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  • DDD and filtering

    - by tikhop
    I am developing an app in ddd maner. So I have a complex domain model. Suppose I have a Fare object and Airline. Each Airline should contain several or much more Fares. My UI should represent Model (only small part of complex model) as a list of Airline, when the user select the Airline, I must show the list of Fares. User can filtering the Fares (by travel time, cost, etc.). What is the appropriate place for filtering Fares and Airlines? I am assuming that I should do it in ViewModel. Like: My domain model has wrapped with Service Layer - UI works with ViewModel - ViewModel obtain data from Service Layer filtering it and create DTO objects for UI. Or I'm wrong?

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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • When should I use static variables with primitive types?

    - by Felipe Cypriano
    Recently I came across the question NSString: Why use static over literal? and in the comments arrived a new question. In Objective-C there some "special" types that are just maps to C primitives. Like the NSInteger. #if __LP64__ || (TARGET_OS_EMBEDDED && !TARGET_OS_IPHONE) || TARGET_OS_WIN32 || NS_BUILD_32_LIKE_64 typedef long NSInteger; #else typedef int NSInteger; #endif I know how to use the static keywords for objects but I don't understand the implications on C primitive types. When should I use a static NSInteger x instead of NSInteger x? What happens with the memory in both cases?

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  • Variable declaration versus assignment syntax

    - by rwallace
    Working on a statically typed language with type inference and streamlined syntax, and need to make final decision about syntax for variable declaration versus assignment. Specifically I'm trying to choose between: // Option 1. Create new local variable with :=, assign with = foo := 1 foo = 2 // Option 2. Create new local variable with =, assign with := foo = 1 foo := 2 Creating functions will use = regardless: // Indentation delimits blocks square x = x * x And assignment to compound objects will do likewise: sky.color = blue a[i] = 0 Which of options 1 or 2 would people find most convenient/least surprising/otherwise best?

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  • Immutable Method Java

    - by Chris Okyen
    In Java, there is the final keyword in lieu of the const keyword in c and c++. In the latter languages their is mutable and immutable methods such as stated in one answer by Johannes Schaub - litb the question how-many-and-which-are-the-uses-of-const-in-ce Use const to tell others methods won't change the logical state of this object. struct SmartPtr { int getCopies() const { return mCopiesMade; } }ptr1; ... int var = ptr.getCopies(); // returns mCopiesMade and is specified that to not modify objects state. How is this performed in Java?

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  • Hadoop and Object Reuse, Why?

    - by Andrew White
    In Hadoop, objects passed to reducers are reused. This is extremely surprising and hard to track down if you're not expecting it. Furthermore, the original tracker for this "feature" doesn't offer any evidence that this change actually improved performance (unless I missed it). It would speed up the system substantially if we reused the keys and values [...] but I think it is worth doing. This seems completely counter to this very popular answer. Is there some credence to the Hadoop developer's claim? Is there something "special" about Hadoop that would invalidate the notion of object creation being cheap?

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • Friday Fun: Maus Trap

    - by Asian Angel
    Friday is here once again, but today you are not the only one who needs to escape! This week your mission is to help a poor mouse named Peanut escape the dangerous lab she is trapped in. Do you have what it takes to save the day Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Splendiferous Array of Culinary Tools [Infographic] Add a Real-Time Earth Wallpaper App to Ubuntu with xplanetFX The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker

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  • Entity Framework 4.0 POCO Classes and Data Services

    If you've flipped on the POCO (Plain Ol' CLR Objects) code generation T4 templates for Entity Framework to enable testing or just 'cuz you like the code better, you might find that you lack the ability to expose that same model via Data Services as OData (Open Data). If you surf to the feed, you'll likely see something like this: The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Entity Framework 4.0 POCO Classes and Data Services

    If you've flipped on the POCO (Plain Ol' CLR Objects) code generation T4 templates for Entity Framework to enable testing or just 'cuz you like the code better, you might find that you lack the ability to expose that same model via Data Services as OData (Open Data). If you surf to the feed, you'll likely see something like this: The XML page cannot be displayed Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • When is an object oriented program truly object oriented?

    - by Syed Aslam
    Let me try to explain what I mean: Say, I present a list of objects and I need to get back a selected object by a user. The following are the classes I can think of right now: ListViewer Item App [Calling class] In case of a GUI application, usually click on a particular item is selection of the item and in case of a command line, some input, say an integer representing that item. Let us go with command line application here. A function lists all the items and waits for the choice of object, an integer. So here, I get the choice, is choice going to conceived as an object? And based on the choice, return back the object in the list. Does writing this program like the way explained above make it truly object oriented? If yes, how? If not, why? Or is the question itself wrong and I shouldn't be thinking along those lines?

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  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • Acceptable GC frequency for a SlimDX/Windows/.NET game?

