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  • Objective C style nil in java?

    - by Usman Ismail
    Objective C has a concept of a nil object which would accept any method call with any parameters without complaining and silently return another nil. I have used something similar in Java using easymock and mockito for testing. Is there something similar for main line code? Is it even a good idea to have something like this? One use-case where I am considering using it is with optional metrics. We have codahale metrics counters on which we call mark() every time an event is generated. This is surrounded by an If/then to check for metrics enabled flag. I could just use a nil object as counter and silently accept the mark call if metrics are not enabled.

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  • How to Store the Contents of Your Office ‘Zip File’ Style [Humorous Image]

    - by Asian Angel
    There is plenty of room for that new computer you were wanting, but you had better hope that you do not need an item from the bottom of the stack moments from now… You can view more organizational wonderment and visit Michael’s website using the links below… OMG – OCD (Image Collection) Visit the Artist’s Website – Michael Johansson [via MUO] 6 Start Menu Replacements for Windows 8 What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8

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  • FY12 Partner Kickoff – Are you Ready?

    - by user715249
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Want to know what Oracle has up its sleeve for FY12? Join us on June 28th (or 29th depending on your region) as we kick off the new year and fill you in on our latest plans. This live, interactive session will be hosted by Judson Althoff and he’s bringing some top Oracle executives into the studio with him. Take a peek below as Lydia Smyers, Oracle WW A&C vice president, talks about this upcoming event. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} As if that weren’t enough, Oracle President Mark Hurd will update you on his focus for partners in FY12 and OPN will be making a special announcement for our ISV partners highlighting some exciting new offerings on how we will go to market together.  But wait, there’s more – you’ll also hear from Oracle product executives and regional sales leaders outlining their priorities for the upcoming year.  Phew – We’re tired just thinking about all of the great content that will be shared on June 28th/29th.  There are a lot of exciting announcements in store for you later this month so tune in for the latest updates! Register now to get your name on ‘the list’, The OPN Communications Team

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  • Code style Tip: Case insensitive string comparison

    - by Michael Freidgeim
    Goodif (String.Compare(myString, ALL_TEXT, StringComparison.OrdinalIgnoreCase) == 0)                                {                                         return true;                                }OK(not obvious what true means) if (String.Compare(myString, ALL_TEXT, true) == 0)                                {                                         return true;                                }BAD: (non null safe) if (myString.ToLower()==ALL_TEXT.ToLower()                                {                                         return true;                                }

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  • How to style this form using CSS ? [closed]

    - by Rafael
    Hi all ,i'm a beginner at CSS and trying to do a NETTUTS , but there's a portion in the webpage that i don't know what exactly to do in CSS to make it look right ... I just can't get this input text boxes, textarea and the button to be aligned like that , and to be honest the tutor isn't doing a great job to clearing stuff out Using alternative and absolute positioning, and setting top and right spacing is kinda no a good idea i think ... I'm trying to align them using FlexBox feature but don't know why those elements are not moving at all ... Here's my HTML & CSS3 code (for chrome) : <section id="getAfreeQuote"> <h2>GET A FREE QUOTE</h2> <form method="post" action="#"> <input type="text" name="yourName" placeholder="YOUR NAME"/> <input type="email" name="yourEmail" placeholder="YOUR EMAIL"/> <textarea name="projectDetails" placeholder="YOUR PROJECT DETAILS."></textarea> <input type="text" name="timeScale" placeholder="YOUR TIMESCALE"/> <button>Submit</button> </form> #getAfreeQuote form { display:-webkit-box; -webkit-box-orient:vertical; height:500px; } #getAfreeQuote input[name="yourName"]{ -webkit-box-ordinal-group:1; } #getAfreeQuote input[name="yourEmail"]{ -webkit-box-ordinal-group:1; } #getAfreeQuote textarea{ -webkit-box-ordinal-group:2; } #getAfreeQuote input[name="timeScale"]{ -webkit-box-ordinal-group:3; } #getAfreeQuote button { -webkit-box-ordinal-group:4; } and the result :

