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  • Is there any evidence that one of the current alternate JVM languages might catch on?

    - by FarmBoy
    There's been a lot of enthusiasm about JRuby, Jython, Groovy, and now Scala and Clojure as the language to be the successor to Java on the JVM. But currently only Groovy and Scala are in the TIOBE top 100, and none are in the top 50. Is there any reason to think that any of this bunch will ever gain significant adoption? My question is not primarily about TIOBE, but about any evidence that you might see that could indicate that one of these languages could get significant backing that goes beyond the enthusiasts.

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  • Today’s Performance Tip: Views are for Convenience, Not Performance!

    - by Jonathan Kehayias
    I tweeted this last week on twitter and got a lot of retweets so I thought that I’d blog the story behind the tweet. Most vendor databases have views in them, and when people want to retrieve data from a database, it seems like the most common first stop they make are the vendor supplied Views.  This post is in no way a bash against the usage or creation of Views in a SQL Server Database, I have created them before to simplify code and compartmentalize commonly required queries so that there...(read more)

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  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

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  • PHP Aspect Oriented Design

    - by Devin Dixon
    This is a continuation of this Code Review question. What was taken away from that post, and other aspect oriented design is it is hard to debug. To counter that, I implemented the ability to turn tracing of the design patterns on. Turning trace on works like: //This can be added anywhere in the code Run::setAdapterTrace(true); Run::setFilterTrace(true); Run::setObserverTrace(true); //Execute the functon echo Run::goForARun(8); In the actual log with the trace turned on, it outputs like so: adapter 2012-02-12 21:46:19 {"type":"closure","object":"static","call_class":"\/public_html\/examples\/design\/ClosureDesigns.php","class":"Run","method":"goForARun","call_method":"goForARun","trace":"Run::goForARun","start_line":68,"end_line":70} filter 2012-02-12 22:05:15 {"type":"closure","event":"return","object":"static","class":"run_filter","method":"\/home\/prodigyview\/public_html\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":51,"end_line":58} observer 2012-02-12 22:05:15 {"type":"closure","object":"static","class":"run_observer","method":"\/home\/prodigyview\/public_html\/public\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":61,"end_line":63} When the information is broken down, the data translates to: Called by an adapter or filter or observer The function called was a closure The location of the closure Class:method the adapter was implemented on The Trace of where the method was called from Start Line and End Line The code has been proven to work in production environments and features various examples of to implement, so the proof of concept is there. It is not DI and accomplishes things that DI cannot. I wouldn't call the code boilerplate but I would call it bloated. In summary, the weaknesses are bloated code and a learning curve in exchange for aspect oriented functionality. Beyond the normal fear of something new and different, what are other weakness in this implementation of aspect oriented design, if any? PS: More examples of AOP here: https://github.com/ProdigyView/ProdigyView/tree/master/examples/design

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  • C string question

    - by user208454
    I am writing a simple c program which reverses a string, taking the string from argv[1]. Here is the code: #include <stdio.h> #include <stdlib.h> #include <string.h> char* flip_string(char *string){ int i = strlen(string); int j = 0; // Doesn't really matter all I wanted was the same size string for temp. char* temp = string; puts("This is the original string"); puts(string); puts("This is the \"temp\" string"); puts(temp); for(i; i>=0; i--){ temp[j] = string[i] if (j <= strlen(string)) { j++; } } return(temp); } int main(int argc, char *argv[]){ puts(flip_string(argv[1])); printf("This is the end of the program\n"); } That's basically it, the program compiles and everything but does not return the temp string in the end (just blank space). In the beginning it prints temp fine when its equal to string. Furthermore if I do a character by character printf of temp in the for loop the correct temp string in printed i.e. string - reversed. just when I try to print it to standard out (after the for loop/ or in the main) nothing happens only blank space is printed.

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  • Code Reuse and Abstraction in FP vs OOP

    - by Electric Coffee
    I've been told that code reuse and abstraction in OOP is far more difficult to do than it is in FP, and that all the claims that have been made about Object Orientedness (for lack of a better term) being great at reusing code have been flat out lies So I was wondering if anyone here could tell me why that is, and perhaps show me some code to back up these claims, I'm not saying I don't believe you Functional programmers, it's just that I've been "indoctrinated" to think Object Orientedly, and thus can't (yet) think Functionally enough to see it myself To quote Jimmy Hoffa (from an answer to one of my previous questions): The cake is a lie, code reuse in OO is far more difficult than in FP. For all that OO has claimed code reuse over the years, I have seen it follow through a minimum of times. (feel free to just say I must be doing it wrong, I'm comfortable with how well I write OO code having had to design and maintain OO systems for years, I know the quality of my own results) That quote is the basis of my question, I want to see if there's anything to the claim or not