    - by Rei Miyasaka
    I understand that the Windows GC is much better than the Xbox/WP7 GC, being that it's generational and multithreaded -- so I don't need to worry quite as much about avoiding memory allocation. SlimDX even has some unavoidable functions that generate some amount of garbage (specifically, MapSubresource creates DataBoxes), yet people don't seem to be too upset about it. I'd like to use some functional paradigms to write my code too, which also means creating objects like closures and monads. I know premature optimization isn't a good thing, but are there rules of thumb or metrics that I can follow to know whether I need to cut down on allocations? Is, say, one gen 0 GC per frame too much? One thing that has me stumped is object promotions. Gen 0 GCs will supposedly finish within a millisecond or two, but if I'm understanding correctly, it's the gen 1 and 2 promotions that start to hurt. I'm not too sure how I can predict/prevent these.

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  • Silverlight Cream Monday WP7 App Review # 2

    - by Dave Campbell
    Today's Review (alphabetic order): GooNews, Grocery Shopping List, Need for Speed, SurfCube, and United Nations News. I'm a day late if these are going to be 'Monday' posts, but there are lots of apps, lots of goodness, and lots of email, so I might try to do 2 a week, we'll see. So once again I've got a small review of 5 apps that are either on my phone or have been. Disclaimers at the end. In this Issue:   GooNews is a very cool app from Shawn Wildermuth (AgiliTrain). I don't know if he uses this as a demo during his instruction, but it definitely serves a purpose... wanna pick up the top news items from Google on a never-ending basis? ... this is it. You can add your own keyword searches, and send stories to InstaPaper or share via email. I like this because it brings me the news quickly and updated, and works great. GooNews is by AgiliTrain and is Free This was a request by the author, and actually surprised me. I'm a big one for lists, but I would have just done a OneNote list to SkyDrive and to my phone. This app is a lot more than that, but will take you some setup to make it be 'yours'. For obvious reasons, there are no unit prices on things, so you have to set that up to get some idea of the cost of what you're shopping for. But if you do that, you'll get a nice total. Lots of thought went into the various categories and you can add your own. There's a bit of animation on the category selection that's nice. He seems to have covered all the bases necessary to use this, even shopping 'plans' that can be saved, and emailing of lists. As I said, I'm more of a raw list person, but if you take the time to set this up, it should work very nicely for you. Grocery Shopping List is by Grocery Shopper and is $0.99 ($1.99 after Feb 1) with a free trial. This was my 2nd commercial game I bought, and the one I've played the most. I ran the trial, thought it worked great, and bought it. I've had a lot of fun with this... there's no gas pedal.. your foot is in the carbeurator from the GO!, and unless you wanna tap the screen and brake like a little girl, just hang onto the steering wheel (the phone), and guide your way through. Hours of fun and challenges here. I like this because it's got some challenge to it, and the cars seem to be very realistic in their reactions. Need for Speed Undercover is by Electronic Arts is $4.99 and has a free trial. SurfCube Browser is another app by the folks that did the GuitarTuner I reviewed on Monday. You have to see SurfCube to believe it. You've probably seen the YouTube video, if not check SilverlightCream number 1017. The app works very solid, and just as the video demonstrates. I downloaded and tried this, and it immediately did 2 things: bought it, and pinned it to my start page. I like this because it's fun to work with, and it works great as a browser. I'm about *this* close to replacing the IE tile on my front page with SurfCube. SurfCube Browser is by Kinabalu Innovation Limited and is $1.99 and has a free trial. Coming in with another News app is United Nations News by Justin Angel. This is definitely a news aggregator for 'grown ups'... news, photos, videos, and radio broadcsts from the international community all in one very slick app. This is an amazingly well thought-out and complete app. Even better yet, Justin has the code on CodePlex. A very well-done International news aggregator. United Nations News is by Justin Angel and is Free. A few disclaimers: Feel free to write me about your app and tell me about it. While it would be very cool to receive a whole bunch of xap files to review, at this point, for technical reasons, I'm unable to side-load my device. Since I plan on only doing this one day a week (twice if I find time), and only 5, I may never get caught up, so if you send me some info, be patient. Re: games ... remember I'm old... I'm from the era of Colossal Cave and Zork. Duke-Nukem 2D and Captain Comic were awesome. I don't own an XBOX or any other game system, so take game reviews from my perspective -- who knows, it may be refreshing :) I won't pay for an app or game just to try it. If you expect me to test-drive your app, it's going to have to have a Free Trial. I'm still playing with the format, comments are welcome. I decided I should alphabetize the list today... so there's no order implied Let me know what you think of the idea of doing reviews, or the layout/whatever, and Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Calculating 3D camera positions from a video

    - by Geotarget
    I need to calculate the 3D camera position and rotation for each frame in a given video. This is typically used for motion-tracking, and to insert 3D objects into a video. I'm currently using VideoTrace to calculate this for me, and I'm getting the data exported as a 3DS Maxscript file. However when I try to use the 3D camera rotations, I'm getting strange errors in my 3D calculations, as if there is an error with the 3x3 rotation matrices. Can you spot any error with the data itself? Or is it my other calculations that are erroneous? frame 1 rotation=(matrix3[-0.011938, 0.756018, -0.654442][-0.382040, -0.608284, -0.695727][-0.924068, 0.241718, 0.296091][0, 0, 0]).rotationpart position=[-0.767177, 0.308723, -0.232722] fov=57.352135 frame 2 rotation=(matrix3[-0.460922, -0.726580, -0.509541][-0.200163, 0.644491, -0.737947][ 0.864572, -0.238145, -0.442495][0, 0, 0]).rotationpart position=[-0.856630, 0.198654, -0.243853] fov=57.352135

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  • Is true multithreading really necessary?

