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  • Where would a senior PHP developer locate the method getActiveEntries()?

    - by darga33
    I have a class named GuestbookEntry that maps to the properties that are in the database table named "guestbook". Very simple! Originally, I had a static method named getActiveEntries() that retrieved an array of all GuestbookEntry objects. Each row in the guestbook table was an object that was added to that array. Then while learning how to properly design PHP classes, I learned some things: Static methods are not desirable. Separation of Concerns Single Responsibility Principle If the GuestbookEntry class should only be responsible for managing single guestbook entries then where should this getActiveEntries() method most properly go? Update: I am looking for an answer that complies with the SOLID acronym principles and allows for test-ability. That's why I want to stay away from static calls/standard functions. DAO, repository, ...? Please explain as though your explanation will be part of "Where to Locate FOR DUMMIES"... :-)

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  • Universal Work Queue Quick Filter Examples

    - by LuciaC-Oracle
    If you use Universal Work Queue then it's likely that you will want to define and use your own Quick Filters.  Quick Filters allow you to focus on specific work classes based on assigned criteria in a node. This makes it much easier for Agents to view their work grouped in a meaningful way.How to create Universal Work Queue - Quick Filters (Doc ID 803163.1) gives two worked examples to help you understand how to create your own Quick Filters:     Adding a 'Resource Group' filter     Adding an Overdue Amounts filter for use in Collections. We hope you find these examples useful.  Let us know by providing feedback on the document itself or, why not post to the MOS Service Community with your experience and suggestions.

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  • How to access variables of uninitialized class?

    - by oringe
    So I've gone with a somewhat singleton approach to my game class: #include "myGame.h" int main () { myGame game; return game.Execute(); } But now I need to define a class that accesses variables in the instance of myGame. class MotionState { public: virtual void setWorldTransform (...) { VariableFromMyGameClass++; //<-- !? ...} }; I'm trying to integrate this class into my project from an example that just uses globals. How can I access variables of myGame class in the definition of new classes? Should I give up on my singleton approach?

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  • Can Associates Degree graduates in Software Development get jobs?

    - by SteveCode1
    I m a Software Development major in an Associates of Applied Science degree in Software Development and I ll have a 2nd Associates of Applied Science degree in Information Technology. I m 37 ill be 39 when finished. I enjoy coding HTML so far and networking and windows admin. Are people my age finding jobs right away after school or should i just keeping going to the state university in the CS degree? I kinda want to work. I enjoy CISCO and have passed classes but not taken the CCNA yet. I just don t think I m ready. But I enjoy coding aswell. Any suggestions would be helpful. Thank you.

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  • @OnStart & @OnStop

    - by Geertjan
    In applications based on NetBeans Platform 7.2, you'll be able to replace all your ModuleInstall classes with this code: import org.openide.modules.OnStart; import org.openide.modules.OnStop; @OnStart public final class Installer implements Runnable { @Override public void run() { System.out.println("enable something..."); } @OnStop public static final class Down implements Runnable { @Override public void run() { System.out.println("disable something..."); } } } Build the module and the annotations result in named services, thanks to @NamedServiceDefinition: Aside from no longer needing to register the ModuleInstall class in the manifest, performance of startup will be enhanced, if you use the above approach: https://netbeans.org/bugzilla/show_bug.cgi?id=200636

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  • How to deal with OOP design problems in interviews?

    - by haps10
    This is a question where I seek guidance from fellow/senior developers to get into my dream company - it's a pioneer in OOP and Agile. I've already failed once to clear an interview. One part I feel most challenging is to come up with a proper Object Oriented design(classes, interfaces, methods, interactions etc.) in a very short time for certain situations like Pacman, Game Of Life and so on. As the problems are unprecedented ones - my approach is mostly to try different things and then make decisions - which they feel is not clear and not what they expect from a developer with 5+ years of experience. I've already studied a few books on patterns, OOP - it didn't help me much and I think it'll take a bit more than that. Could some one please guide on what specifically shall I practice so that I can do better at design problems as above. I want to refine my approach and have a better thought process.

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  • Headspring training: What would you like to see?

