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  • Supporting copy 'n paste in your Windows Phone app

    - by Daniel Moth
    Some Windows Phone 7 owners already have the NoDo update, and others are getting it soon. This update brings, among other things, copy & paste support for text boxes. The user taps on a piece of text (and can drag in either direction to select more/less words), a popup icon appears that when tapped copies the text to the clipboard, and then at any app that shows the soft input panel there is an icon option to paste the copied text into the associated textbox. For more read this 'how to'. Note that there is no programmatic access to the clipboard, only the end user experience I just summarized, so there is nothing you need to do for your app's textboxes to support copy & paste: it just works. The only issue may be if in your app you use static TextBlock controls, for which the copy support will not appear, of course. That was the case with my Translator by Moth app where the translated text appears in a TextBlock. So, I wanted the user to be able to copy directly from the translated text (without offering an editable TextBox for an area where user input does not make sense). Take a look at a screenshot of my app before I made any changes to it. I then made changes to it preserving the look and feel, yet with additional copy support (see screenshot on the right)! So how did I achieve that? Simply by using my co-author's template (thanks Peter!): Copyable TextBlock for Windows Phone.   (aside: in my app even without this change there is a workaround, the user could use the "swap" feature to swap the source and target, so they can copy from the text box) Comments about this post welcome at the original blog.

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  • How to disable "N" Wireless Mode RTL8192 (Thinkpad Edge 15 Core i5) in natty

    - by Gustavo Rubio
    I've seen many owners of thinkpad edges which are supossed to be linux-friendly having problems with wireless adapter. I've found several links inside askubuntu and in ubuntuforums which have a lot of work-arounds for those problems, mine seems to be wierd though. I use my laptop on both my office and at home. At home I have a router which is A/B/G and here at home the wireless connection works just fine, using a WEP key. But in work I have a B/G/N wireless router and it doesn't work, my guess is that this adapter works with N modes but somehow this is buggy in the bundled driver in natty. I've tried to disable the "N" mode in the router but that didn't work. Later I went to realtek website, downloaded their driver and compiled myself, kinda seems to work most of the time but sometimes some websites keep trying to load or load just parts of it and images start to look like their links are broken and so on, much like what you get when you were loading a page and suddenly the connection is lost. This problem, as I said, is only using the realtek driver from their website. Dmesg gives me this a lot of these: [ 5869.049454] rtl8192se_update_ratr_table: ratr_index=0 ratr_table=0x00000ff5 [ 5879.240563] DHCP pkt src port:68, dest port:67!! So I thougth I might as well switch back to the original driver which seems to work just fine on A/B/G wireless networks but not on N networks so if anybody knows how to disable that mode from within the driver please let us know :) Thanks in advance! PS: I do found a link to a similar question and it was answered but let me remind you I'm NOT using the intel version of wireless for my thinkpad but the realtek (RTL8192SvB)

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  • beginner - best way to do a 'Confirm' page? [closed]

    - by W_P
    I am a beginning web app developer, wondering about the best way to implement a "Confirm Page" upon form submission. I have heard that it's best for the script that a form POSTs to to be implemented by handling the POST data and then redirecting to another page, so the user isn't directly viewing the page that was POSTed to. My question is about the best way to implement a "Confirm before data save" page. Do I Have my form POST to a script, which marshals the data, puts in a GET, and redirects to the confirm page, which unmarshals and displays the data in another form, where the user can then either confirm (which causes another POST to a script that actually saves the data) or deny (which causes the user to be redirected back to the original form, with their input added)? Have my form POST directly to the confirm page, which is displayed to the user and then, like #1, gives the user the option to confirm or deny? Have my form GET the confirm page, which then does the expected behavior? I feel like there is a common-sense answer to this question that I am just not getting.

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  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

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  • double screen in ubuntu 12.04?

