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  • ARM laptop available?

    - by Ken
    Hearing all the fuss about some new consumer product that uses an ARM Cortex A8, I'm interested to get in on some of the action. But I want a real programmable computer running something like Linux. I've seen many, many reports in the past 2 or 3 years about prototype ARM laptops with great battery life. Unfortunately, when I tried googling today, all I can find are the old videos and press releases about the prototypes, not a shipping product. Is there an actual ARM laptop available today? Or did everybody give up and just use Intel Atom chips?

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  • Fedora 16 Running Hot

    - by sdasdadas
    Since switching from Windows 7 to Fedora 16, my laptop has been running incredibly hot (by the air exhaust). The laptop is an Asus K73S. Running 'sensors', I receive: acpitz-virtual-0: 75.0 celsius nouveau-pci-0100: 66.0 celsius asus-isa-0000: 75.0 celsius The only CPU hog is Firefox at 30 - 40% on average. My GPU information (from lspci) is: Intel Corporation Xeon E3-1200/2nd Generation Core Process or Family Integrated Graphics Controller (rev 09). Running lspci | grep -i VGA, returns: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: nVidia Corporation GF106 [GeForce GT 555M SDDR3] (rev a1) I don't notice a huge difference running without the battery, but it does seem a little cooler. Thanks!

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  • Is my laptop good enough to support my development needs? [closed]

    - by KodeSeeker
    I have an ASUS Pentium-R Dual Core CPU running at 2.20Ghz. It has 4 gb of built in ram, currently running a 64 bit Windows 7 . I just started graduate school and Im wondering whether I should go in for a new laptop or just repair the nagging battery on my current one. My requirements include - -Ability to support IDE's - I may end up running Eclipse, Visual Studio's and the like to help with my work. - Ability to run multiple VM's (not concurrently). Im currently running a Ubuntu 12 and 9 as VM's (not sure if this is overloading the system) - I'm a non gamer so I really dont care about a minor glitch caused by running a uber heavy game. -In addition I will have heavy use of Office Application Software and will be using my computer to watch movies and stream media. Looking forward to your replies and suggestions!

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  • ASUS N550 laptop not charging on ubuntu after updating kernel

    - by OBY Trance
    I'm using Ubuntu 13.10 on a pretty new ASUS N550jv laptop. When I was using kernel linux-image-3.11.0-11 everything was quite well (kinda..), however, when I updated the kernel using the automatic update, the kernels which were released afterwards (12+) were faulty on my machine, and caused the battery not to be charged and only stay at their current charging level (even when the machine was off!) The only fix I had was to roll-back to the '..11' version (on boot screen - advanced options), and hard-reboot (AC cord disconnected and reconnected) but now version 14 was released and "pushed away" the good old version 11. How can I fix that?? Please help me...

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  • Acer Aspire 7750-6801 windows 7 Home Premium x64 not charging properly [closed]

    - by MaurerPower
    I have an Acer Aspire 7750-6801 laptop running Windows 7 Home Premium 64 bit OS. The issue is that it will only charge sometimes when plugged in. I thought it might be a hardware issue, so I tried charging with the laptop off, and it works fine. Also when in Linux, or any other environment other than Windows, it also charges fine. The intermittent charging issue ONLY presents itself when in Windows. I've tried the following: Open Device Manager Under 'Batteries->', I uninstalled 'Microsoft ACPI-Compliant Control Method Battery' Then re-installed using 'Scan for hardware changes' Still no luck. It's quite urgent, any help would be appreciated as I am totally at a loss...