    Since January of 2008, Headspring has offered small, very advanced boot camp trainings.  These have been 3 days long and very fast-paced.  Everyone who has come through these training classes has proclaimed that they are the best organized courses they have ever taken.  Our approach to any of the boot camps is to team the practices that we employ while creating software for our clients. We have an ASP.NET MVC Boot Camp coming up on 5/26 as well as an Agile Boot Camp on 5/19. First...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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  • Plagued by multithreaded bugs

    - by koncurrency
    On my new team that I manage, the majority of our code is platform, TCP socket, and http networking code. All C++. Most of it originated from other developers that have left the team. The current developers on the team are very smart, but mostly junior in terms of experience. Our biggest problem: multi-threaded concurrency bugs. Most of our class libraries are written to be asynchronous by use of some thread pool classes. Methods on the class libraries often enqueue long running taks onto the thread pool from one thread and then the callback methods of that class get invoked on a different thread. As a result, we have a lot of edge case bugs involving incorrect threading assumptions. This results in subtle bugs that go beyond just having critical sections and locks to guard against concurrency issues. What makes these problems even harder is that the attempts to fix are often incorrect. Some mistakes I've observed the team attempting (or within the legacy code itself) includes something like the following: Common mistake #1 - Fixing concurrency issue by just put a lock around the shared data, but forgetting about what happens when methods don't get called in an expected order. Here's a very simple example: void Foo::OnHttpRequestComplete(statuscode status) { m_pBar->DoSomethingImportant(status); } void Foo::Shutdown() { m_pBar->Cleanup(); delete m_pBar; m_pBar=nullptr; } So now we have a bug in which Shutdown could get called while OnHttpNetworkRequestComplete is occuring on. A tester finds the bug, captures the crash dump, and assigns the bug to a developer. He in turn fixes the bug like this. void Foo::OnHttpRequestComplete(statuscode status) { AutoLock lock(m_cs); m_pBar->DoSomethingImportant(status); } void Foo::Shutdown() { AutoLock lock(m_cs); m_pBar->Cleanup(); delete m_pBar; m_pBar=nullptr; } The above fix looks good until you realize there's an even more subtle edge case. What happens if Shutdown gets called before OnHttpRequestComplete gets called back? The real world examples my team has are even more complex, and the edge cases are even harder to spot during the code review process. Common Mistake #2 - fixing deadlock issues by blindly exiting the lock, wait for the other thread to finish, then re-enter the lock - but without handling the case that the object just got updated by the other thread! Common Mistake #3 - Even though the objects are reference counted, the shutdown sequence "releases" it's pointer. But forgets to wait for the thread that is still running to release it's instance. As such, components are shutdown cleanly, then spurious or late callbacks are invoked on an object in an state not expecting any more calls. There are other edge cases, but the bottom line is this: Multithreaded programming is just plain hard, even for smart people. As I catch these mistakes, I spend time discussing the errors with each developer on developing a more appropriate fix. But I suspect they are often confused on how to solve each issue because of the enormous amount of legacy code that the "right" fix will involve touching. We're going to be shipping soon, and I'm sure the patches we're applying will hold for the upcoming release. Afterwards, we're going to have some time to improve the code base and refactor where needed. We won't have time to just re-write everything. And the majority of the code isn't all that bad. But I'm looking to refactor code such that threading issues can be avoided altogether. One approach I am considering is this. For each significant platform feature, have a dedicated single thread where all events and network callbacks get marshalled onto. Similar to COM apartment threading in Windows with use of a message loop. Long blocking operations could still get dispatched to a work pool thread, but the completion callback is invoked on on the component's thread. Components could possibly even share the same thread. Then all the class libraries running inside the thread can be written under the assumption of a single threaded world. Before I go down that path, I am also very interested if there are other standard techniques or design patterns for dealing with multithreaded issues. And I have to emphasize - something beyond a book that describes the basics of mutexes and semaphores. What do you think? I am also interested in any other approaches to take towards a refactoring process. Including any of the following: Literature or papers on design patterns around threads. Something beyond an introduction to mutexes and semaphores. We don't need massive parallelism either, just ways to design an object model so as to handle asynchronous events from other threads correctly. Ways to diagram the threading of various components, so that it will be easy to study and evolve solutions for. (That is, a UML equivalent for discussing threads across objects and classes) Educating your development team on the issues with multithreaded code. What would you do?

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  • Two HTML elements with same id attribute: How bad is it really?

    - by danludwig
    Just browsing the google maps source code. In their header, they have 2 divs with id="search" one contains the other, and also has jstrack="1" attribute. There is a form separating them like so: <div id="search" jstrack="1"> <form action="/maps" id="...rest isn't important"> ... <div id="search">... Since this is google, I'm assuming it's not a mistake. So how bad can it really be to violate this rule? As long as you are careful in your css and dom selection, why not reuse id's like classes? Does anyone do this on purpose, and if so, why?

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  • Which Qt4 Widgets whould I be using? [closed]

    - by Topo
    I'm using Qt 4 to design an IDE but I'm having a hard time with the GUI design. On the left side I want to put a widget that shows the files on the current project and on the left side a similar one but with the classes, methods, etc... Which widget should I use the Tree view or the tree widget? Also, I want to have a tab widget in the center with a text edit and this items the tree widgets and the tab widget to move and resize according to the window size. How can I accomplish this?