    - by johan
    I am using ubuntu 12.04 and my video card is ATI Radeon 5000. I cannot use double screen (extended version). I get this error The selected configuration for displays could not be applied requested position/size for CRTC 148 is outside the allowed limit: position=(1280, 0), size=(1280, 768), maximum=(1440, 1440) I tried all display settings but it does not work. Some outputs from the system settings: root@ubuntu:~# lshw -C display *-display description: VGA compatible controller product: Madison [Radeon HD 5000M Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:46 memory:e0000000-efffffff memory:f0020000-f003ffff ioport:d000(size=256) memory:f0000000-f001ffff root@ubuntu:~# aticonfig --initial Uninitialised file found, configuring. Using /etc/X11/xorg.conf Saving back-up to /etc/X11/xorg.conf.original-0 root@ubuntu:~# cat /etc/X11/xorg.conf Section "ServerLayout" Identifier "aticonfig Layout" Screen 0 "aticonfig-Screen[0]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection I would appreciate any suggestions how to solve the problem. Thank you

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  • OOP concept: is it possible to update the class of an instantiated object?

    - by Federico
    I am trying to write a simple program that should allow a user to save and display sets of heterogeneous, but somehow related data. For clarity sake, I will use a representative example of vehicles. The program flow is like this: The program creates a Garage object, which is basically a class that can contain a list of vehicles objects Then the users creates Vehicles objects, these Vehicles each have a property, lets say License Plate Nr. Once created, the Vehicle object get added to a list within the Garage object --Later on--, the user can specify that a given Vehicle object is in fact a Car object or a Truck object (thus giving access to some specific attributes such as Number of seats for the Car, or Cargo weight for the truck) At first sight, this might look like an OOP textbook question involving a base class and inheritance, but the problem is more subtle because at the object creation time (and until the user decides to give more info), the computer doesn't know the exact Vehicle type. Hence my question: how would you proceed to implement this program flow? Is OOP the way to go? Just to give an initial answer, here is what I've came up until now. There is only one Vehicle class and the various properties/values are handled by the main program (not the class) through a dictionary. However, I'm pretty sure that there must be a more elegant solution (I'm developing using VB.net): Public Class Garage Public GarageAdress As String Private _ListGarageVehicles As New List(Of Vehicles) Public Sub AddVehicle(Vehicle As Vehicles) _ListGarageVehicles.Add(Vehicle) End Sub End Class Public Class Vehicles Public LicensePlateNumber As String Public Enum VehicleTypes Generic = 0 Car = 1 Truck = 2 End Enum Public VehicleType As VehicleTypes Public DictVehicleProperties As New Dictionary(Of String, String) End Class NOTE that in the example above the public/private modifiers do not necessarily reflect the original code

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  • Attend my Tech Ed 2014 session: Debugging Tips and Tricks

    - by Daniel Moth
    Just a week away, at Tech Ed 2014 NA in Houston Texas, I will be giving a demo presentation that you will not want to miss (assuming you code in Visual Studio). Add it to your calendar now: DEV-B352 Debugging Tips and Tricks in Visual Studio 2013 (link) Monday, May 12 1:15-2:30 PM, Room: General Assembly C As a developer, regardless of your programming language or the platform that you target, you use the debugger on a daily basis. Come to this all-demo session to learn how to make the most of the Visual Studio debugger, and hence be more productive and effective in your everyday development. We tour almost all of the debugger surface and many of its commands, throwing in tips and tricks as we go along, and also calling out what is brand new in the latest version of the debugger in Microsoft Visual Studio 2013. Whatever your experience level, you are guaranteed to leave with new knowledge of debugger features that you will want to use immediately when you are back at your computer!   I am also co-presenting another session later in the week. DEV-B313 Diagnosing Issues in Windows Phone 8.1 XAML Applications Using Visual Studio 2013 (link) Thursday, May 15 10:15-11:30 AM, Room: 340 Come to this demo-driven session to learn how to use the latest diagnostic tools in Visual Studio 2013 to make your Windows Phone 8.1 XAML apps reliable, fast, and efficient. Learn how to make the most of existing capabilities in the debugger as well as new debugging features for diagnosing correctness issues. Also, see the Visual Studio Performance and Diagnostics hub in action with its performance analysis tools for diagnosing CPU usage, memory usage, and energy consumption. The techniques covered in this session apply equally well for Windows Store apps as well as Windows Phone Store apps, so all your device development needs will be covered.   Links to both sessions from my Tech Ed speaker page. See you there! Comments about this post by Daniel Moth welcome at the original blog.

