legal issues come into play? Is it down to literary or graphic work like characters and storyline that cause legal problems, or can someone actually claim to own gameplay mechanics? There are so many similar clone games out there that the rules are probably very slack or nonexistent, but I'd like to hear the views of more experienced developers / designers.

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