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  • Bringing ideas to life

    - by danixd
    I understand that this forum is filled with computer science genius's but there must come a point where your expertise in coding can not keep up with your creativity. I am a front end programmer and designer of sorts. I have so many ideas, with no ways of implementing them. I know of platforms that can help, I am really into the arduino project for physical ideas and I know Flash is an amazing platform for software, but when it comes to complex ideas, even such as a 3D game, things can be too much to handle individually. When you have an idea, what is your typical methodology of bring them to life? Write down the idea, save if for later (never gets made right...) Try building it yourself, on the platforms you work with and are good at Consult people on what platform it is best suited to and collaborate with an expert in that field to do the dirty work Consult people on what platform it is best suited to and try to learn it and make it yourself (at least the alpha stages) Are there any communities that support this idea of bringing things to life? Can you pitch ideas to x company as a business model and hope they take you on / sponsor you? Do you have to spend lots of $$$ to get things made?

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  • Change in asp.net page life cycle event

    - by xyz
    Has there been any change in page life cycle event in asp.net 3.5(I mean some addition or any modification in the exisitng one)? Sorry to ask in this way as because recently in an interview I have been asked by an interviewer. I dare to ask him the answer for this even after the interview! If the asnwer is yes, kindly give some detailing about that; even a tutorial link will also do if no explicit explanation. Thanks

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  • How to check battery usage of an iPhone/Android app?

    - by Gajoo
    I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed using Cocos2d or the ones you develop directly using OpenGL? How should you profile them? In general what should you profile? or Should I simply run the application and wait for it's battery to run out?

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  • How can I get my battery level to display in the notification area (system tray)?

    - by Jon
    I'm trying to use the Awesome window manager with GNOME, i.e. running gnome-session --session=ubuntu on login, and it works great for the most part, except for the fact that the notification area/systray is missing a battery indicator. There's the Network Manager applet (nm-applet), a keyboard icon for switching keyboard layouts, but no battery icon as I would've hoped. I thought the command would be something like gnome-power-manager,

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  • AMD processors witn graphics card bundled [closed]

    - by shybovycha
    Sorry for posting this question here - just don't know to which StackExchange website i should be writing. I've heard AMD created processors with video card bundled. So now these processors should work as fast as just usual processors with discrete video card but AMD's ones should use less power and spread less warm. Some googling around gave me the result like "AMD processors of A-series". They were mentioned to be build using that technology i described above. But on the other hand, we have a small rate of publishing and not-very-good quality of AMD drivers. I am a game-developer and web-developer so i need a powerful processor and graphics card and a lot of RAM on board (to make it possible to create a sample Grails application, for example or to create some 3D models in Maya/Cinema4D, for instance). Still i want my battery to be a long-living one, so power usage is a bit critical for me. So, my questions are: are there any processor building technology like i've described and which series they are (if they exist)? which processor shall fit the laptop the best: AMD one or i5/i7 on with nVidia graphics card for the purposes mentioned above?

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  • Determine Android phone's proximity to known point while conserving power

    - by ahsteele
    I am trying to determine if an Android user has had a close proximity to a list of predetermined locations. I'd like to do this with the least amount of drain on the phone's battery. The two mechanisms I see for accomplishing this are proximity alerts and requesting location updates. What are the pros and cons of the two methods? Will one have less affect on the battery than the other? In either case I would guess the specific location manager used would affect power usage (existing Stack Overflow answer).

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  • Life Cycle Tools Suite

    - by pearcewg
    I am looking to replace the life cycle tools currently used by my development teams. Tools that I'm looking for: Version Control Defect/Issue Tracking Requirements Tracking Test Case Management (potentially) Project Management: Project Status, hours entry I have a new beefy server (Windows 2008 Server) to run all tools on. I'm looking at COTS and Open Source options, but haven't decided so far. Other factors: Distributed team (different physical sites) Some Windows Development, some Linux Development Software, Firmware, Technical Writing need to be able to use it Recommendations on a good suite that will work together? If Open Source, best approach to run on the Windows 2008 Server?

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • What is a programmer's life like?