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  • Efficient use of Bundling

    - by ACShorten
    One of the discussions I am having with customers and consulting people is about the use of Bundling and its appropriate use. We introduced Bundling post release in the V2.2 code line to allow partners and consultants to build solutions using the Configuration Tools objects such as UI Maps, Service Scripts, Business Objects, Business Services etc and then export and migrate them as solutions. Whilst that was the original intent I have found a few teams using the facility for other data and then complaining about the efficiency or relevance of the tool. Here are a number of guidelines to help optimize the use of Bundling for your implementation: Not all objects can be bundled. Only specific objects in the product can be bundled. These are targetted at Configuration Tools objects and a select group of other objects that are required for these objects. Maintenance Objects with the option "Eligble for Bundling" set to Y (and also contains a Bundling Add BO). Add objects to the Bundle as you complete them - Bundling can have issues with sequencing objects. The best way of combating this is to add objects to the bundle as you complete them. This will help with making sure you sequence the loading of the objects as you are building them in the correct order. Remember Bundling was designed for developers and partners to deliver solutions. If you leave adding objects to a Bundle using the Bundle Export zones then you will have less control of what sequence they are applied and this can cause timing issues. Bundling takes the latest revision  - If you combine Bundling with Revision Control then the Bundling will take the latest release of the object at the time of the export operation. Bundling and Version Control products - If you use a version control tool to control your java code then you can also check in the Bundle to associate a release between code and a bundle. Bundling is quite a powerful feature of the Oracle Utilities Application Framework that allows sales, partners, consultants and customers to package and import their Configuration Tools based solutions.

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  • Which toolkit to use for 3D MMO game development?

    - by Ahmet Yildirim
    Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & client development in same context. This question has been in mind for about 2 weeks now. So.. yesterday i started developing a game from scratch by using Irrlicht.Net Wrapper to use Socket library of .NET which im already familiar. But i found out .Net wrapper of Irrlicht is not totally finished yet and still have lacks from the original. So i lost all my motives :/. So i thought why not to ask the experts before i run into another dead end... What Game Engine and Networking Library is best way to go for 3D MMO Development? Here is some of my early conclusions: Please let me know the ones im wrong. C++: Best Performance for 3D Graphics. Most Game Engines has native C++ Libraries. Lacks a Solid Socket Library .NETC++ Lacks Intellisense Support. C#: Intellisense Support NET Socket Library Lacks 3D Graphics Performance Lacks a native solid 3D Game Engine

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  • What is the correct way to restart udev in Ubuntu?

    - by zerkms
    I've changed the name of my eth1 interface to eth0. How to ask udev now to re-read the config? service udev restart and udevadm control --reload-rules don't help. So is there any valid way except of rebooting? (yes, reboot helps with this issue) UPD: yes, I know I should prepend the commands with sudo, but either one I posted above changes nothing in ifconfig -a output: I still see eth1, not eth0. UPD 2: I just changed the NAME property of udev-rule line. Don't know any reason for this to be ineffective. There is no any error in executing of both commands I've posted above, but they just don't change actual interface name in ifconfig -a output. If I perform reboot - then interface name changes as expected. UPD 3: let I explain all the case better ;-) For development purposes I write some script that clones virtual machines (VirtualBox-driven) and pre-sets them up in some way. So I perform a command to clone VM, start it and as long as network interface MAC is changed - udev adds the second rule to network persistent rules. Right after machine is booted for the first time there are 2 rules: eth0, which does not exist, as long as it existed in the original VM image MAC eth1, which exists, but all the configuration in all files refers to eth0, so it is not that good for me So I with sed delete the line with eth0 (it is obsolete and useless in cloned image) and replace eth1 with eth0. So currently I have valid persistent rule, but there is still eth1 in /dev. The issue: I don't want to reboot the machine (it will take another time, which is not good thing on building-VM-stage) and just want to have my /dev rebuilt with some command so I have ready-to-use VM without any reboots.

