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  • Do you use another language instead of english ?

    - by Luc M
    Duplicate Should identifiers and comments be always in English or in the native language of the application and developers? For people who are not native English speakers, which language do you use to declare variables, classes, etc. ? I had to continue a project from a Spanish guy. Everything was written in Spanish. Since this time, I have decided to use English identifiers ( variables, classes, file names) and write comments in french. Everything was in french before that. What are the general recommendations about that practice? Do you use English everywhere knowing that no English people will work on your project ? Edit : Here's a post from Jeff Atwood about this subject: The Ugly American Programmer

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  • making a programming language

    - by None
    I was wondering which way would create a faster programming language, because I have tried both. Writing code that takes the text, splits it by whitespace or newlines or something, then processes each line and has a dictionary for variables. Or writing code that takes text and converts it to another programming language. This is an example of how a very simple version of the first way would be programmed in python: def run(code): text = code.split(";") for t in text: if t == "hello": print "hi" second: def run(code): rcode = "" text = code.split(";") for t in text: if t == "hello": rcode += "print 'hi'"

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Learning language is enough to create average applications ?

    - by Freshblood
    Many books teach a programming language. However, knowing a specific language is not the same as knowning application or GUI design nor project layout. So, attempting to make an average application fails after learning a language. It is clear that knowing a language is not enough to make an application. If you agree with what I have said, why doesn't anyone mention this instead of teaching pure language syntax and features? Why books don't mention how to make a better application ?

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  • Strange display language in gnome shell

    - by khalafuf
    I logged in gnome-shell, and found that the display language is set to some strange asian language (I think) without my prompt. I tried to change the locale settings but found that the default language is English (how?) despite of that strange language. Here's a snapshot, See the strange word instead of "Activity": I'm on Ubuntu 12.04 LTS. Output of locale: LANG=zh_CN.UTF-8 LANGUAGE=zh_CN:en_US:en LC_CTYPE="zh_CN.UTF-8" LC_NUMERIC=en_US.UTF-8 LC_TIME=en_US.UTF-8 LC_COLLATE="zh_CN.UTF-8" LC_MONETARY=en_US.UTF-8 LC_MESSAGES="zh_CN.UTF-8" LC_PAPER=en_US.UTF-8 LC_NAME=en_US.UTF-8 LC_ADDRESS=en_US.UTF-8 LC_TELEPHONE=en_US.UTF-8 LC_MEASUREMENT=en_US.UTF-8 LC_IDENTIFICATION=en_US.UTF-8 LC_ALL= Output of locale -a: C C.UTF-8 de_CH.utf8 en_AG en_AG.utf8 en_AU.utf8 en_BW.utf8 en_CA.utf8 en_DK.utf8 en_GB.utf8 en_IE.utf8 en_IN en_IN.utf8 en_NG en_NG.utf8 en_NZ.utf8 en_PH.utf8 en_SG.utf8 en_US.utf8 en_ZA.utf8 en_ZM en_ZM.utf8 en_ZW.utf8 POSIX zh_CN.utf8 zh_SG.utf8 Solved: This answer did it.

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  • how to really master a programming language

    - by cprogcr
    I know that learning a language, you can simply buy a book, follow the examples, and whenever possible try the exercises. But what I'm really looking is how to master the language once you've learned it. Now I know that experience is one major factor, but what about learning the internals of the language, what is the underlying structure, etc. There are articles out there saying read this book, read that book, make this game and that game. But to me this doesn't mean to master a language. I want to be able to read other people's code and understand it, no matter how hard that is. To understand when to use a function and when another, etc etc. The list could go on and on but I believe I've made the point. :) And finally, take whatever language as an example if needed, though best would be if C was taken as an example.

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  • How can I really master a programming language?

    - by cprogcr
    I know that learning a language, you can simply buy a book, follow the examples, and whenever possible try the exercises. But what I'm really looking is how to master the language once you've learned it. Now I know that experience is one major factor, but what about learning the internals of the language, what is the underlying structure, etc. There are articles out there saying read this book, read that book, make this game and that game. But to me this doesn't mean to master a language. I want to be able to read other people's code and understand it, no matter how hard that is. To understand when to use a function and when another, etc etc. The list could go on and on but I believe I've made the point. :) And finally, take whatever language as an example if needed, though best would be if C was taken as an example.