    - by Jonathan Graef
    So yeah, I'm creating a programming language. And the language allows multiple threads. But, all threads are synchronized with a global interpreter lock, which means only one thread is allowed to execute at a time. The only way to get the threads to switch off is to explicitly tell the current thread to wait, which allows another thread to execute. Parallel processing is of course possible by spawning multiple processes, but the variables and objects in one process cannot be accessed from another. However the language does have a fairly efficient IPC interface for communicating between processes. My question is: Would there ever be a reason to have multiple, unsynchronized threads within a single process (thus circumventing the GIL)? Why not just put thread.wait() statements in key positions in the program logic (presuming thread.wait() isn't a CPU hog, of course)? I understand that certain other languages that use a GIL have processor scheduling issues (cough Python), but they have all been resolved.

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  • Version Changes: How considerable are the compatibility issues in project?

    - by Aditya P
    For example if we consider ActionScript2.0(based on Objects but programming does not implement much OOP ) vs 3.0(highly OOP) its like a whole new scripting language in the sense of approach, programming style,features you get the idea. In PHP we can see current versions going from 3-5. brief version changes Question :Developers who work on PHP is it easy to migrate from version to version? Question :Are there any extensive compatibility issues, forward or backward? Question :Does your project stick to a particular version till the end ? Question :Does the programming style ,approach change from version to version? Question :If you had to get started on PHP to contribute to a project built earlier versions, would learning the latest version be counterproductive towards this aim? Some related topics i had come across on SE How should I be keeping track of php script version/changes? What is happening to PHP 6? It would be Really helpful in understanding if you could answer this topic directly to the questions put forth.

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  • Walking Through a Seaside Village Wallpaper

    - by Asian Angel
    Sea View [DesktopNexus] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • Why should I use List<T> over IEnumerable<T>?

    - by Rowan Freeman
    In my ASP.net MVC4 web application I use IEnumerables, trying to follow the mantra to program to the interface, not the implementation. Return IEnumerable(Of Student) vs Return New List(Of Student) People are telling me to use List and not IEnumerable, because lists force the query to be executed and IEumerable does not. Is this really best practice? Is there any alternative? I feel strange using concrete objects where an interface could be used. Is my strange feeling justified?

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  • Align tetrahedrons

    - by thedeadlybutter
    I'm currently generating tetrahedron meshes in Unity When a player clicks the side of a mesh, a new one spawns aligned with it, like this. I'm not sure how nor can I find any information on implementing a tetra hedron grid. I tried playing around with the vertices until I realized I need to adjust position & rotation. Any ideas? EDIT: To be clear, the second image was manually placed objects in the Unity Editor. I'm looking to make an algorithm that places the meshes correctly.

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  • Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7

    - by Asian Angel
    Are you fascinated by the beauty and wildlife of Antarctica? Then bring both to your desktop with the Antarctica Theme for Windows 7. The theme comes with fifteen gorgeous wallpapers of frosty scenery, penguins, whales, and more to make your desktop icy cool. Download the Antarctica Theme [Windows 7 Personalization Gallery] Latest Features How-To Geek ETC What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7 Seas0nPass Now Offers Untethered Apple TV Jailbreaking

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • Why are there two different kinds of linking, i.e. static and dynamic?

    - by davidk01
    I've been bitten for the n-th time now by a library mismatch between a build and deployment environment. The build environment had libruby.so.2.0 and the deployment environment had libruby.a. One ruby was built with RVM, the other was built with ruby-build. The reason I ran into a problem was because zookeeper was compiled in a build environment that had the shared library but the deployment environment only had the static library. In all the years I've been writing application code I have never once wished that the binaries I was using where linked against shared objects. What is the reason the dichotomy persists to this day on modern operating systems?

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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • OpenGL Shading Program Object Memory Requirement

    - by Hans Wurst
    gDEbugger states that OpenGL's program objects only occupy an insignificant amount of memory. How much is this actually? I don't know if the stuff I looked up in mesa is actually that I was looking for but it requires 16KB [Edit: false, confusing struct names, less than 1KB immediate, some further behind pointers] per program object. Not quite insignificant. So is it recommended to create a unique program object for each object of the scene? Or to share a single program object and set the scene's object's custom variables just before its draw call?

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