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  • Testing complex compositions

    - by phlipsy
    I have a rather large collection of classes which check and mutate a given data structure. They can be composed via the composition pattern into arbitrarily complex tree-like structures. The final product contains a lot of these composed structures. My question is now: How can I test those? Albeit it is easy to test every single unit of these compositions, it is rather expensive to test the whole compositions in the following sense: Testing the correct layout of the composition-tree results in a huge number of test cases Changes in the compositions result in a very laborious review of every single test case What is the general guideline here?

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  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

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  • Java Extends value not updating

    - by James116
    I am currently working on a hibernate project(EJB and JSF), and i have multiple java classes. The data of parent is being change in the front end with JSF, however, it is not updating in the child class. Any idea as to what could be causing this? This is what i was doing. public class parent{ private String x = "UNKNOWN"; //Getters and setters public getX(){ } } public class child extends parent{ public string y{ //this is return UNKNOWN //instead of the new value being change by the user System.out.print(getX()); } } Thanks in advance

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  • How should dependencies be managed across a modular application?

    - by bear
    Let's say that we have a structure like this: Application -- Modules --Module1 -- Controller -- PublicHelper --Module2 -- Controller -- PublicHelper Whereby a module's Public Helper can provide helper functions. In nearly every module helper, the helper needs to access another module's public helper methods. Let's say for instance, in a PHP application: Module1 provides functionality to create a sale, and as part of the class Module1PublicHelper extends AbstractModuleHelper { public function createSale($customerId, $param, $param) { $userPublicHelper = // grab an instance of the user public helper $currentUser = $userPublicHelper->getCurrentUser(); } } class Module2PublicHelper extends AbstractModuleHelper { public function getCurrentUser() { //do something return $user; } } In this situation, the method needs to obtain an instance, either new or whatever of the user public helper. Given that all of Module Public Helper classes are instantiated with a minimum set of constructor params, e.g. EntityManager, what would be the best way to get a copy of it? Obviously, we can't really inject the user public helper class into the class containing createSale One solution would be to use a service locator or registry, however, testing the application isn't exactly easy.

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  • Reasons why AppHub samples won't build?

    - by user13909
    I have an issue off of most downloaded projects where whenever I build it, VS2010 just crashes. I had this issue a while before, and it was widespread, I reinstalled, and it worked fine afterwards. If I create my own XNA project, and copy all of classes and assets over (which I admit, is super fun anyway) things build fine. But if I just download the project from here http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game (RolePlayingGame_4_0_Win_Xbox.zip) and try to build, it automatically stops working, restarts, and reopens the project. If I Debug/Deploy to my Xbox, I do get a sucessful version to the Xbox, but VS2010 still stops and restarts. I've already repaired, and reinstalled again, still having the issue. Can anything think of plausible solutions?

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  • How is this paradigm/style called?

    - by McMannus
    I have the following situation: I'm developing an add-in for a UML modeling tool. The models that can be created by the user are stored inside the main application and a limited access to the models is given through its API. However, the add-in has a lot of callbacks for events that are triggered by the main application, when changes to the model occur by the user. Since the models are already stored once in the main application, I considered it not practicable to duplicate the models in the add-in, which leads to the fact that I have only behavior in the add-in, rather than having a state. This behavior is mainly expressed by static functions, that are organized in functional cohesive classes. The callbacks for the events have always references to the model elements relevant for the specifc event that ocurred. First, it seemed to me that this is a procedural style in general, but procedural style doesn't consider events/callbacks, so this boils down to the question. How is this programming style called?

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  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

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  • XNA Load/Unload logic (contentmanager?)

    - by Rhinan
    I am trying to make a point-and-click adventure game with XNA, starting off simple. My experience with XNA is about a month old now, know how the classes and inheritance works (basic stuff). I have a problem where I cannot understand how I should load and unload the textures and game objects in the game, when the player transitions to another level. I've googled this 10 times, but all I find is hard coding while I don't even understand the basics of unloading yet. All I want, is transitioning to another level (replacing all the sprites with new ones). Thanks in advance

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  • How do you deal with monotony of certain tasks? [on hold]

    - by aaronmallen
    I love programming methods, and functions. The if {}, while {}, etc... logic behind them is so much fun. I also love making commits, merging branches, solving merge conflicts. Unfortunately these activities usually require that I create classes which I find tedious and monotonous. The simple action of defining properties, is getting in the way of me writing the logic on what to do with those properties. I can't be alone here there has to be a part of coding for everyone that they dread or at least severely dislike doing compared to other parts of coding. How do you deal with the code based tasks that you find tedious?

