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  • Is inline SQL still classed as bad practice now that we have Micro ORMs?

    - by Grofit
    This is a bit of an open ended question but I wanted some opinions, as I grew up in a world where inline SQL scripts were the norm, then we were all made very aware of SQL injection based issues, and how fragile the sql was when doing string manipulations all over the place. Then came the dawn of the ORM where you were explaining the query to the ORM and letting it generate its own SQL, which in a lot of cases was not optimal but was safe and easy. Another good thing about ORMs or database abstraction layers were that the SQL was generated with its database engine in mind, so I could use Hibernate/Nhibernate with MSSQL, MYSQL and my code never changed it was just a configuration detail. Now fast forward to current day, where Micro ORMs seem to be winning over more developers I was wondering why we have seemingly taken a U-Turn on the whole in-line sql subject. I must admit I do like the idea of no ORM config files and being able to write my query in a more optimal manner but it feels like I am opening myself back up to the old vulnerabilities such as SQL injection and I am also tying myself to one database engine so if I want my software to support multiple database engines I would need to do some more string hackery which seems to then start to make code unreadable and more fragile. (Just before someone mentions it I know you can use parameter based arguments with most micro orms which offers protection in most cases from sql injection) So what are peoples opinions on this sort of thing? I am using Dapper as my Micro ORM in this instance and NHibernate as my regular ORM in this scenario, however most in each field are quite similar. What I term as inline sql is SQL strings within source code. There used to be design debates over SQL strings in source code detracting from the fundamental intent of the logic, which is why statically typed linq style queries became so popular its still just 1 language, but with lets say C# and Sql in one page you have 2 languages intermingled in your raw source code now. Just to clarify, the SQL injection is just one of the known issues with using sql strings, I already mention you can stop this from happening with parameter based queries, however I highlight other issues with having SQL queries ingrained in your source code, such as the lack of DB Vendor abstraction as well as losing any level of compile time error capturing on string based queries, these are all issues which we managed to side step with the dawn of ORMs with their higher level querying functionality, such as HQL or LINQ etc (not all of the issues but most of them). So I am less focused on the individual highlighted issues and more the bigger picture of is it now becoming more acceptable to have SQL strings directly in your source code again, as most Micro ORMs use this mechanism. Here is a similar question which has a few different view points, although is more about the inline sql without the micro orm context: http://stackoverflow.com/questions/5303746/is-inline-sql-hard-coding

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  • Local SEO Tools For SME's

    For many large corporations the focus of their SEO strategy will be on a national scale. But often for small and medium-sized enterprises a more local view should be taken to maximise visibility with their target audience, and ensure they are reaching their potential client base on a regular basis. Alongside the traditional search engine optimisation tactics there are a number of tools that can be incorporated within local strategies.

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  • How to Become a SEO King

    Ask most people involved in search engine optimisation (SEO) and they will tell you that their line of work is a demanding but rewarding job. It is demanding not only because of the pressure to show results but also because of the nature of the job itself. For people who only have moderate interest in SEO, it may look boring.

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  • Google I/O 2010 - Google Buzz, location, and social gaming

    Google I/O 2010 - Google Buzz, location, and social gaming Google I/O 2010 - Surf the stream: Google Buzz, location, and social gaming Social Web 201 Bob Aman, Timothy Jordan Google Buzz has a feature-rich API that allows you to do all kinds of interesting things with conversations and location. In this session we'll build a Buzz-tastic mobile game using App Engine, HTML5, and the Buzz API for social awesomeness. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 2 0 ratings Time: 31:18 More in Science & Technology

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  • Some Keyword Optimization Tips For Your Work From Home

    Part of search engine optimization or SEO is keyword optimization. We optimize our keywords for our website because these words or phrases are the ones that will link us to our customers or target audience. By typing these keywords in the search box of popular search engines, customers are able to find us, our website and of course, our business or work from home.

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  • Don't Let Someone Else Optimize Your Search Results

    I build websites for a wide variety of clients, and every single client asks me to get their website placed highly within search engine results. However, they don't know that there's more to ranking high in the search engines than just launching a site; this is especially true when the website has just been created.