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  • SQL in Boston -- Red Gate Style

    - by Adam Machanic
    You might have heard of Red Gate's famous SQL in the City events: free, full-day educational events where you can learn from Red Gate's own evangelists in addition to various MVPs and other guests. With just a tiny bit of marketing thrown in for good measure (don't worry, it's not a daylong sales pitch). Red Gate is doing a US tour this fall, and I'm happy to note that my fair city of Boston is one of the stops ... and I am one of the speakers. The event takes place on October 8 . I'll be delivering...(read more)

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • New book in the style of Advanced Programming Language Design by R. A. Finkel [closed]

    - by mfellner
    I am currently researching visual programming language design for a university paper and came across Advanced Programming Language Design by Raphael A. Finkel from 1996. Other, older discussions in the same vein on Stackoverflow have mentioned Language Implementation Patterns by Terence Parr and Programming Language Pragmatics* by Michael L. Scott. I was wondering if there is even more (and especially up-to-date) literature on the general topic of programming language design. *) http://www.cs.rochester.edu/~scott/pragmatics/

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  • Create Your CRM Style

    - by Ruth
    Company branding can create a sense of spirit, belonging, familiarity, and fun. CRM On Demand has long offered company branding options, but now, with Release 17, those options have become quicker, easier, and more flexible. Themes (also known as Skins) allow you to customize the appearance of the CRM On Demand application for your entire company, or for individual roles. Users may also select the theme that works best for them. You can create a new theme in 5 minutes or less, but if you're anything like me, you may enjoy tinkering with it for a while longer. Before you begin tinkering, I recommend spending a few moments coming up with a design plan. If you have specific colors or logos you want for your theme, gather those first...that will move the process along much faster. If you want to match the color of an existing Web site or application, you can use tools, like Pixie, to match the HEX/HTML color values. Logos must be in a JPEG, JPG, PNG, or GIF file format. Header logos must be approximately 70 pixels high by 1680 pixels wide. Footer logos must be no more than 200 pixels wide. And, of course, you must have permission to use the images that you upload for your theme. Creating the theme itself is the simple part. Here are a few simple steps. Note: You must have the Manage Themes privilege to create custom themes. Click the Admin global link. Navigate to Application Customization Themes. Click New. Note: You may also choose to copy and edit and existing theme. Enter information for the following fields: Theme Name - Enter a name for your new theme. Show Default Help Link - Online help holds valuable information for all users, so I recommend selecting this check box. Show Default Training and Support Link - The Training and Support Center holds valuable information for all users, so I recommend selecting this check box. Description - Enter a description for your new theme. Click Save. Once you click Save, the Theme Detail page opens. From there, you can design your theme. The preview shows the Home, Detail, and List pages, with the new theme applied. For more detailed information about themes, click the Help link from any page in CRM On Demand Release 17, then search or browse to find the Creating New Themes page (Administering CRM On Demand Application Customization Creating New Themes). Click the Show Me link on that Help page to access the Creating Custom Themes quick guide. This quick guide shows how each of the page elements are defined.

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  • CSS Style Element if it does not contain another specific type of Element [migrated]

    - by Chris S
    My CSS includes the following: #mainbody a[href ^='http'] { background:transparent url('/images/icons/external.svg') no-repeat top right; padding-right: 12px; } This places an "external" icon next to links that start with "http" (all internal site links are relative). Works perfectly except if I link an Image, it also get this icon. For example: <a href='http://example.com'><img src='whatever.jpg'/></a> would also get the "external" icon next to the image. I can live with this if necessary, but would like to eliminate it. This must be implement in CSS (no JS); must not require any special IDs, Classes, styling in the html for the image or anchor around the image. Is this possible?