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  • what do you do when you are stuck at programming and you don't have access to internet? [migrated]

    - by minusSeven
    This is a question most of us have faced while programming. Getting stuck! It might be a programmatic problem or tool problem, most of us eventually face it. You know something is supposed to work some way but just doesn't. You tried a number of things to solve it but isn't helping and you are not sure why. I once remember being stuck hours at programming job. Eventually I figured out for some reason or other my IDE wasn't recompiling my new changes in some of the classes .This is just an example but I am sure most you have faced similar situation. So how would you go about solving it if you didn't have access to Google or Stack Exchange? Lets be honest, using internet you aren't solving the problem, somebody else is doing it for you. So if you didn't have access to internet or a friend who might help, how would you go about solving it?

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  • casting doubles to integers in order to gain speed

    - by antirez
    Hello all, in Redis (http://code.google.com/p/redis) there are scores associated to elements, in order to take this elements sorted. This scores are doubles, even if many users actually sort by integers (for instance unix times). When the database is saved we need to write this doubles ok disk. This is what is used currently: snprintf((char*)buf+1,sizeof(buf)-1,"%.17g",val); Additionally infinity and not-a-number conditions are checked in order to also represent this in the final database file. Unfortunately converting a double into the string representation is pretty slow. While we have a function in Redis that converts an integer into a string representation in a much faster way. So my idea was to check if a double could be casted into an integer without lost of data, and then using the function to turn the integer into a string if this is true. For this to provide a good speedup of course the test for integer "equivalence" must be fast. So I used a trick that is probably undefined behavior but that worked very well in practice. Something like that: double x = ... some value ... if (x == (double)((long long)x)) use_the_fast_integer_function((long long)x); else use_the_slow_snprintf(x); In my reasoning the double casting above converts the double into a long, and then back into an integer. If the range fits, and there is no decimal part, the number will survive the conversion and will be exactly the same as the initial number. As I wanted to make sure this will not break things in some system, I joined #c on freenode and I got a lot of insults ;) So I'm now trying here. Is there a standard way to do what I'm trying to do without going outside ANSI C? Otherwise, is the above code supposed to work in all the Posix systems that currently Redis targets? That is, archs where Linux / Mac OS X / *BSD / Solaris are running nowaday? What I can add in order to make the code saner is an explicit check for the range of the double before trying the cast at all. Thank you for any help.

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  • How does Sentry aggregate errors?

    - by Hugo Rodger-Brown
    I am using Sentry (in a django project), and I'd like to know how I can get the errors to aggregate properly. I am logging certain user actions as errors, so there is no underlying system exception, and am using the culprit attribute to set a friendly error name. The message is templated, and contains a common message ("User 'x' was unable to perform action because 'y'"), but is never exactly the same (different users, different conditions). Sentry clearly uses some set of attributes under the hood to determine whether to aggregate errors as the same exception, but despite having looked through the code, I can't work out how. Can anyone short-cut my having to dig further into the code and tell me what properties I need to set in order to manage aggregation as I would like? [UPDATE 1: event grouping] This line appears in sentry.models.Group: class Group(MessageBase): """ Aggregated message which summarizes a set of Events. """ ... class Meta: unique_together = (('project', 'logger', 'culprit', 'checksum'),) ... Which makes sense - project, logger and culprit I am setting at the moment - the problem is checksum. I will investigate further, however 'checksum' suggests that binary equivalence, which is never going to work - it must be possible to group instances of the same exception, with differenct attributes? [UPDATE 2: event checksums] The event checksum comes from the sentry.manager.get_checksum_from_event method: def get_checksum_from_event(event): for interface in event.interfaces.itervalues(): result = interface.get_hash() if result: hash = hashlib.md5() for r in result: hash.update(to_string(r)) return hash.hexdigest() return hashlib.md5(to_string(event.message)).hexdigest() Next stop - where do the event interfaces come from? [UPDATE 3: event interfaces] I have worked out that interfaces refer to the standard mechanism for describing data passed into sentry events, and that I am using the standard sentry.interfaces.Message and sentry.interfaces.User interfaces. Both of these will contain different data depending on the exception instance - and so a checksum will never match. Is there any way that I can exclude these from the checksum calculation? (Or at least the User interface value, as that has to be different - the Message interface value I could standardise.) [UPDATE 4: solution] Here are the two get_hash functions for the Message and User interfaces respectively: # sentry.interfaces.Message def get_hash(self): return [self.message] # sentry.interfaces.User def get_hash(self): return [] Looking at these two, only the Message.get_hash interface will return a value that is picked up by the get_checksum_for_event method, and so this is the one that will be returned (hashed etc.) The net effect of this is that the the checksum is evaluated on the message alone - which in theory means that I can standardise the message and keep the user definition unique. I've answered my own question here, but hopefully my investigation is of use to others having the same problem. (As an aside, I've also submitted a pull request against the Sentry documentation as part of this ;-)) (Note to anyone using / extending Sentry with custom interfaces - if you want to avoid your interface being use to group exceptions, return an empty list.)