    - by Zee JollyRoger
    Imagine like an 8-hour long video of any "typical/average" programming job. What is it like? Before I get myself involved in that path, what can I expect? I am interested in gathering first-hand information and accounts of the typical life of a programmer. My goal is to grasp the fundamental concepts of working in the professional field of programming. I just want to "see" into what it is/means to come to an entry-level programming job and program. See what kind of skills, mentality, expectations, and such are required.

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  • Real life usage of the projective plane theory

    - by Elazar Leibovich
    I'm learning about the theory of the projective plane. Very generally speaking, it is an extension of the plane, which includes additional points which are defined as the intersection points of two parallel lines. In the projective plane, every two lines have an interesection point. Whether they're parallel or not. Every point in the projective plane can be represented by three numbers (you actually need less than that, but nevemind now). Is there any real life application which uses the projective plane? I can think that, for instance, a software which needs to find the intersections of a line, can benefit from always having an intersection point which might lead to simpler code, but is it really used?

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  • Oracle CRM On Demand R17 and Pharma's Future

    - by charles.knapp
    By Denis Pombriant, Beagle Research, March 30 "Oracle announced Release 17 of CRM On-Demand today along with an updated vertical market version for the pharmaceutical industry. Seventeen is a lot of releases even for a SaaS company and Oracle should be proud of the milestone. The same is true of the emphasis on the pharmaceutical industry vertical. Oracle comes to the pharma CRM market with an assist from Siebel, the one time independent leader in CRM that Oracle bought a few years back. Before the acquisition Siebel and its pharma package had managed to corner about nineteen of the top twenty pharmaceutical companies. For a time in the last decade you could go from job to job as a pharma rep taking your Siebel skills with you and feel right at home. The writing on the wall now though is that pharmaceutical sales is transitioning to a SaaS model and Oracle is managing the transition for its customers. Oracle's done a good job of keeping up with changes in the industry and you have to admit that pharma sales is a different kettle of fish than almost anything else in CRM." For additional insights, read here.

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  • On mobile is there a reason why processes are often short lived and must persist their state explicitly?

    - by Alexandre Jasmin
    Most mobile platforms (such as Android, iOS, Windows phone 7 and I believe the new WinRT) can kill inactive application processes under memory pressure. To prevent this from affecting the user experience applications are expected to save and restore their state as their process is killed and restarted. Having application processes killed in this way makes the developers job harder. On various occasions I've seen a mobile app that would: Return to the welcome screen each time I switch back to it. Crash when I switch back to it (possibly accessing some state that no longer exists after the process was killed) Misbehave when I switch back to it (sometimes requiring a restart or tasks killer to fix) Otherwise misbehave in some hard to reproduce way (e.g. android service killed and restarted at the wrong time) I don't really understand why these mobile operating systems are designed to kill tasks in this way especially since it makes application development more difficult and error prone. Desktop operating systems don't kill processes like that. They swap out unused pages of memory to mass storage. Is there a reason why the same approach isn't used on mobile? Mobile hardware is only a few years behind PC hardware in term of performance. I'm sure there are very good reasons why mobile operating systems are designed this way. If you can point me to a paper or blog post that explain these reasons or can give me some insight I'd very much appreciate it.

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  • Jump-start Your Mind

    - by João Angelo
    I haven’t written in a while mostly because I’ve spent my time reading what others wrote and today I’m writing purely motivated by what I just finished reading. Mindfire: Big Ideas for Curious Mind by Scott Berkun was such a pleasure to read and ended up igniting parts of my mind which I have to admit were becoming a bit numb that I felt the urge to take some time to first say thank you to the author and then recommend it to all your curious minds out there. Now, go read it… it’s time well spent.

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  • I've inherited 200K lines of spaghetti code -- what now?