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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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  • 50 Years After The Jetsons

    - by Jason Fitzpatrick
    The Jetsons, the future-oriented animated cartoon series from the 1960s, turned 50 this week. The Smithsonian takes a look at what the show meant, then and now. At the Smithsonian blog Paleofuture, Matt Novak looks back at the last 50 years and the impact that The Jetsons had. He writes: It’s important to remember that today’s political, social and business leaders were pretty much watching ”The Jetsons” on repeat during their most impressionable years. People are often shocked to learn that “The Jetsons” lasted just one season during its original run in 1962-63 and wasn’t revived until 1985. Essentially every kid in America (and many internationally) saw the series on constant repeat during Saturday morning cartoons throughout the 1960s, ’70s and ’80s. Everyone (including my own mom) seems to ask me, “How could it have been around for only 24 episodes? Did I really just watch those same episodes over and over again?” Yes, yes you did. But it’s just a cartoon, right? So what if today’s political and social elite saw ”The Jetsons” a lot? Thanks in large part to the Jetsons, there’s a sense of betrayal that is pervasive in American culture today about the future that never arrived. We’re all familiar with the rallying cries of the angry retrofuturist: Where’s my jetpack!?! Where’s my flying car!?! Where’s my robot maid?!? “The Jetsons” and everything they represented were seen by so many not as a possible future, but a promise of one. Hit up the link below for the full article–prepare to be surprised at just how few episodes of the show were ever animated and aired. 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • I Blame SNMP!

    - by brendonpage
    Anyone who has been reading my blog would have noticed that I have deviated slightly from my original post plan! This post was meant to be on uploading files in Silverlight, so what happened you may ask? Well last weekend I had some friends over for a LAN and one of them brought a managed switch with, which he had just been purchased for work. He proceeded show me how cool it was, how he planned on improving his work network and how it can be monitored remotely via SNMP. After this explanation he started to google for a free SNMP graphing tool. After a few hours of hearing disgruntled mutterings from him I asked what was wrong, he proceeded to rant about how he couldn’t find any tools that suited his needs. It was at this point I though the most dangerous thing a programmer can ever think “I wonder how hard it would be to make one”, of course the answer at the time is always “It can’t be that hard”, and so started my journey into SNMP. I am still in the early stages of this journey so I don’t have to much to report yet, but once I have finished the first version of my SNMP graphing tool I will definitely be posting about it! For now if there are any of you who are interested in doing any SNMP development in C# I would recommend looking at the #Sharp project on CodePlex (http://sharpsnmplib.codeplex.com/), it is the SNMP library I have decided to use and thus far it works beautifully.

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  • What happened to the Journal of Game Development?

    - by Ricket
    The lengthy mission statement from its website states: The lack of game-specific research has prevented many in the academic community from embracing game development as a serious field of study. The Journal of Game Development (JOGD), however, provides a much-needed, peer-reviewed, medium of communication and the raison d'etre for serious academic research focused solely on game-related issues. The JOGD provides the vehicle for disseminating research and findings indigenous to the game development industry. It is an outlet for peer-reviewed research that will help validate the work and garner acceptance for the study of game development by the academic community. JOGD will serve both the game development industry and academic community by presenting leading-edge, original research, and theoretical underpinnings that detail the most recent findings in related academic disciplines, hardware, software, and technology that will directly affect the way games are conceived, developed, produced, and delivered. The Journal of Game Development was established in 2003. It's hard to find any information about the issues but at four issues per year, I estimate the last issue was distributed sometime in 2005 or 2006. It had a good editorial board of college professors and a founding editor from Ubisoft. The list of articles looks good. The price was reasonable. So what happened to it? Its website recently went down but you can see the last Archive.org version. The editor-in-chief is a professor at my school so I intend to ask him in person in a week or two, but I thought I'd see what you might be able to dig up about it first. Of course I will be sure to add an answer with his official word on the matter at that time.

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  • How to use the Raring/Saucy netboot installer to install Precise?

    - by mikepurvis
    We have a Haswell motherboard with onboard ethernet controllers which are not supported in the Precise (3.2) kernel. However, we're using netboot installation, and we'd really like to stick with the LTS version. Once the Precise install is completed, we can install the linux-generic-lts-saucy package, which gets us the ethernet hardware support which is ultimately required. So, our options are: Plug in a USB-Ethernet (or even wifi) dongle, perform the install that way. Modify the Precise installer to somehow include the required driver (a udeb, or some early_command invocation?) Modify the Raring installer (3.8 kernel, which supports the device) to instead install Precise. If it's possible the third option seems like the simplest and most logical to me. Now, we are already using the precise-updates installer (Aug 2013), as opposed to the original April 2012 installer. However, the precise-updates installer still appears to use the 3.2 kernel. I'm already comfortable with preseeding and modifying the netboot initrd. So my question is, can I somehow modify the Raring/Saucy netboot initrd to instead install Precise? Thanks.