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  • Sending Messages to SignalR Hubs from the Outside

    - by Ricardo Peres
    Introduction You are by now probably familiarized with SignalR, Microsoft’s API for real-time web functionality. This is, in my opinion, one of the greatest products Microsoft has released in recent time. Usually, people login to a site and enter some page which is connected to a SignalR hub. Then they can send and receive messages – not just text messages, mind you – to other users in the same hub. Also, the server can also take the initiative to send messages to all or a specified subset of users on its own, this is known as server push. The normal flow is pretty straightforward, Microsoft has done a great job with the API, it’s clean and quite simple to use. And for the latter – the server taking the initiative – it’s also quite simple, just involves a little more work. The Problem The API for sending messages can be achieved from inside a hub – an instance of the Hub class – which is something that we don’t have if we are the server and we want to send a message to some user or group of users: the Hub instance is only instantiated in response to a client message. The Solution It is possible to acquire a hub’s context from outside of an actual Hub instance, by calling GlobalHost.ConnectionManager.GetHubContext<T>(). This API allows us to: Broadcast messages to all connected clients (possibly excluding some); Send messages to a specific client; Send messages to a group of clients. So, we have groups and clients, each is identified by a string. Client strings are called connection ids and group names are free-form, given by us. The problem with client strings is, we do not know how these map to actual users. One way to achieve this mapping is by overriding the Hub’s OnConnected and OnDisconnected methods and managing the association there. Here’s an example: 1: public class MyHub : Hub 2: { 3: private static readonly IDictionary<String, ISet<String>> users = new ConcurrentDictionary<String, ISet<String>>(); 4:  5: public static IEnumerable<String> GetUserConnections(String username) 6: { 7: ISet<String> connections; 8:  9: users.TryGetValue(username, out connections); 10:  11: return (connections ?? Enumerable.Empty<String>()); 12: } 13:  14: private static void AddUser(String username, String connectionId) 15: { 16: ISet<String> connections; 17:  18: if (users.TryGetValue(username, out connections) == false) 19: { 20: connections = users[username] = new HashSet<String>(); 21: } 22:  23: connections.Add(connectionId); 24: } 25:  26: private static void RemoveUser(String username, String connectionId) 27: { 28: users[username].Remove(connectionId); 29: } 30:  31: public override Task OnConnected() 32: { 33: AddUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 34: return (base.OnConnected()); 35: } 36:  37: public override Task OnDisconnected() 38: { 39: RemoveUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 40: return (base.OnDisconnected()); 41: } 42: } As you can see, I am using a static field to store the mapping between a user and its possibly many connections – for example, multiple open browser tabs or even multiple browsers accessing the same page with the same login credentials. The user identity, as is normal in .NET, is obtained from the IPrincipal which in SignalR hubs case is stored in Context.Request.User. Of course, this property will only have a meaningful value if we enforce authentication. Another way to go is by creating a group for each user that connects: 1: public class MyHub : Hub 2: { 3: public override Task OnConnected() 4: { 5: this.Groups.Add(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 6: return (base.OnConnected()); 7: } 8:  9: public override Task OnDisconnected() 10: { 11: this.Groups.Remove(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 12: return (base.OnDisconnected()); 13: } 14: } In this case, we will have a one-to-one equivalence between users and groups. All connections belonging to the same user will fall in the same group. So, if we want to send messages to a user from outside an instance of the Hub class, we can do something like this, for the first option – user mappings stored in a static field: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4: 5: foreach (String connectionId in HelloHub.GetUserConnections(username)) 6: { 7: context.Clients.Client(connectionId).sendUserMessage(message); 8: } 9: } And for using groups, its even simpler: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4:  5: context.Clients.Group(username).sendUserMessage(message); 6: } Using groups has the advantage that the IHubContext interface returned from GetHubContext has direct support for groups, no need to send messages to individual connections. Of course, you can wrap both mapping options in a common API, perhaps exposed through IoC. One example of its interface might be: 1: public interface IUserToConnectionMappingService 2: { 3: //associate and dissociate connections to users 4:  5: void AddUserConnection(String username, String connectionId); 6:  7: void RemoveUserConnection(String username, String connectionId); 8: } SignalR has built-in dependency resolution, by means of the static GlobalHost.DependencyResolver property: 1: //for using groups (in the Global class) 2: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new GroupsMappingService()); 3:  4: //for using a static field (in the Global class) 5: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new StaticMappingService()); 6:  7: //retrieving the current service (in the Hub class) 8: var mapping = GlobalHost.DependencyResolver.Resolve<IUserToConnectionMappingService>(); Now all you have to do is implement GroupsMappingService and StaticMappingService with the code I shown here and change SendUserMessage method to rely in the dependency resolver for the actual implementation. Stay tuned for more SignalR posts!