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • Einladung zur Oracle SE University am 13./14. Dezember 2011

    - by A&C Redaktion
    Sehr geehrte Oracle Partner, die erste Oracle SE University wird von Azlan und Oracle gemeinsam ins Leben gerufen, dazu laden wir Sie herzlich ein. Zielgruppe sind die technischen Ansprechpartner aller Oracle Partner. Wir bieten Ihnen in Fulda einen umfassenden Überblick über aktuelle Technologien, Produkte und Dienstleistungen mit den Schwerpunkten Oracle on Oracle, Positionierung und Architektur. Dabei werden sowohl bewährte Software-Produktbereiche wie Datenbank und Fusion Middleware beleuchtet, als auch klassische Hardware-Themen wie Systems, Storage und Virtualisierung. Die Agenda finden Sie hier. Top-Referenten garantieren Ihnen qualitativ hochwertige und technisch anspruchsvolle Vorträge.  Projektberichte aus der Praxis bringen Ihnen Kernthemen näher, um mit diesem Wissen zusätzlichen Umsatz zu generieren. Nutzen Sie darüber hinaus die Möglichkeiten zum Networking, die im täglichen Geschäft Gold wert sind.Logistische Informationen: Termin: 13. - 14. Dezember 2011 Ort: Fulda - bietet als die Barockstadt Deutschlands einen reizvollen Kontrast zu unseren technischen Themen. Aber vor allem liegt Fulda fast genau in der geographischen Mitte Deutschlands und ist via einem modernen ICE-Bahnhof bestens von ganz Deutschland aus zu erreichen. Hotel Esperanto Kongress- und Kulturzentrum Fulda: Vom Bahnhof aus gehen Sie gemütliche zwei Minuten um die Ecke und kommen direkt ins Hotel. Für PKW Fahrer sind ausreichend Parkplätze direkt am Hotel vorhanden. Zielgruppe: SEs, technischer Vertrieb, technische Consultants Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-fareast-language:EN-US;} Konzept der Oracle SE University: Plenum Sessions und Keynote mit strategischen Übersichtsthemen Break Out Sessions (4 Sessions parallel) mit technischem Tiefgang Technologie, Projekterfahrungen, Architekturen, Lösungsszenarien u.v.m. Networking: bei einem gemeinsamen Abendessen am 13.12., ab 19.00 Uhr. Im hauseigenen Grill-Restaurant "El Toro Nero" gibt es die brasilianische Spezialität "Rodizio". Die Teilnahme zur Oracle SE University inklusive dem gemeinsamen Abendessen ist für Sie kostenfrei, die Übernachtungskosten werden von Ihnen selbst getragen. Melden Sie sich bitte bis spätestens 30.11. zur Oracle SE University hier an. Wir haben ein Zimmer-Kontingent reserviert, die Buchung bitten wir Sie online selbst vorzunehmen. Bitte geben Sie bei der Buchung das Stichwort „Oracle SE Uni“ an, damit erhalten Sie den Sonderpreis von 102,- Euro inklusive Frühstück. Wir freuen uns, Sie in Fulda zu begrüßen! Joachim Hissmann Birgit Nehring Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Manager Key Partner HW Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Direktor Software & Solution Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Oracle Deutschland Tech Data/Azlan ================================================================= Kontakte Azlan:Peter MosbauerTel.: 089 [email protected] Robert BacciTel.: 089 4700-3018 [email protected] Oracle:Regina SteyerTel.: 0211 [email protected]

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  • .NET 4: &ldquo;Slim&rdquo;-style performance boost!