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  • Trade offs of linking versus skinning geometry

    - by Jeff
    What are the trade offs between inherent in linking geometry to a node versus using skinned geometry? Specifically: What capabilities do you gain / lose from using each method? What are the performance impacts of doing one over the other? What are the specific situations where you would want to do one over the other? In addition, do the answers to these questions tend to be engine specific? If so, how much?

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  • Finding the normals of an oriented bounding box?

    - by Milo
    Here is my problem. I'm working on the physics for my 2D game. All objects are oriented bounding boxes (OBB) based on the separate axis theorem. In order to do collision resolution, I need to be able to get an object out out of the object it is penetrating. To do this I need to find the normal of the face(s) that the other OBB is touching. Example: The small red OBB is a car lets say, and the big OBB is a static building. I need to determine the unit vector that is the normal of the building edge(s) the car is penetrating to get the car out of there. Here are my questions: How do I determine which edges the car is penetrating. I know how to determine the normal of an edge, but how do I know if I need (-dy, dx) or (dy, -dx)? In the case I'm demonstrating the car is penetrating 2 edges, which edge(s) do I use to get it out? Answers or help with any or all of these is greatly appreciated. Thank you

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  • Role of systems in entity systems architecture

    - by bio595
    I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the components aspect or the systems aspect. A component is just a data object managed by some relevant system. A collision system uses some BoundsComponent together with a spatial data structure to determine if collisions have happened. All good so far, but what if multiple systems need access to the same component? Where should the data live? An input system could modify an entities BoundsComponent, but the physics system(s) need access to the same component as does some rendering system. Also, how are entities constructed? One of the advantages I've read so much about is flexibility in entity construction. Are systems intrinsically tied to a component? If I want to introduce some new component, do I also have to introduce a new system or modify an existing one? Another thing that I've read often is that the 'type' of an entity is inferred by what components it has. If my entity is just an id how can I know that my robot entity needs to be moved or rendered and thus modified by some system? Sorry for the long post (or at least it seems so from my phone screen)!

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  • Rise Above the Thousands Results

    Choosing among hundreds or thousands of choices would be a challenge especially if you do not have exact preferences on what to choose. If you will put yourself into the shoes of an internet or an online researcher, you will find out that one word or phrase that you enter in the search box field of a search engine and it could provide you hundreds or even thousands of results. And if I am the researcher, I do not think that I would bother to look for those in the sixth or onward pages of results.

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  • The Silverlightning Talks

    - by Brian Genisio's House Of Bilz
    Tomorrow, I will be speaking in Grand Rapids at the Silverlight Firestarter.  It is a one day event intended to get people bootstrapped with Silverlight.  I will be giving the “Advanced Topics” presentation.  I have decided to run it as a series of “Lightning Talks”.  The idea is to give a lot of breadth so you know that the topic exists and move quickly between them.  To go along with the talks, here are a bunch of links that you might find useful: MVVM http://msdn.microsoft.com/en-us/magazine/dd458800.aspx http://msdn.microsoft.com/en-us/magazine/dd419663.aspx http://channel9.msdn.com/shows/Continuum/MVVM/ http://karlshifflett.wordpress.com/2008/11/08/learning-wpf-m-v-vm/ http://johnpapa.net/silverlight/5-minute-overview-of-mvvm-in-silverlight/ Good MVVM Frameworks http://www.galasoft.ch/mvvm/getstarted/ http://caliburn.codeplex.com/Wikipage   Prism http://compositewpf.codeplex.com/ http://mtaulty.com/CommunityServer/blogs/mike_taultys_blog/archive/2009/10/27/prism-and-silverlight-screencasts-on-channel-9.aspx http://www.grumpydev.com/2009/07/04/why-shouldn%E2%80%99t-i-use-prism/   Unit Testing Silverlight Unit Testing Framework http://code.msdn.microsoft.com/silverlightut http://silverlight.codeplex.com/ http://www.jeff.wilcox.name/2008/03/silverlight2-unit-testing/ NUnit Testing with Silverlight http://weblogs.asp.net/nunitaddin/archive/2008/05/01/silverlight-nunit-projects.aspx Useful Testing Tools http://testdriven.net/ http://nunit.org/ http://code.google.com/p/moq/ http://www.ayende.com/projects/rhino-mocks.aspx   Navigation Framework http://www.silverlightshow.net/items/The-Silverlight-3-Navigation-Framework.aspx http://www.silverlight.net/learn/videos/silverlight-videos/navigation-framework/   Farseer Physics Engine http://farseerphysics.codeplex.com/Wikipage http://physicshelper.codeplex.com/Wikipage http://www.andybeaulieu.com/Home/tabid/67/Default.aspx   Windows Phone 7 http://www.silverlight.net/getstarted/devices/windows-phone/ http://msdn.microsoft.com/en-us/library/ff402535%28VS.92%29.aspx