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  • Easy Server-Side Language

    - by Nizar
    Most of programming languages (Server-side languages for web development) needs a learning curve and requires some time to learn. However, I'm sure there is a difference between them. So, for example you can master the 'X' language in less time than the 'Y' language. I'm a beginner in web development, meaning that I just know HTML and CSS and now want to choose the right tool for building dynamic sites. What I'm looking for is a language that is easy to master in less time than other languages. So, is there a language that can suit my needs? If so, please let me know about what should I learn in it? (for example, which frameworks?, libraries?, IDEs?, databases?, etc). In the end, I don't want to regret my choice of the language and want to learn solid basics in it and in programming in general.

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Kohana multi language website

    - by Sobek
    .I'm trying to set up a multi language website with kohana v3, following this tutorial: http://kerkness.ca/wiki/doku.php?id=example_of_a_multi-language_website Routing to a controller or action within i.e. website/controller/action seems to work as the url is properly redirected to website/lang/controller/action. However this is not working for ajax request calls. I have to manually edit the url with the appropriate language, to successfully retrieve the data. This also applies for anchors on the html page. In addition to this problem, the overflow parameter 'id' also doesn't work. It takes the 'lang' variable as its parameter. I have setup my default route just like in the tutorial i.e.: Route::set('default', '((<lang>)(/)(<controller>)(/<action>(/<id>)))', array('lang' => "({$langs_abr})",'id'=>'.+')) ->defaults(array('lang' => $default_lang,'controller' => welcome', 'action' => 'index')); Any help is much appreciated ! Cheers

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  • Getting Recognition for Open-Source Computer Language Projects

    - by Jon Purdy
    I like language a lot, so I write a lot of language-based solutions for programming, automation, and data definition. I'm very much a believer in open-source software, so lately I've started to push these projects to Sourceforge when I start them. I feel that these tools could be quite valuable in the right hands, and that they fill niches that otherwise go unfilled. The trouble, for me, is gaining recognition. No matter how useful the software I write, after a certain point I can no longer come up with anything to add or improve. Basically no one but me uses it, so it's not being attacked from enough angles to discover any new weaknesses. I cannot work on a project that doesn't have anything to do, but I won't have anything to do unless I gain recognition by working on it! This is greatly discouraging. It's like giving what you think is a really thoughtful gift to someone who just isn't paying attention. So I'm looking for advice on how to network and disseminate information about my projects so that they don't fizzle out like this. Are there any sites, newsgroups, or mailing lists that I've been completely missing?

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  • Cross-Platform Language + GUI Toolkit for Prototyping Multimedia Applications

    - by msutherl
    I'm looking for a language + GUI toolkit for rapidly prototyping utility applications for multimedia installations. I've been working with Max/MSP/Jitter for many years, but I'd like to add a text-based language to my 'arsenal' for tasks apart from 'content production'. (When it comes to actual media synthesis, my choices are clear [SuperCollider + MSP for audio, Jitter + Quartz + openFrameworks for video]). I'm looking for something that maintains some of the advantages of Max, but is lower-level, faster, more cross-platfrom (Linux support), and text-based. Integration with powerful sound/video libraries is not a requirement. Some requirements: Cross-platform (at least OSX and Linux, Windows is a plus) Fast and easy cross-platform GUIs with no platform-specific modification GUI code separated from backend code as much as possible Good for interfacing with external serial devices (micro-controllers) Good network support (UDP/TCP) Good libraries for multi-media (video, sound, OSC) are a plus Asynchronous synchronous UNIX integration is a plus The options that come to mind: AS3/Flex (not a fan of AS3 or the idea of running in the Flash Player) openFrameworks (C++ framework, perhaps a bit too low level [looking for fast development time] and biased toward video work) Java w/ Processing libraries (like openFrameworks, just slower) Python + Qt (is Qt appropriate for rapid prototyping?) Python + Another GUI toolkit SuperCollider + Swing (yucky GUI development) Java w/ SWT Any other options? What do you recommend?