    - by Vitus
    RTM version of .NET 4 and Visual Studio 2010 is available, and now we can do some test with it. Parallel Extensions is one of the most valuable part of .NET 4.0. It’s a set of good tools for easily consuming multicore hardware power. And it also contains some “upgraded” sync primitives – Slim-version. For example, it include updated variant of widely known ManualResetEvent. For people, who don’t know about it: you can sync concurrency execution of some pieces of code with this sync primitive. Instance of ManualResetEvent can be in 2 states: signaled and non-signaled. Transition between it possible by Set() and Reset() methods call. Some shortly explanation: Thread 1 Thread 2 Time mre.Reset(); mre.WaitOne(); //code execution 0 //wating //code execution 1 //wating //code execution 2 //wating //code execution 3 //wating mre.Set(); 4 //code execution //… 5 Upgraded version of this primitive is ManualResetEventSlim. The idea in decreasing performance cost in case, when only 1 thread use it. Main concept in the “hybrid sync schema”, which can be done as following:   internal sealed class SimpleHybridLock : IDisposable { private Int32 m_waiters = 0; private AutoResetEvent m_waiterLock = new AutoResetEvent(false);   public void Enter() { if (Interlocked.Increment(ref m_waiters) == 1) return; m_waiterLock.WaitOne(); }   public void Leave() { if (Interlocked.Decrement(ref m_waiters) == 0) return; m_waiterLock.Set(); }   public void Dispose() { m_waiterLock.Dispose(); } } It’s a sample from Jeffry Richter’s book “CLR via C#”, 3rd edition. Primitive SimpleHybridLock have two public methods: Enter() and Leave(). You can put your concurrency-critical code between calls of these methods, and it would executed in only one thread at the moment. Code is really simple: first thread, called Enter(), increase counter. Second thread also increase counter, and suspend while m_waiterLock is not signaled. So, if we don’t have concurrent access to our lock, “heavy” methods WaitOne() and Set() will not called. It’s can give some performance bonus. ManualResetEvent use the similar idea. Of course, it have more “smart” technics inside, like a checking of recursive calls, and so on. I want to know a real difference between classic ManualResetEvent realization, and new –Slim. I wrote a simple “benchmark”: class Program { static void Main(string[] args) { ManualResetEventSlim mres = new ManualResetEventSlim(false); ManualResetEventSlim mres2 = new ManualResetEventSlim(false);   ManualResetEvent mre = new ManualResetEvent(false);   long total = 0; int COUNT = 50;   for (int i = 0; i < COUNT; i++) { mres2.Reset(); Stopwatch sw = Stopwatch.StartNew();   ThreadPool.QueueUserWorkItem((obj) => { //Method(mres, true); Method2(mre, true); mres2.Set(); }); //Method(mres, false); Method2(mre, false);   mres2.Wait(); sw.Stop();   Console.WriteLine("Pass {0}: {1} ms", i, sw.ElapsedMilliseconds); total += sw.ElapsedMilliseconds; }   Console.WriteLine(); Console.WriteLine("==============================="); Console.WriteLine("Done in average=" + total / (double)COUNT); Console.ReadLine(); }   private static void Method(ManualResetEventSlim mre, bool value) { for (int i = 0; i < 9000000; i++) { if (value) { mre.Set(); } else { mre.Reset(); } } }   private static void Method2(ManualResetEvent mre, bool value) { for (int i = 0; i < 9000000; i++) { if (value) { mre.Set(); } else { mre.Reset(); } } } } I use 2 concurrent thread (the main thread and one from thread pool) for setting and resetting ManualResetEvents, and try to run test COUNT times, and calculate average execution time. Here is the results (I get it on my dual core notebook with T7250 CPU and Windows 7 x64): ManualResetEvent ManualResetEventSlim Difference is obvious and serious – in 10 times! So, I think preferable way is using ManualResetEventSlim, because not always on calling Set() and Reset() will be called “heavy” methods for working with Windows kernel-mode objects. It’s a small and nice improvement! ;)

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • SQLAuthority Guest Post – Lessons from Life and Work by Srini Chandra (Author of 3 Lives, in search of bliss)