    - by kmote
    I hope this isn't too general of a question; I could really use some seasoned advice. I am newly employed as the sole "SW Engineer" in a fairly small shop of scientists who have spent the last 10-20 years cobbling together a vast code base. (It was written in a virtually obsolete language: G2 -- think Pascal with graphics). The program itself is a physical model of a complex chemical processing plant; the team that wrote it have incredibly deep domain knowledge but little or no formal training in programming fundamentals. They've recently learned some hard lessons about the consequences of non-existant configuration management. Their maintenance efforts are also greatly hampered by the vast accumulation of undocumented "sludge" in the code itself. I will spare you the "politics" of the situation (there's always politics!), but suffice to say, there is not a consensus of opinion about what is needed for the path ahead. They have asked me to begin presenting to the team some of the principles of modern software development. They want me to introduce some of the industry-standard practices and strategies regarding coding conventions, lifecycle management, high-level design patterns, and source control. Frankly, it's a fairly daunting task and I'm not sure where to begin. Initially, I'm inclined to tutor them in some of the central concepts of The Pragmatic Programmer, or Fowler's Refactoring ("Code Smells", etc). I also hope to introduce a number of Agile methodologies. But ultimately, to be effective, I think I'm going to need to hone in on 5-7 core fundamentals; in other words, what are the most important principles or practices that they can realistically start implementing that will give them the most "bang for the buck". So that's my question: What would you include in your list of the most effective strategies to help straighten out the spaghetti (and prevent it in the future)?

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  • Looking for an example of how a software project can be managed/deployed

    - by rguilbault
    My company is evaluating adopting off-the-shelf ALM products to aid in our development lifecycle; we currently use our own homegrown solutions to manage requirements gathering, specification documentation, testing, etc. One of the issues I am having is understanding how to move code between stages of development. We have what we call a pipeline, which consists of particular stops: [Source] - [QC] - [Production] At the first stop, the developer works out a solution to some requested change and performs individual testing. When that process is complete (and peer review has been performed), our ALM system physically moves the affected programs from the [Source] runtime environment to the [QC] runtime environment. This movement of code is triggered by advancing the status of the change request to match the stage of the pipeline. I have been searching the internet for a few days trying to find how the process is accomplished elsewhere -- I have read a bit about builds, automated testing, various ALM products, etc. but nowhere does any of this state how builds interact with initial change requests, what the triggers are, how dependencies are managed, how the various forms of testing are accommodated (e.g. unit testing, integration testing, regression testing), etc. Can anyone point me to any resources detailing specific workflows or attempt to explain (generically) how a change could/should be tracked and moved though the development lifecycle? I'd be very appreciative. Note: I've cleaned up the question to hopefully make it easier to understand. Also, I found another question (which I can't find now) that referenced this book, which sounds like it might be exactly what I am looking for -- not sure if I want to shell out the cash for it, though.

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  • How are software projects 'typically' managed/deployed

    - by rguilbault
    My company is evaluating adopting off-the-shelf ALM products to aid in our development lifecycle; we currently use our own homegrown solutions to manage requirements gathering, specification documentation, testing, etc. One of the issues I am having is that we have what we call a pipeline, which consists of particular stops: [Source] - [QC] - [Production] At the first stop, the developer works out a solution to some requested change and performs individual testing. When that process is complete (and peer review has been performed), our ALM system physically moves the affected programs from the [Source] runtime environment to the [QC] runtime environment. You can think of this as analogous to moving some web pages from the 'test' server to the 'live' server, where QC personnel can bang on the system and complain that the developer has it all wrong ;-) Once QC signs off that the changes are working, the system again moves the code along to the next stage, where additional testing is performed, etc. I have been searching the internet for a few days trying to find how the process is accomplished anywhere else -- I have read a bit about builds, automated testing, various ALM products, etc. but nowhere does any of this state how builds interact with initial change requests, what the triggers are, how dependencies are managed, how the various forms of testing are accommodated (e.g. unit testing, integration testing, regression testing), etc. Can anyone point me to any resources or attempt to explain (generically) how a change could/should be tracked and moved though the development lifecycle? I'd be very appreciative. To keep things consistent, let's say that we have a project called Calculator, which we want to add support for the basic trigonometric functions: sine, cosine and tangent. I'm open to reorganizing the company however we need to in order to accomplish due diligence testing and we can suppose that any tools are available for use (if that helps to illustrate the process). To start things off, I think I understand this much: we document the requirements, e.g.: support sine, cosine and tangent functions we create some type of change request/work order to assign to programming coding takes place, commits are made to version control peer review commences programmer marks the work order as completed? ... now what? How does QC do their thing? Would they perform testing before closing the 'work order'?