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  • Double vs Single Quotes in Chrome

    - by Rodrigo
    So when you want to embed google docs on a site you are given this chunk of code: <iframe width='500' height='300' frameborder='0' src='https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&output=html&widget=true'></iframe> This works fine on my site. If you edit the page, we run the new content through some filters to escape out stuff and make sure it is valid html. After the process, the link above gets converted to this: <iframe frameborder="0" height="300" src="https://docs.google.com/spreadsheet/pub?hl=en_US&amp;hl=en_US&amp;key=0AiV6Vq32hBZIdHZRN3EwWERLZHVUT25ST01LTGxubWc&amp;output=html&amp;widget=true" width="500"></iframe> This will work on every browser except for chrome. Chrome thinks I am running JS in the src. I narrowed it down to a combination of double quotes and escaped '&' symbols. If i revert one of those back to the original state, the iframe works. I work in ruby where ' and " have different behaviors. Is Chrome doing the same thing? Is there a way to turn that off?

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • When does the "Do One Thing" paradigm become harmful?

    - by Petr
    For the sake of argument here's a sample function that prints contents of a given file line-by-line. Version 1: void printFile(const string & filePath) { fstream file(filePath, ios::in); string line; while (file.good()) { getline(file, line); cout << line << endl; } } I know it is recommended that functions do one thing at one level of abstraction. To me, though code above does pretty much one thing and is fairly atomic. Some books (such as Robert C. Martin's Clean Code) seem to suggest breaking the above code into separate functions. Version 2: void printLine(const string & line) { cout << line << endl; } void printLines(fstream & file) { string line; while (file.good()) { getline(file, line); printLine(line); } } void printFile(const string & filePath) { fstream file(filePath, ios::in); printLines(file); } I understand what they want to achieve (open file / read lines / print line), but isn't it a bit of overkill? The original version is simple and in some sense already does one thing - prints a file. The second version will lead to a large number of really small functions which may be far less legible than the first version. Wouldn't it be, in this case, better to have the code at one place? At which point does the "Do One Thing" paradigm become harmful?

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  • The internal storage of a DATETIMEOFFSET value

    - by Peter Larsson
    Today I went for investigating the internal storage of DATETIME2 datatype. What I found out was that for a datetime2 value with precision 0 (seconds only), SQL Server need 6 bytes to represent the value, but stores 7 bytes. This is because SQL Server add one byte that holds the precision for the datetime2 value. Start with this very simple repro declare    @now datetimeoffset(7) = '2010-12-15 21:04:03.6934231 +03:30'   select     cast(cast(@now as datetimeoffset(0)) as binary(9)),            cast(cast(@now as datetimeoffset(1)) as binary(9)),            cast(cast(@now as datetimeoffset(2)) as binary(9)),            cast(cast(@now as datetimeoffset(3)) as binary(10)),            cast(cast(@now as datetimeoffset(4)) as binary(10)),            cast(cast(@now as datetimeoffset(5)) as binary(11)),            cast(cast(@now as datetimeoffset(6)) as binary(11)),            cast(cast(@now as datetimeoffset(7)) as binary(11)) Now we are going to copy and paste these binary values and investigate which value is representing what time part. Prefix  Ticks       Ticks         Days    Days    Suffix  Suffix  Original value ------  ----------  ------------  ------  ------  ------  ------  ------------------------ 0x  00  0CF700             63244  A8330B  734120  D200       210  0x000CF700A8330BD200 0x  01  75A609            632437  A8330B  734120  D200       210 0x0175A609A8330BD200 0x  02  918060           6324369  A8330B  734120  D200       210  0x02918060A8330BD200 0x  03  AD05C503        63243693  A8330B  734120  D200       210  0x03AD05C503A8330BD200 0x  04  C638B225       632502470  A8330B  734120  D200       210  0x04C638B225A8330BD200 0x  05  BE37F67801    6324369342  A8330B  734120  D200       210  0x05BE37F67801A8330BD200 0x  06  6F2D9EB90E   63243693423  A8330B  734120  D200       210  0x066F2D9EB90EA8330BD200 0x  07  57C62D4093  632436934231  A8330B  734120  D200       210  0x0757C62D4093A8330BD200 Let us use the following color schema Red - Prefix Green - Time part Blue - Day part Purple - UTC offset What you can see is that the date part is equal in all cases, which makes sense since the precision doesn't affect the datepart. If you add 63244 seconds to midnight, you get 17:34:04, which is the correct UTC time. So what is stored is the UTC time and the local time can be found by adding "utc offset" minutes. And if you look at it, it makes perfect sense that each following value is 10 times greater when the precision is increased one step too. //Peter