    - by pinaldave
    Work and life are confusing terms together. How can one consider work outside of life. Work should be part of life or are we considering ourselves dead when we are at work. I have often seen developers and DBA complaining and confused about their job, work and life. Complaining is easy and everyone can do. I have heard quite often expression – “I do not have any other option.” I requested Srini Chanda (renowned author of Amazon Best Seller 3 Lives, in search of bliss (Amazon | Flipkart) to write a guest post on this subject which developer can read and appreciate. Let us see Srini’s thoughts in his own words. Each of us who works in the technology industry carries an especially heavy burden nowadays. For, fate has placed in our hands an awesome power to shape our society and its consciousness. For that reason, we must pay more and more attention to issues of professionalism, social responsibility and ethics. Equally importantly, the responsibility lies in our hands to ensure that we view our work and career as an opportunity to enlighten and lift ourselves up. Story: A Prisoner, 20 years and a Wheel Many years ago, I heard this story from a professor when I was a student at Carnegie Mellon. A man was sentenced to 20 years in prison. During his time in prison, he was asked to turn a wheel every day. So, every day he turned the wheel. At times, when he was tired or puzzled and stopped turning the wheel, he would be flogged with a whip. The man did not know anything about the wheel other than that it was placed outside his jail somewhere. He wondered if the wheel crushed corn or if it ground wheat or something similar. He wondered if turning the wheel was useful to anyone. At the end of his jail term, he rushed out to see what the wheel was doing. To his disappointment, he found that the wheel was not connected to anything. All these years, he had been toiling for nothing. He gave a loud, frustrated shout and dropped dead. How many of us are turning wheels wondering what it is connected to? How many of us have unstated, uncaring attitudes towards our careers? How many of us view work as drudgery, as no more than a way to earn that next paycheck? How many of us have wondered about the spiritually uplifting aspect of work? Can a workforce that views work as merely a chore, be ethical? Can it produce truly life enhancing technology? Can it make positive contributions to the quality of life of a society? I think not. Thanks to Pinal and you, his readers, for giving me this opportunity to share my thoughts in a series of guest posts. I’d like to present a few ways over the next few weeks, in which we can tap into the liberating potential of work and make our lives better in the process. Now, please allow me to tell you another version of the story that the good professor shared with us in the classroom that day. Story: A Prisoner, 20 years, a Wheel and the LIFE A man was sentenced to 20 years in prison. During his time in prison, he was asked to turn a wheel every day. So, every day he turned the wheel. At first, his whole body and mind rebelled against his predicament. So, his limbs grew weary and his mind became numb and confused. And then, his self-awareness began to grow. He began to wonder how he came to be in the prison in the first place. He looked around and saw all his fellow prisoners also turning the wheel. His wife, his parents, his friends and his children – they were all in the prison too, and turning their own wheels! He began to wonder how this came about. As he wondered more and more, he began to focus less on his physical drudgery and boredom. And he began to clearly see his inner spirit which guided him in ways that allowed him to see the world with a universal view. His inner spirit guided him towards the source of eternal wisdom and happiness. He began to see the source of happiness in everything around him – his prison bound relationships, even his jailers and in his wheel. He became a source of light to those around him. His wheel jokes and humor infected them with joy and happiness. Finally, the day came for his release from jail. He walked calmly outside the jail and laughed aloud when he saw that the wheel was not connected to anything. He knelt down, kissed it and thanked it for the wisdom it taught him. Life is the prison. The wheel is your work. Both are sacred. Both have enormous powers to teach us wisdom and bring us happiness. Whether we allow them to do so, is a choice we have to make. Over the next few weeks, I hope to share with you a few lessons that I have learnt at the wheel in my two decades of my career (prison). Thank you for reading, and do let me know what you think. Reference: Srini Chandra (3 Lives, in search of bliss), Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Book Review, T SQL, Technology

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  • Bad style programming, am I pretending too much?