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  • A Guided Tour of Complexity

    - by JoshReuben
    I just re-read Complexity – A Guided Tour by Melanie Mitchell , protégé of Douglas Hofstadter ( author of “Gödel, Escher, Bach”) http://www.amazon.com/Complexity-Guided-Tour-Melanie-Mitchell/dp/0199798109/ref=sr_1_1?ie=UTF8&qid=1339744329&sr=8-1 here are some notes and links:   Evolved from Cybernetics, General Systems Theory, Synergetics some interesting transdisciplinary fields to investigate: Chaos Theory - http://en.wikipedia.org/wiki/Chaos_theory – small differences in initial conditions (such as those due to rounding errors in numerical computation) yield widely diverging outcomes for chaotic systems, rendering long-term prediction impossible. System Dynamics / Cybernetics - http://en.wikipedia.org/wiki/System_Dynamics – study of how feedback changes system behavior Network Theory - http://en.wikipedia.org/wiki/Network_theory – leverage Graph Theory to analyze symmetric  / asymmetric relations between discrete objects Algebraic Topology - http://en.wikipedia.org/wiki/Algebraic_topology – leverage abstract algebra to analyze topological spaces There are limits to deterministic systems & to computation. Chaos Theory definitely applies to training an ANN (artificial neural network) – different weights will emerge depending upon the random selection of the training set. In recursive Non-Linear systems http://en.wikipedia.org/wiki/Nonlinear_system – output is not directly inferable from input. E.g. a Logistic map: Xt+1 = R Xt(1-Xt) Different types of bifurcations, attractor states and oscillations may occur – e.g. a Lorenz Attractor http://en.wikipedia.org/wiki/Lorenz_system Feigenbaum Constants http://en.wikipedia.org/wiki/Feigenbaum_constants express ratios in a bifurcation diagram for a non-linear map – the convergent limit of R (the rate of period-doubling bifurcations) is 4.6692016 Maxwell’s Demon - http://en.wikipedia.org/wiki/Maxwell%27s_demon - the Second Law of Thermodynamics has only a statistical certainty – the universe (and thus information) tends towards entropy. While any computation can theoretically be done without expending energy, with finite memory, the act of erasing memory is permanent and increases entropy. Life & thought is a counter-example to the universe’s tendency towards entropy. Leo Szilard and later Claude Shannon came up with the Information Theory of Entropy - http://en.wikipedia.org/wiki/Entropy_(information_theory) whereby Shannon entropy quantifies the expected value of a message’s information in bits in order to determine channel capacity and leverage Coding Theory (compression analysis). Ludwig Boltzmann came up with Statistical Mechanics - http://en.wikipedia.org/wiki/Statistical_mechanics – whereby our Newtonian perception of continuous reality is a probabilistic and statistical aggregate of many discrete quantum microstates. This is relevant for Quantum Information Theory http://en.wikipedia.org/wiki/Quantum_information and the Physics of Information - http://en.wikipedia.org/wiki/Physical_information. Hilbert’s Problems http://en.wikipedia.org/wiki/Hilbert's_problems pondered whether mathematics is complete, consistent, and decidable (the Decision Problem – http://en.wikipedia.org/wiki/Entscheidungsproblem – is there always an algorithm that can determine whether a statement is true).  Godel’s Incompleteness Theorems http://en.wikipedia.org/wiki/G%C3%B6del's_incompleteness_theorems  proved that mathematics cannot be both complete and consistent (e.g. “This statement is not provable”). Turing through the use of Turing Machines (http://en.wikipedia.org/wiki/Turing_machine symbol processors that can prove mathematical statements) and Universal Turing Machines (http://en.wikipedia.org/wiki/Universal_Turing_machine Turing Machines that can emulate other any Turing Machine via accepting programs as well as data as input symbols) that computation is limited by demonstrating the Halting Problem http://en.wikipedia.org/wiki/Halting_problem (is is not possible to know when a program will complete – you cannot build an infinite loop detector). You may be used to thinking of 1 / 2 / 3 dimensional systems, but Fractal http://en.wikipedia.org/wiki/Fractal systems are defined by self-similarity & have non-integer Hausdorff Dimensions !!!  