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  • MyMessageBox for Phone and Store apps

    - by Daniel Moth
    I am sharing a class I use for both my Windows Phone 8 and Windows Store app projects. Background and my requirements For my Windows Phone 7 projects two years ago I wrote an improved custom MessageBox class that preserves the well-known MessageBox interface while offering several advantages. I documented those and shared it for Windows Phone 7 here: Guide.BeginShowMessageBox wrapper. Aside: With Windows Phone 8 we can now use the async/await feature out of the box without taking a dependency on additional/separate pre-release software. As I try to share code between my existing Windows Phone 8 projects and my new Windows Store app projects, I wanted to preserve the calling code, so I decided to wrap the WinRT MessageDialog class in a custom class to present the same MessageBox interface to my codebase. BUT. The MessageDialog class has to be called with the await keyword preceding it (which as we know is viral) which means all my calling code will also have to use await. Which in turn means that I have to change my MessageBox wrapper to present the same interface to the shared codebase and be callable with await… for both Windows Phone projects and Windows Store app projects. Solution The solution is what the requirements above outlined: a single code file with a MessageBox class that you can drop in your project, regardless of whether it targets Windows Phone 8, or Windows 8 Store apps or both. Just call any of its static Show functions using await and dependent on the overload check the return type to see which button the user chose.// example from http://www.danielmoth.com/Blog/GuideBeginShowMessageBox-Wrapper.aspx if (await MyMessageBox.Show("my message", "my caption", "ok, got it", "that sucks") == MyMessageBoxResult.Button1) { // Do something Debug.WriteLine("OK"); } The class can be downloaded from the bottom of my older blog post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Difference between two kinds of Bing URL Referers

    - by joshuahedlund
    Most of the referral URLS that I get from Bing have the following syntax: http://www.bing.com/search?q=keywords+keywords&[some other variables] However I just noticed that maybe 10-20% of them are coming in like this: http://www.bing.com/url?source=search&[some other variables]&url=http%3A%2F%2Fwww.example.com/user-landing-page-on-my-site&yrktarget=_top&q=keywords+keywords&[some other variables] The first syntax gives me the keywords the user typed in, but the second actually gives me the keywords the user typed in and their landing page on my site. I was originally unaware of this second kind altogether because I have a customized referral report that filters out URLs containing my domain. But now that I noticed them I want to know why they occur to see if I can get more to occur this way because the second syntax contains more valuable information. If I go to one of the first URLs, it gives me a typical Bing query page. The second URLs seem to just redirect me to the Bing home page. I'm not sure if it has to do with the kind of search being performed (I also get a few http://www.bing.com/shopping/search?q= referers) or some other metric. Does anyone know what causes some referral URLs from Bing to have the /search?q syntax and others to have the /url?source syntax? P.S. I have verified that I am getting both kinds of URLs from non-advertising clicks. P.P.S. I am not talking about data in Google Analytics or similar software but the raw $_SERVER['HTTP_REFERER'] value coming from the client's original request.