    - by Luca
    I realized to work in an office with a quite bad code base. The base library implemented in years and years is quite limited, and most of that code is, honestly, horrible. Projects developed in the office are very large. Fine. I could define me a "perfectionist" (but often I'm not), and I thought to refactor an application (really a portion), which need a new (complex) feature. But, today, I really realized that it's not possible to refactor that application modules with a reasonable time (say, 24/26 hours, respect the avaialable time for the task, which is 160 hours). I'm talking about (I am a bit ashamed to say) name collisions, large and frequent cut & paste code, horrible and misleading naming, makefiles without dependencies (!), application login is spread randomly across many different sources, dead code, variable aliasing, no assertion, no documentation, very long source files, bad/incomplete include file definition, (this is emblematic!) very frequent extern declaration of variables and functions, ... I'm sure to continue ... buffer overflows because sprintf, indentation (!), spacing, non existent const modifier usage. I would say that every source line was written quite randomly when needed, without keeping in mind some design (at least, the obvious one). (Am I in hell?) The problem arises when the application is developed by a colleague of mine. I felt very frustrated. So, I decided to expose the "situation" to my colleague; at the end, that was a bad idea. He is justified in saying that "the application was developed in haste, so it is natural that it is written vaguely; you are wasting time to think and implement an elegant implementation" .... I'm asking too much from my colleague to write readable code, which is managed and documented? I expect too much in not having to read thousands of lines of code to understand how a particular logic?

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  • C# return variables

    - by pb01
    In a debate regarding return variables, some members of the team prefer a method to return the result directly to the caller, whereas others prefer to declare a return variable that is then returned to the caller (see code examples below) The argument for the latter is that it allows a developer that is debugging the code to find the return value of the method before it returns to the caller thereby making the code easier to understand: This is especially true where method calls are daisy-chained. Are there any guidelines as to which is the most efficient and/or are there any other reasons why we should adopt one style over another? Thanks private bool Is2(int a) { return a == 2; } private bool Is3(int a) { var result = a == 3; return result; }

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  • Less is more: The making of a 37 signals style pizza

    - by Liam McLennan
    For years now we have been hearing from 37 signals that the way to bake a great web app is to build less – well the same is true of pizza. Our western hedonism has led us to pursue ever cheesier and more stuffed crusts at the expense of the simple flavours. All we are left with is a fatty, salty heart attack in waiting. The Italians know that the secret to great taste is simplicity. With that in mind I decided to base my pizza masterpiece on these simple flavours: tomato sopressa (spicy aged salami) mozzarella garlic basil Of course the first thing one needs when making pizza is a base.   A freshly made base is extremely important but unfortunately I was too lazy. Next up is the tomato sauce. My wife made the sauce by reducing some tomatoes and adding herbs and sugar. We had selected some fine ingredients to make our topping: sopressa salami, fresh basil and the best mozzarella we could find.   It is, according to google, important to bake pizza at a high temperature, so I set the oven to 250C (480F). Here are the before and after shots: Meanwhile, the dog did nothing.

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  • How To Enable Aero Glass-Style Transparency in Windows 8

    - by Chris Hoffman
    Aero Glass is gone in Windows 8. If you really miss Aero Glass, there’s a trick you can use to re-enable the transparent window title bars and borders – although Microsoft doesn’t want us to. Microsoft has removed a lot of the code that makes Aero Glass, once an important Windows feature, possible. This trick doesn’t work perfectly – the blur effect has been removed by Microsoft and graphical corruption can occur in some situations. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • Oracle participe au Forum MDM - 24 octobre 2013