http://en.wikipedia.org/wiki/List_of_fractals_by_Hausdorff_dimension – the fractal dimension quantifies the number of copies of a self similar object at each level of detail – eg Koch Snowflake - http://en.wikipedia.org/wiki/Koch_snowflake Definitions of complexity: size, Shannon entropy, Algorithmic Information Content (http://en.wikipedia.org/wiki/Algorithmic_information_theory - size of shortest program that can generate a description of an object) Logical depth (amount of info processed), thermodynamic depth (resources required). Complexity is statistical and fractal. John Von Neumann’s other machine was the Self-Reproducing Automaton http://en.wikipedia.org/wiki/Self-replicating_machine  . Cellular Automata http://en.wikipedia.org/wiki/Cellular_automaton are alternative form of Universal Turing machine to traditional Von Neumann machines where grid cells are locally synchronized with their neighbors according to a rule. Conway’s Game of Life http://en.wikipedia.org/wiki/Conway's_Game_of_Life demonstrates various emergent constructs such as “Glider Guns” and “Spaceships”. Cellular Automatons are not practical because logical ops require a large number of cells – wasteful & inefficient. There are no compilers or general program languages available for Cellular Automatons (as far as I am aware). Random Boolean Networks http://en.wikipedia.org/wiki/Boolean_network are extensions of cellular automata where nodes are connected at random (not to spatial neighbors) and each node has its own rule –> they demonstrate the emergence of complex  & self organized behavior. Stephen Wolfram’s (creator of Mathematica, so give him the benefit of the doubt) New Kind of Science http://en.wikipedia.org/wiki/A_New_Kind_of_Science proposes the universe may be a discrete Finite State Automata http://en.wikipedia.org/wiki/Finite-state_machine whereby reality emerges from simple rules. I am 2/3 through this book. It is feasible that the universe is quantum discrete at the plank scale and that it computes itself – Digital Physics: http://en.wikipedia.org/wiki/Digital_physics – a simulated reality? Anyway, all behavior is supposedly derived from simple algorithmic rules & falls into 4 patterns: uniform , nested / cyclical, random (Rule 30 http://en.wikipedia.org/wiki/Rule_30) & mixed (Rule 110 - http://en.wikipedia.org/wiki/Rule_110 localized structures – it is this that is interesting). interaction between colliding propagating signal inputs is then information processing. Wolfram proposes the Principle of Computational Equivalence - http://mathworld.wolfram.com/PrincipleofComputationalEquivalence.html - all processes that are not obviously simple can be viewed as computations of equivalent sophistication. Meaning in information may emerge from analogy & conceptual slippages – see the CopyCat program: http://cognitrn.psych.indiana.edu/rgoldsto/courses/concepts/copycat.pdf Scale Free Networks http://en.wikipedia.org/wiki/Scale-free_network have a distribution governed by a Power Law (http://en.wikipedia.org/wiki/Power_law - much more common than Normal Distribution). They are characterized by hubs (resilience to random deletion of nodes), heterogeneity of degree values, self similarity, & small world structure. They grow via preferential attachment http://en.wikipedia.org/wiki/Preferential_attachment – tipping points triggered by positive feedback loops. 2 theories of cascading system failures in complex systems are Self-Organized Criticality http://en.wikipedia.org/wiki/Self-organized_criticality and Highly Optimized Tolerance http://en.wikipedia.org/wiki/Highly_optimized_tolerance. Computational Mechanics http://en.wikipedia.org/wiki/Computational_mechanics – use of computational methods to study phenomena governed by the principles of mechanics. This book is a great intuition pump, but does not cover the more mathematical subject of Computational Complexity Theory – http://en.wikipedia.org/wiki/Computational_complexity_theory I am currently reading this book on this subject: http://www.amazon.com/Computational-Complexity-Christos-H-Papadimitriou/dp/0201530821/ref=pd_sim_b_1   stay tuned for that review!