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • SharePoint 2010 PowerShell Script to Find All SPShellAdmins with Database Name

    - by Brian Jackett
    Problem     Yesterday on Twitter my friend @cacallahan asked for some help on how she could get all SharePoint 2010 SPShellAdmin users and the associated database name.  I spent a few minutes and wrote up a script that gets this information and decided I’d post it here for others to enjoy.     Background     The Get-SPShellAdmin commandlet returns a listing of SPShellAdmins for the given database Id you pass in, or the farm configuration database by default.  For those unfamiliar, SPShellAdmin access is necessary for non-admin users to run PowerShell commands against a SharePoint 2010 farm (content and configuration databases specifically).  Click here to read an excellent guest post article my friend John Ferringer (twitter) wrote on the Hey Scripting Guy! blog regarding granting SPShellAdmin access.  Solution     Below is the script I wrote (formatted for space and to include comments) to provide the information needed. Click here to download the script.   # declare a hashtable to store results $results = @{}   # fetch databases (only configuration and content DBs are needed) $databasesToQuery = Get-SPDatabase | Where {$_.Type -eq 'Configuration Database' -or $_.Type -eq 'Content Database'}   # for each database get spshelladmins and add db name and username to result $databasesToQuery | ForEach-Object {$dbName = $_.Name; Get-SPShellAdmin -database $_.id | ForEach-Object {$results.Add($dbName, $_.username)}}   # sort results by db name and pipe to table with auto sizing of col width $results.GetEnumerator() | Sort-Object -Property Name | ft -AutoSize     Conclusion     In this post I provided a script that outputs all of the SPShellAdmin users and the associated database names in a SharePoint 2010 farm.  Funny enough it actually took me longer to boot up my dev VM and PowerShell (~3 mins) than it did to write the first working draft of the script (~2 mins).  Feel free to use this script and modify as needed, just be sure to give credit back to the original author.  Let me know if you have any questions or comments.  Enjoy!         -Frog Out   Links PowerShell Hashtables http://technet.microsoft.com/en-us/library/ee692803.aspx SPShellAdmin Access Explained http://blogs.technet.com/b/heyscriptingguy/archive/2010/07/06/hey-scripting-guy-tell-me-about-permissions-for-using-windows-powershell-2-0-cmdlets-with-sharepoint-2010.aspx

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  • Why unhandled exceptions are useful