    - by Louisa Aggoune
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Dédié aux Directions Générales, Fonctionnelles et Informatiques ce 2ème Forum MDM (Master Data Management) a pour objectif de présenter les dernières nouveautés et le savoir-faire des acteurs majeurs du marché sous la forme d'ateliers. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} ORACLE, sponsor de l'évènement, vous convie sur son stand et à son atelier: Oracle MDM et qualité des données au service de la gouvernance de vos données internes et externes ou comment enrichir et fédérer votre patrimoine informationnel avec le Social data, Big Data, Cloud data … De nombreux retours d’expérience concrets vous seront également délivrés lors de cette matinée, à travers les témoignages de : - Philippe Kirady, CARDIF, Directeur expertise métier et process- Michelle Martin, SOLVAY, Directrice Data Management- Thierry Chamfrault, TECHNIP, Directeur Qualité et méthodes IT- Manuel Amorim, LE PARISIEN, Responsable Audience et Fidélisation Département Numérique- Jean-Michel Collomb, Architecte d’entreprise, AMADEUS Global Business ServicesVous avez des problématiques de :- Gouvernance des données- Qualité des données- Référentiels de données, produits, clients, fournisseurs, RH Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Lieu : Jeudi 24 Octobre 2013, de 8h30 à 13h30 - Centre de Conférences Paris Victoire - 52, rue de la Victoire - 75009 Paris Inscription: Par retour d'email à Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} [email protected] ou [email protected]

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  • Organising levels / rooms in a MUD-style text based world

    - by Polynomial
    I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed something like the following. Apologies for the huge pile of XML, but I felt it important to fully explain what I'm doing. <level> <start> <!-- start in kitchen with empty inventory --> <room>Kitchen</room> <inventory></inventory> </start> <rooms> <room> <name>Kitchen</name> <description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description> <!-- IDs of the objects the room contains --> <objects> <object>Cupboards</object> <object>Knife</object> <object>Batteries</object> </objects> </room> <room> <name>Garden</name> <description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description> <objects> </objects> </room> <room> <name>Woods</name> <description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description> <objects> <object>Trees01</object> </objects> </room> </rooms> <doors> <!-- a door isn't necessarily a door. each door has a type, i.e. "There is a <type> leading to..." from and to are references the rooms that this door joins. direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to> --> <door> <type>door</type> <direction>N</direction> <from>Kitchen</from> <to>Garden</to> </door> <door> <type>path</type> <direction>N</direction> <from>Garden</type> <to>Woods</type> </door> </doors> <variables> <!-- variables set by actions --> <variable name="cupboard_open">0</variable> </variables> <objects> <!-- definitions for objects --> <object> <name>Trees01</name> <displayName>Trees</displayName> <actions> <!-- any actions not defined will show the default failure message --> <action> <command>EXAMINE</command> <message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message> </action> </actions> </object> <object> <name>Cupboards</name> <displayName>Cupboards</displayName> <actions> <action> <!-- requirements make the command only work when they are met --> <requirements> <!-- equivilent of "if(cupboard_open == 1)" --> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>EXAMINE</command> <!-- fail message is the message displayed when the requirements aren't met --> <failMessage>The cupboard is closed.</failMessage> <message>The cupboard contains some batteires.</message> </action> <action> <requirements> <require operation="equal" value="0">cupboard_open</require> </requirements> <command>OPEN</command> <failMessage>The cupboard is already open.</failMessage> <message>You open the cupboard. It contains some batteries.</message> <!-- assigns is a list of operations performed on variables when the action succeeds --> <assigns> <assign operation="set" value="1">cupboard_open</assign> </assigns> </action> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>CLOSE</command> <failMessage>The cupboard is already closed.</failMessage> <message>You closed the cupboard./message> <assigns> <assign operation="set" value="0">cupboard_open</assign> </assigns> </action> </actions> </object> <object> <name>Batteries</name> <displayName>Batteries</displayName> <!-- by setting inventory to non-zero, we can put it in our bag --> <inventory>1</inventory> <actions> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>GET</command> <!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message --> <message>You picked up the batteries.</message> </action> </actions> </object> </objects> </level> Obviously there'd need to be more to it than this. Interaction with people and enemies as well as death and completion are necessary additions. Since the XML is quite difficult to work with, I'd probably create some sort of world editor. I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it.

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