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  • Problem with java and conditional (game of life)

    - by Muad'Dib
    Hello everybody, I'm trying to implement The Game of Life in java, as an exercise to learn this language. Unfortunately I have a problem, as I don't seem able to make this program run correctly. I implemented a torodial sum (the plane is a donut) with no problem: int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } And it sums correctly when I test it: void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } Unfortunately when I add the conditions of game of life (born/death) the program stop working correctly, as it seems not able anymore to count correctly the alive cells in the neighborhood. It counts where there are none, and it doesn't count when there are some. E.g.: it doesn't count the one below some living cells. It's a very odd behaviour, and it's been giving me a headache for 3 days now... maybe I'm missing something basic about variables? Here you can find the class. void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } Am I doing something wrong? Below you can find the full package. package com.GaOL; public class GameWorld { int [][] world; int row; int column; public int GetRow() { return row; } public int GetColumn() { return column; } public int GetWorld (int i, int j) { return world[i][j]; } void RandomGen (int size, double p1) { double randomCell; row = size; column = size; world = new int[row][column]; for (int i = 0; i<row; i++ ) { for (int j = 0; j<column; j++ ) { randomCell=Math.random(); if (randomCell < 1-p1) { world[i][j] = 0; } else { world[i][j] = 1; } } } } void printToConsole() { double test = 0; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { if ( world[i][j] == 0 ) { System.out.print(" "); } else { System.out.print(" * "); test++; } } System.out.println(""); } System.out.println("ratio is " + test/(row*column)); } int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } and here the test class: package com.GaOL; public class GameTestClass { public static void main(String[] args) { GameWorld prova = new GameWorld(); prova.RandomGen(10, 0.02); for (int i=0; i<3; i++) { prova.printToConsole(); prova.NextWorld(); } } }

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  • Need Help with Page Life Cycle(I think it is screwing me up)

    - by chobo2
    Hi I have dragged a empty asp.net table onto my webform. I generate all the rows in the code behind those. Now my table gets filled up and has dropdown lists. When the user hits save I go through all the rows and update the values from the dropdownlist in the db. This works all great. However if 2 columns have each have "Present" then those 2 columns should be not be shown anymore and 2 new columns get put in its place with other dropdown lists. This all works. However you have to refresh the entire page to for the 2 columns that should go away to go away. So what I tried to do is at the end of the button click event. Clear the whole table and then regenerate it. However when I do this then my values are not saved to the database anymore for whatever reason. if (IsPostBack == false) { // check if dummy variables exist in db- If true just generate tables with values in db. If not generate them. } else { // grab the values from the database // generate tables with the values } btn click event { go through all rows in table(foreach loop) update each column in the database with cells in each row. while in foreach loop. //done } So this is how it goes and it works expect(all correct values are saved) the table is just not updated to the user. Does not work if (IsPostBack == false) { // same code as above } // if postback is true do nothing. By the time it gets to the click event it says there is zero rows in the table so nothing happens. btn click event { // same code } Fails also. if (IsPostBack == false) { // same code as above } else { // same code as above but moved into its own method. gernerateTable(); } btn click event { // update all rows // once done clear the Tables rows // call generateTable() } This last one does nothing as for some reason it does not update anything. I don't understand why. So what am I doing wrong with this life cycle something in my process is wrong. The code works just not when I want the table to be updated right away.

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