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  • Languages and VMs: Features that are hard to optimize and why

    - by mrjoltcola
    I'm doing a survey of features in preparation for a research project. Name a mainstream language or language feature that is hard to optimize, and why the feature is or isn't worth the price paid, or instead, just debunk my theories below with anecdotal evidence. Before anyone flags this as subjective, I am asking for specific examples of languages or features, and ideas for optimization of these features, or important features that I haven't considered. Also, any references to implementations that prove my theories right or wrong. Top on my list of hard to optimize features and my theories (some of my theories are untested and are based on thought experiments): 1) Runtime method overloading (aka multi-method dispatch or signature based dispatch). Is it hard to optimize when combined with features that allow runtime recompilation or method addition. Or is it just hard, anyway? Call site caching is a common optimization for many runtime systems, but multi-methods add additional complexity as well as making it less practical to inline methods. 2) Type morphing / variants (aka value based typing as opposed to variable based) Traditional optimizations simply cannot be applied when you don't know if the type of someting can change in a basic block. Combined with multi-methods, inlining must be done carefully if at all, and probably only for a given threshold of size of the callee. ie. it is easy to consider inlining simple property fetches (getters / setters) but inlining complex methods may result in code bloat. The other issue is I cannot just assign a variant to a register and JIT it to the native instructions because I have to carry around the type info, or every variable needs 2 registers instead of 1. On IA-32 this is inconvenient, even if improved with x64's extra registers. This is probably my favorite feature of dynamic languages, as it simplifies so many things from the programmer's perspective. 3) First class continuations - There are multiple ways to implement them, and I have done so in both of the most common approaches, one being stack copying and the other as implementing the runtime to use continuation passing style, cactus stacks, copy-on-write stack frames, and garbage collection. First class continuations have resource management issues, ie. we must save everything, in case the continuation is resumed, and I'm not aware if any languages support leaving a continuation with "intent" (ie. "I am not coming back here, so you may discard this copy of the world"). Having programmed in the threading model and the contination model, I know both can accomplish the same thing, but continuations' elegance imposes considerable complexity on the runtime and also may affect cache efficienty (locality of stack changes more with use of continuations and co-routines). The other issue is they just don't map to hardware. Optimizing continuations is optimizing for the less-common case, and as we know, the common case should be fast, and the less-common cases should be correct. 4) Pointer arithmetic and ability to mask pointers (storing in integers, etc.) Had to throw this in, but I could actually live without this quite easily. My feelings are that many of the high-level features, particularly in dynamic languages just don't map to hardware. Microprocessor implementations have billions of dollars of research behind the optimizations on the chip, yet the choice of language feature(s) may marginalize many of these features (features like caching, aliasing top of stack to register, instruction parallelism, return address buffers, loop buffers and branch prediction). Macro-applications of micro-features don't necessarily pan out like some developers like to think, and implementing many languages in a VM ends up mapping native ops into function calls (ie. the more dynamic a language is the more we must lookup/cache at runtime, nothing can be assumed, so our instruction mix is made up of a higher percentage of non-local branching than traditional, statically compiled code) and the only thing we can really JIT well is expression evaluation of non-dynamic types and operations on constant or immediate types. It is my gut feeling that bytecode virtual machines and JIT cores are perhaps not always justified for certain languages because of this. I welcome your answers.

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  • What programming language is this?

    - by Richard M.
    I recently stumbled over a very odd source listing on a rather old programming-related site (lost it somewhere in my browser history as I didn't care about it at first). I think that this is part of a simple (console-based?) snake game. I searched and searched but didn't find a language that looked somwhat like this. This seems like a mix of Python, Ruby and C++. What the hell? What programming-language is the below source listing written in? Maybe you can figure it out? my Snake.hasProps { length parts xDir yDir } & hasMethods { init: length = 0 parts[0].x,y = 5 move: parts[ 0 ].x,y.!add xDir | yDir # Move the head map parts(i,v): parts[ i ] = parts[ i + 1 ] checkBiteSelf checkFeed checkBiteSelf: part } my SnakePart.hasProps { x y } fork SnakePart to !Feed my Game.hasProps { frameTime = 30 } & hasMethods { init: mainloop mainloop: sys.util.sleep frameTime Snake.move Field.getInput -> Snake.xDir | Snake.yDir Field.reDraw with Snake & Feed & Game # For FPS } main.isMethod { game.init }

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  • How do you make Google's interface always be in your chosen language?

