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  • javascript object's - private methods: which way is better.

    - by Praveen Prasad
    (function () { function User() { //some properties } //private fn 1 User.prototype._aPrivateFn = function () { //private function defined just like a public function, //for convetion underscore character is added } //private function type 2 //a closure function _anotherPrivateFunction() { // do something } //public function User.prototype.APublicFunction = function () { //call private fn1 this._aPrivateFn(); //call private fn2 _anotherPrivateFunction(); } window.UserX = User; })(); //which of the two ways of defining private methods of a javascript object is better way, specially in sense of memory management and performance.

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  • Better alternative to autonumber primary keys

    - by Comrad_Durandal
    I am looking for a better primary key than the autonumber data type, namely for the reason that it's limited to a long integer, when I really just need the field to reflect a number or text string that will never ever repeat, no matter HOW many records are added or deleted from the table. The problem is I am not sure how to implement something like turning the current date and time into a hexadecimal string and using that as a unique field I can use as a primary key. Am I just being too paranoid about running out of space?

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  • What will be better view with JSF technology

    - by Paul
    I am using Struts Tiles with JSF to have one header, menu and footer across application. Is there any other like struts to have one header, menu and footer. Is this feature available in faceslets and what viewing technology would be better for easy development.

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  • Help me to find a better approach-Design Pattern

    - by DJay
    I am working on an ASP.Net web application in which several WCF services are being used. At client level, I am creating channel factory mechanism to invoke service operations. Right now, I have created an assembly having classes used for channel factory creation code for every service. As per my assumption this is some sort of facade pattern. Please help me to find a better approach or any design pattern, which I can use here.

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  • What would be a better way of doing the following

    - by thecoshman
    if(get_magic_quotes_gpc()) { $location_name = trim(mysql_real_escape_string(trim(stripslashes($_GET['location_name'])))); } else { $location_name = trim(mysql_real_escape_string(trim($_GET['location_name']))); } That's the code I have so far. seems to me this code is fundamentally ... OK. Do you think I can safely remove the inner trim(). Please try not a spam me with endless version of this, I want to try to learn how to do this better.

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  • SQLAlchemy: an efficient/better select by primary keys?

    - by hadrien
    Yet another newbie question.. Let's say I have an user table in declarative mode: class User(Base): __tablename__ = 'user' id = Column(u'id', Integer(), primary_key=True) name = Column(u'name', String(50)) When I have a list of users identifiers, I fetch them from db with: user_ids = [1, 2, 3, 4, 5] users = Session.query(User).filter(User.id.in_(user_ids)).all() I dislike using in_ because I think I learned it has bad performance on indexed fields (is that true/false?). Anyway, is there a better way doing that query? Thanks!

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  • Is there a better way to format this date string

    - by Mark Breen
    Hello is there are better way to structure this line of code, as you can see, I am changing the format of a string that contains a date. lblCourseStartDate.Text = String.Format("{0:D}", DateTime.Parse(CourseStartDate)); I just found it untidy that I am converting twice or three times to get the format I want. Thanks

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  • Better mode for do a select with group by

    - by Luca Romagnoli
    Hi i've wrote a query that works: SELECT `comments`.* FROM `comments` RIGHT JOIN (SELECT MAX( id ) AS id, core_id, topic_id FROM comments GROUP BY core_id, topic_id order by id desc) comm ON comm.id = comments.id LIMIT 10 I want know if is possible and how rewrite it for get better performance. thanks

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  • Circular increment: Which is "better"?

    - by Helper Method
    When you have a circular buffer represented as an array, and you need the index to wraparound (i.e., when you reach the highest possible index and increment it), is it "better" to: return (i++ == buffer.length) ? 0: i; Or return i++ % buffer.length; Has using the modulo operator any drawbacks? Is it less readable than the first solution?