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Le CRYENGINE disponible sur Steam, le moteur de jeux accessible sous forme d'abonnement

    Le CRYENGINE maintenant disponible sur Steam, pour 9,90 €Comme cela avait été annoncé durant la Game Developers Conference 2014, Crytek suit la voie de Epic Games et rend disponible son moteur, le CRYENGINE, sous la forme d'un abonnement. Celui-ci s'élève à 9,90 € par mois mais contrairement à l'Unreal Engine 4, Crytek ne demande aucune royalties pour celui-ci. Le moteur est disponible sur Steam et uniquement sur celui-ci. Le vice président commercial de Valve a déclaré : ...

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  • SEO Meta Keywords - How to Learn SEO

    Every Internet business and Internet marketer has Search Engine Results Pages (also known as SERP or SERPS) constantly on their minds - they are one of the most important things to think about. Read to get started learning some of the basics to drive that free traffic to your websites.

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  • Blender multiple animations and Collada export

    - by Morgan Bengtsson
    Say I have a simple mesh in Blender, with two keyframes, like so: Then, another animation for the same mesh, also with two keyframes: Theese animations worke fine in Blender and I can switch between them in the Dopesheet, where they are called "actions": The problem arises, when i try to export this to the Collada format, for use in my game engine. The only animation/action that seems to be carried over, is the one currently associated to the mesh. Is it possible to export multiple animations/actions for the same mesh, to the Collada format?

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  • New Executive Q&As on Oracle's Social Services Solution

    - by michael.seback
    According to Calvin Tu, Senior Director Product Management, for Oracle Public Sector, "Government organizations are experiencing unprecedented demand for social services--but many are hampered by..." Read more about the strategy. "They're going to love the ability to automate the prescreening process and eligibility determination, thanks to a natural-language rules engine that..." says John Garrison, Oracle Vice President For CRM Public Sector. Read the rest of the story.

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  • An XEvent a Day (21 of 31) – The Future – Tracking Blocking in Denali

    - by Jonathan Kehayias
    One of my favorite features that was added to SQL Server 2005 has been the Blocked Process Report trace event which collects an XML report whenever a process is blocked inside of the database engine longer than the user configurable threshold.  I wrote an article about this feature on SQL Server Central  two years ago titled Using the Blocked Process Report in SQL Server 2005/2008 .  One of the aspects of this feature is that it requires that you either have a SQL Trace running that...(read more)

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  • Link Wheels in SEO

    So what is a linkwheel and how does it relate to SEO? And is it a whitehat or blackhat SEO tactic? Could it lead to search engine penalties?

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  • How do I fix my theme?

    - by SepiDev
    After installing and using Ubuntu 11.10 for while I decided to install gnome shell. After Installing and rebooting my system I saw that Ubuntu light theme (ambiance/radiance) is gone. I check /usr/shar/themes and /usr/shar/icons, it seems that the light themes and mono icons exist. I even reinstalled gtk3-engine-unico package but none of these effort fixed my problem :( my desktop now looks like this: What should I do to get my default ubuntu theme back?

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  • Go frame-by-frame through a movie with a precise timer

    - by Matchu
    Hello, world: I have a video I made for physics class, which I intend to use to measure just how long an event took to take place. I can find the start frame and end frame easily using VLC's frame-by-frame feature. However, VLC's timer seems only to be precise to a single second, giving me no more precise an answer than "5 seconds." Is there a way in VLC, or any other program, to identify at precisely what time a particular frame in a video takes place? I have easy access to Ubuntu and Windows, and acquire a Mac if need be. If precise timer is not available, what number frame I am on will also work, since I know the framerate.

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