    - by Michael Wolf
    Google's interface and search results don't always appear in my preferred language, English. I'm located in Mexico City and, although I generally have no problem with Spanish, I would prefer search results in English most of the time. (The exception is when I'm using search terms in Spanish.) I'd also prefer the interface to be in English, but that's far less important to me than search results. Google looks at your IP to decide where you're coming from and thus what language to present results in. So, when I type www.google.com into the URL bar, it redirects me to www.google.com.mx. Is there a way to force Google to use one language all the time? Here are some things I've done and tried: 0) I have a Google account, and I've configured it such that it should know that English is my preferred language. I don't often explicitly log out of Google, so generally Google knows I'm me and my preferences when I access its services. 1) I've configured my browser to ask for pages in English. Very few sites support this feature at all; Google isn't one of them. 2) From www.google.com.mx, I can click on "Google.com in English". This works until, I think, I close the browser. 2a) From www.google.com.mx, I can go into account configuration, which is English. From then on, everything's in English. 3) I can append &hl=en (Human Language = English) to the end of the URLs of result pages. 2, 2a, and 3 all "work", but they're all mildly annoying. I'd rather avoid them if I could. (At the risk of stating the obvious, English and Spanish are the languages I'm dealing with, but I imagine that, say, a francophone using Google from Korea would run into basically the same issue.)

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  • Multilingual website without language component in the URL

    - by user359650
    I'm working on a website for Canada which will have French and English versions. For SEO purposes, I would like to avoid using any language tag in URLs because I believe it will have more impact (e.g. example.ca/products better than en.example.ca/products or example.ca/en/products). I believe this is technically possible because the2 languages are sufficiently different that the URLs won't be conflicting with one another (e.g. if you want a "product" page, it will be /products in English, and /produits in French so you know which language the URL is about). Since Google (and most likely others) doesn't rely on the URL (nor HTML tags) to determine the content language I don't see any problems with search engines. To make this possible I've thought about using a cookie distinct from the session cookie (e.g. example.org_language) with long term expiry (e.g. N years) that will memorize the language chosen by the user. That way when people visit the website with a new browser session, they get served the proper language. I have already given up on users being able to switch one page from English to French: when people will chose English or French from the menu they will be redirected to the corresponding version of the home page. Do you foresee any problems with not using a language component in the URL (whether domain or path)? (as long as one makes sure URLS don't conflict).

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  • What is the R Language?

    - by TATWORTH
    I encountered the R Language recently with O'Reilly books and while from the context I knew it was a language for dealing with statistics, doing a web search for the support web site was futile. However I have now located the web site and it is at http://www.r-project.org/R is a free language available for a number of platforms including windows. CRAN mirrors are available at a number of locations worldwide.Here is the official description:"R is a language and environment for statistical computing and graphics. It is a GNU project which is similar to the S language and environment which was developed at Bell Laboratories (formerly AT&T, now Lucent Technologies) by John Chambers and colleagues. R can be considered as a different implementation of S. There are some important differences, but much code written for S runs unaltered under R. R provides a wide variety of statistical (linear and nonlinear modelling, classical statistical tests, time-series analysis, classification, clustering, ...) and graphical techniques, and is highly extensible. The S language is often the vehicle of choice for research in statistical methodology, and R provides an Open Source route to participation in that activity. One of R's strengths is the ease with which well-designed publication-quality plots can be produced, including mathematical symbols and formulae where needed. Great care has been taken over the defaults for the minor design choices in graphics, but the user retains full control. R is available as Free Software under the terms of the Free Software Foundation's GNU General Public License in source code form. It compiles and runs on a wide variety of UNIX platforms and similar systems (including FreeBSD and Linux), Windows and MacOS."

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  • String chunking algorithm with natural language context

    - by Chris Ballance
    I have a arbitrarily large string of text from the user that needs to be split into 10k chunks (potentially adjustable value) and sent off to another system for processing. Chunks cannot be longer than 10k (or other arbitrary value) Text should be broken with natural language context in mind split on punctuation when possible split on spaces if no punction exists break a word as a last resort I'm trying not to re-invent the wheel with this, any suggestions before I roll this from scratch? Using C#.

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  • Are preprocessors obsolete in modern languages?

    - by Earlz
    Hello, I'm making a simple compiler for a simple pet language I'm creating and coming from a C background(though I'm writing it in Ruby) I wondered if a preprocessor is necessary. What do you think? Is a "dumb" preprocessor still necessary in modern languages? Would C#'s conditional compilation capabilities be considered a "preprocessor"? Does every modern language that doesn't include a preprocessor have the utilities necessary to properly replace it? (for instance, the C++ preprocessor is now mostly obsolete(though still depended upon) because of templates.)

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