    - by Simon Cooper
    It’s the bane of most programmers’ lives – an unhandled exception causes your application or webapp to crash, an ugly dialog gets displayed to the user, and they come complaining to you. Then, somehow, you need to figure out what went wrong. Hopefully, you’ve got a log file, or some other way of reporting unhandled exceptions (obligatory employer plug: SmartAssembly reports an application’s unhandled exceptions straight to you, along with the entire state of the stack and variables at that point). If not, you have to try and replicate it yourself, or do some psychic debugging to try and figure out what’s wrong. However, it’s good that the program crashed. Or, more precisely, it is correct behaviour. An unhandled exception in your application means that, somewhere in your code, there is an assumption that you made that is actually invalid. Coding assumptions Let me explain a bit more. Every method, every line of code you write, depends on implicit assumptions that you have made. Take this following simple method, that copies a collection to an array and includes an item if it isn’t in the collection already, using a supplied IEqualityComparer: public static T[] ToArrayWithItem( ICollection<T> coll, T obj, IEqualityComparer<T> comparer) { // check if the object is in collection already // using the supplied comparer foreach (var item in coll) { if (comparer.Equals(item, obj)) { // it's in the collection already // simply copy the collection to an array // and return it T[] array = new T[coll.Count]; coll.CopyTo(array, 0); return array; } } // not in the collection // copy coll to an array, and add obj to it // then return it T[] array = new T[coll.Count+1]; coll.CopyTo(array, 0); array[array.Length-1] = obj; return array; } What’s all the assumptions made by this fairly simple bit of code? coll is never null comparer is never null coll.CopyTo(array, 0) will copy all the items in the collection into the array, in the order defined for the collection, starting at the first item in the array. The enumerator for coll returns all the items in the collection, in the order defined for the collection comparer.Equals returns true if the items are equal (for whatever definition of ‘equal’ the comparer uses), false otherwise comparer.Equals, coll.CopyTo, and the coll enumerator will never throw an exception or hang for any possible input and any possible values of T coll will have less than 4 billion items in it (this is a built-in limit of the CLR) array won’t be more than 2GB, both on 32 and 64-bit systems, for any possible values of T (again, a limit of the CLR) There are no threads that will modify coll while this method is running and, more esoterically: The C# compiler will compile this code to IL according to the C# specification The CLR and JIT compiler will produce machine code to execute the IL on the user’s computer The computer will execute the machine code correctly That’s a lot of assumptions. Now, it could be that all these assumptions are valid for the situations this method is called. But if this does crash out with an exception, or crash later on, then that shows one of the assumptions has been invalidated somehow. An unhandled exception shows that your code is running in a situation which you did not anticipate, and there is something about how your code runs that you do not understand. Debugging the problem is the process of learning more about the new situation and how your code interacts with it. When you understand the problem, the solution is (usually) obvious. The solution may be a one-line fix, the rewrite of a method or class, or a large-scale refactoring of the codebase, but whatever it is, the fix for the crash will incorporate the new information you’ve gained about your own code, along with the modified assumptions. When code is running with an assumption or invariant it depended on broken, then the result is ‘undefined behaviour’. Anything can happen, up to and including formatting the entire disk or making the user’s computer sentient and start doing a good impression of Skynet. You might think that those can’t happen, but at Halting problem levels of generality, as soon as an assumption the code depended on is broken, the program can do anything. That is why it’s important to fail-fast and stop the program as soon as an invariant is broken, to minimise the damage that is done. What does this mean in practice? To start with, document and check your assumptions. As with most things, there is a level of judgement required. How you check and document your assumptions depends on how the code is used (that’s some more assumptions you’ve made), how likely it is a method will be passed invalid arguments or called in an invalid state, how likely it is the assumptions will be broken, how expensive it is to check the assumptions, and how bad things are likely to get if the assumptions are broken. Now, some assumptions you can assume unless proven otherwise. You can safely assume the C# compiler, CLR, and computer all run the method correctly, unless you have evidence of a compiler, CLR or processor bug. You can also assume that interface implementations work the way you expect them to; implementing an interface is more than simply declaring methods with certain signatures in your type. The behaviour of those methods, and how they work, is part of the interface contract as well. For example, for members of a public API, it is very important to document your assumptions and check your state before running the bulk of the method, throwing ArgumentException, ArgumentNullException, InvalidOperationException, or another exception type as appropriate if the input or state is wrong. For internal and private methods, it is less important. If a private method expects collection items in a certain order, then you don’t necessarily need to explicitly check it in code, but you can add comments or documentation specifying what state you expect the collection to be in at a certain point. That way, anyone debugging your code can immediately see what’s wrong if this does ever become an issue. You can also use DEBUG preprocessor blocks and Debug.Assert to document and check your assumptions without incurring a performance hit in release builds. On my coding soapbox… A few pet peeves of mine around assumptions. Firstly, catch-all try blocks: try { ... } catch { } A catch-all hides exceptions generated by broken assumptions, and lets the program carry on in an unknown state. Later, an exception is likely to be generated due to further broken assumptions due to the unknown state, causing difficulties when debugging as the catch-all has hidden the original problem. It’s much better to let the program crash straight away, so you know where the problem is. You should only use a catch-all if you are sure that any exception generated in the try block is safe to ignore. That’s a pretty big ask! Secondly, using as when you should be casting. Doing this: (obj as IFoo).Method(); or this: IFoo foo = obj as IFoo; ... foo.Method(); when you should be doing this: ((IFoo)obj).Method(); or this: IFoo foo = (IFoo)obj; ... foo.Method(); There’s an assumption here that obj will always implement IFoo. If it doesn’t, then by using as instead of a cast you’ve turned an obvious InvalidCastException at the point of the cast that will probably tell you what type obj actually is, into a non-obvious NullReferenceException at some later point that gives you no information at all. If you believe obj is always an IFoo, then say so in code! Let it fail-fast if not, then it’s far easier to figure out what’s wrong. Thirdly, document your assumptions. If an algorithm depends on a non-trivial relationship between several objects or variables, then say so. A single-line comment will do. Don’t leave it up to whoever’s debugging your code after you to figure it out. Conclusion It’s better to crash out and fail-fast when an assumption is broken. If it doesn’t, then there’s likely to be further crashes along the way that hide the original problem. Or, even worse, your program will be running in an undefined state, where anything can happen. Unhandled exceptions aren’t good per-se, but they give you some very useful information about your code that you didn’t know before. And that can only be a good thing.

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