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  • Need a better regex for group matching

    - by user350233
    Hi, Presently I'm using two regx: ABC.*1EFG ABC.*2HIJ to retrieve Line 1 and Line 2 from a text file. Is there a better single regex, so that both the lines(L1 and L2) from below can be matched. Line 1: ABCanystring1EFGanystring Line 2: ABCanystring2HIJanystring Line 3: ABCanystring2LMNanystring . . . Line n Thanks you in advance, Su

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  • Better alternative for PipedReader/PipedWriter?

    - by Esko Luontola
    I need to have a buffered char stream, into which I write in one thread and from which I read in another thread. Right now I'm using PipedReader and PipedWriter for it, but those classes cause a performance problem: PipedReader does a wait(1000) when its internal buffer is empty, which causes my application to lag visibly. Would there be some library which does the same thing as PipedReader/PipedWriter, but with better performance? Or will I have to implement my own wheels?

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  • Do more specific css rules load better?

    - by bobobobo
    You can do this: .info { padding: 5px ; } Or, if you know it will be a div, you can do this div.info { padding: 5px ; } So, when there's a nested list.. you can do this.. div.info ul.navbar li.navitem a.sitelink { color: #f00; } Or you can do this a.sitelink { color: #f00; } Readability aside, which is better for the browser to parse/run?

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  • Looking for a better design: A readonly in-memory cache mechanism

    - by Dylan Lin
    Hi all, I have a Category entity (class), which has zero or one parent Category and many child Categories -- it's a tree structure. The Category data is stored in a RDBMS, so for better performance, I want to load all categories and cache them in memory while launching the applicaiton. Our system can have plugins, and we allow the plugin authors to access the Category Tree, but they should not modify the cached items and the tree(I think a non-readonly design might cause some subtle bugs in this senario), only the system knows when and how to refresh the tree. Here are some demo codes: public interface ITreeNode<T> where T : ITreeNode<T> { // No setter T Parent { get; } IEnumerable<T> ChildNodes { get; } } // This class is generated by O/R Mapping tool (e.g. Entity Framework) public class Category : EntityObject { public string Name { get; set; } } // Because Category is not stateless, so I create a cleaner view class for Category. // And this class is the Node Type of the Category Tree public class CategoryView : ITreeNode<CategoryView> { public string Name { get; private set; } #region ITreeNode Memebers public CategoryView Parent { get; private set; } private List<CategoryView> _childNodes; public IEnumerable<CategoryView> ChildNodes { return _childNodes; } #endregion public static CategoryView CreateFrom(Category category) { // here I can set the CategoryView.Name property } } So far so good. However, I want to make ITreeNode interface reuseable, and for some other types, the tree should not be readonly. We are not able to do this with the above readonly ITreeNode, so I want the ITreeNode to be like this: public interface ITreeNode<T> { // has setter T Parent { get; set; } // use ICollection<T> instead of IEnumerable<T> ICollection<T> ChildNodes { get; } } But if we make the ITreeNode writable, then we cannot make the Category Tree readonly, it's not good. So I think if we can do like this: public interface ITreeNode<T> { T Parent { get; } IEnumerable<T> ChildNodes { get; } } public interface IWritableTreeNode<T> : ITreeNode<T> { new T Parent { get; set; } new ICollection<T> ChildNodes { get; } } Is this good or bad? Are there some better designs? Thanks a lot! :)

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • A better way of converting Codepage-1251 in RTF to Unicode

    - by blue painted
    I am trying to parse RTF (via MSEDIT) in various languages, all in Delphi 2010, in order to produce HTML in unicode. Taking Russian/Cyrillic as my starting point I find that the overall document codepage is 1252 (Western) but the Russian parts of the text are identified by the charset of the font (RUSSIAN_CHARSET 204). So far I am: 1) Use AnsiString (or RawByteString) when parsing the RTF 2) Determine the CodePage by a lookup from the font charset (see http://msdn.microsoft.com/en-us/library/cc194829.aspx) 3) Translating using a lookup table in my code: (This table generated from http://msdn.microsoft.com/en-gb/goglobal/cc305144.aspx) - I'm going to need one table per supported codepage! There MUST be a better way than this? Preferably something supplied by the OS and so less brittle than tables of constants.

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