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  • On StringComparison Values

    - by Jesse
    When you use the .NET Framework’s String.Equals and String.Compare methods do you use an overloStringComparison enumeration value? If not, you should be because the value provided for that StringComparison argument can have a big impact on the results of your string comparison. The StringComparison enumeration defines values that fall into three different major categories: Culture-sensitive comparison using a specific culture, defaulted to the Thread.CurrentThread.CurrentCulture value (StringComparison.CurrentCulture and StringComparison.CurrentCutlureIgnoreCase) Invariant culture comparison (StringComparison.InvariantCulture and StringComparison.InvariantCultureIgnoreCase) Ordinal (byte-by-byte) comparison of  (StringComparison.Ordinal and StringComparison.OrdinalIgnoreCase) There is a lot of great material available that detail the technical ins and outs of these different string comparison approaches. If you’re at all interested in the topic these two MSDN articles are worth a read: Best Practices For Using Strings in the .NET Framework: http://msdn.microsoft.com/en-us/library/dd465121.aspx How To Compare Strings: http://msdn.microsoft.com/en-us/library/cc165449.aspx Those articles cover the technical details of string comparison well enough that I’m not going to reiterate them here other than to say that the upshot is that you typically want to use the culture-sensitive comparison whenever you’re comparing strings that were entered by or will be displayed to users and the ordinal comparison in nearly all other cases. So where does that leave the invariant culture comparisons? The “Best Practices For Using Strings in the .NET Framework” article has the following to say: “On balance, the invariant culture has very few properties that make it useful for comparison. It does comparison in a linguistically relevant manner, which prevents it from guaranteeing full symbolic equivalence, but it is not the choice for display in any culture. One of the few reasons to use StringComparison.InvariantCulture for comparison is to persist ordered data for a cross-culturally identical display. For example, if a large data file that contains a list of sorted identifiers for display accompanies an application, adding to this list would require an insertion with invariant-style sorting.” I don’t know about you, but I feel like that paragraph is a bit lacking. Are there really any “real world” reasons to use the invariant culture comparison? I think the answer to this question is, “yes”, but in order to understand why we should first think about what the invariant culture comparison really does. The invariant culture comparison is really just a culture-sensitive comparison using a special invariant culture (Michael Kaplan has a great post on the history of the invariant culture on his blog: http://blogs.msdn.com/b/michkap/archive/2004/12/29/344136.aspx). This means that the invariant culture comparison will apply the linguistic customs defined by the invariant culture which are guaranteed not to differ between different machines or execution contexts. This sort of consistently does prove useful if you needed to maintain a list of strings that are sorted in a meaningful and consistent way regardless of the user viewing them or the machine on which they are being viewed. Example: Prototype Names Let’s say that you work for a large multi-national toy company with branch offices in 10 different countries. Each year the company would work on 15-25 new toy prototypes each of which is assigned a “code name” while it is under development. Coming up with fun new code names is a big part of the company culture that everyone really enjoys, so to be fair the CEO of the company spent a lot of time coming up with a prototype naming scheme that would be fun for everyone to participate in, fair to all of the different branch locations, and accessible to all members of the organization regardless of the country they were from and the language that they spoke. Each new prototype will get a code name that begins with a letter following the previously created name using the alphabetical order of the Latin/Roman alphabet. Each new year prototype names would start back at “A”. The country that leads the prototype development effort gets to choose the name in their native language. (An appropriate Romanization system will be used for countries where the primary language is not written in the Latin/Roman alphabet. For example, the Pinyin system could be used for Chinese). To avoid repeating names, a list of all current and past prototype names will be maintained on each branch location’s company intranet site. Assuming that maintaining a single pre-sorted list is not feasible among all of the highly distributed intranet implementations, what string comparison method would you use to sort each year’s list of prototype names so that the list is both meaningful and consistent regardless of the country within which the list is being viewed? Sorting the list with a culture-sensitive comparison using the default configured culture on each country’s intranet server the list would probably work most of the time, but subtle differences between cultures could mean that two different people would see a list that was sorted slightly differently. The CEO wants the prototype names to be a unifying aspect of company culture and is adamant that everyone see the the same list sorted in the same order and there’s no way to guarantee a consistent sort across different cultures using the culture-sensitive string comparison rules. The culture-sensitive sort would produce a meaningful list for the specific user viewing it, but it wouldn’t always be consistent between different users. Sorting with the ordinal comparison would certainly be consistent regardless of the user viewing it, but would it be meaningful? Let’s say that the current year’s prototype name list looks like this: Antílope (Spanish) Babouin (French) Cahoun (Czech) Diamond (English) Flosse (German) If you were to sort this list using ordinal rules you’d end up with: Antílope Babouin Diamond Flosse Cahoun This sort is no good because the entry for “C” appears the bottom of the list after “F”. This is because the Czech entry for the letter “C” makes use of a diacritic (accent mark). The ordinal string comparison does a byte-by-byte comparison of the code points that make up each character in the string and the code point for the “C” with the diacritic mark is higher than any letter without a diacritic mark, which pushes that entry to the bottom of the sorted list. The CEO wants each country to be able to create prototype names in their native language, which means we need to allow for names that might begin with letters that have diacritics, so ordinal sorting kills the meaningfulness of the list. As it turns out, this situation is actually well-suited for the invariant culture comparison. The invariant culture accounts for linguistically relevant factors like the use of diacritics but will provide a consistent sort across all machines that perform the sort. Now that we’ve walked through this example, the following line from the “Best Practices For Using Strings in the .NET Framework” makes a lot more sense: One of the few reasons to use StringComparison.InvariantCulture for comparison is to persist ordered data for a cross-culturally identical display That line describes the prototype name example perfectly: we need a way to persist ordered data for a cross-culturally identical display. While this example is 100% made-up, I think it illustrates that there are indeed real-world situations where the invariant culture comparison is useful.

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