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  • Announcing SO-Aware Test Workbench

    - by gsusx
    Yesterday was a big day for Tellago Studios . After a few months hands down working, we announced the release of the SO-Aware Test Workbench tool which brings sophisticated performance testing and test visualization capabilities to theWCF world. This work has been the result of the feedback received by many of our SO-Aware and Tellago customers in terms of how to improve the WCF testing. More importantly, with the SO-Aware Test Workbench we are trying to address what has been one of the biggest challenges...(read more)

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  • Git branching and tagging best practices

    - by Code-Guru
    I am currently learning to use Git by reading Pro Git. Right now I'm learning about branching and tags. My question is when should I use a branch and when should I use a tag? For example, say I create a branch for version 1.1 of a project. When I finish and release this version, should I leave the branch to mark the release version? Or should I add a tag? If I add a tag, should I delete the version branch (assuming that it is merged into master or some other branch)?

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  • Shortcomings of using dynamic types in C#

    - by Karthik Sreenivasan
    I have been recently studying more on the dynamic types in C#. With some examples I understood once the code is compiled, it does not need to be recompiled again but can be executed directly. I feel the flexibility provided by the keyword to actually be able to change data type at will is a great advantage. Question, Are there any specific shortcomings apart from wrong dynamic method calls which throw run time exceptions which developers must know before starting the implementation.

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  • Daily tech links for .net and related technologies - May 13-16, 2010

    - by SanjeevAgarwal
    Daily tech links for .net and related technologies - May 13-16, 2010 Web Development Integrating Twitter Into An ASP.NET Website Using OAuth - Scott Mitchell T4MVC Extensions for MVC Partials - Evan Building a Data Grid in ASP.NET MVC - Ali Bastani Introducing the MVC Music Store - MVC 2 Sample Application and Tutorial - Jon Galloway Announcing the RTM of MvcExtensions - kazimanzurrashid Optimizing Your Website For Speed Web Design Validation with the jQuery UI Tabs Widget - Chris Love A Brief History...(read more)

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • Visualize flowchart diagram with multiple end symbols

    - by platzhirsch
    I am looking for a standardize way to visualize the following hierarchical logic: The state of the thread is represented by the answers to the hierarchical set of question You can read this listing like a flowchart, you iterate over the questions decide, go one step deeper and so on. Therefore I thought the best way to visualize it, using a flowchart. The problem is, in this hierarchical set it is possible to end in more than one state and its totally valid. I have never seen a flowchart where you can enter more than one state. Is it still possible and I am missing the right symbol to present this logic or are flowchart not fitting anyway? What other graphical representation could I use, is there something fitting in UML? A non-deterministic state machine seems not to be intuitive enough, transfering it into a deterministic state machine would result in to many states, and so on.

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  • Copy TFS Build Definitions between Projects and Collections

    - by Jakob Ehn
    Originally posted on: http://geekswithblogs.net/jakob/archive/2014/06/05/copy-tfs-build-definitions-between-projects-and-collections.aspxThe last couple of years it has become apparent that using multiple team projects in TFS is generally a bad idea. There are of course exceptions to this, but there are a lot ot things that becomes much easier to do when you put all of your projects and team in the same team project. Fellow ALM MVP Martin Hinshelwood has blogged about this several times, as well as other people in the community. In particular, using the backlog and portfolio management tools makes much more sense when everything is located in the same team project. Consolidating multiple team projects into one is not that easy unfortunately, it involves migrating source code, work items, reports etc.  Another thing that also need to be migrated is build definitions. It is possible to clone build definitions within the same team project using the TFS power tools. The Community TFS Build Manager also lets you clone build definitions to other team projects. But there is no tool that allows you to clone/copy a build definition to another collection. So, I whipped up a simple console application that let you do this. The tool can be downloaded from https://onedrive.live.com/redir?resid=EE034C9F620CD58D!8162&authkey=!ACTr56v1QVowzuE&ithint=file%2c.zip   Using CopyTFSBuildDefinitions You use the tool like this: CopyTFSBuildDefinitions  SourceCollectionUrl  SourceTeamProject  BuildDefinitionName  DestinationCollectionUrl  DestinationTeamProject [NewDefinitionName] Arguments SourceCollectionUrl The URL to the TFS collection that contains the team project with the build definition that you want to copy SourceTeamProject The name of the team project that contains the build definition BuildDefinitionName Name of the build definition DestinationCollectionUrl The URL to the TFS collection that contains the team project that you want to copy your build definition to DestinationTeamProject The name of the team project in the destination collection NewDefinitionName (Optional) Use this to override the name of the new build definition. If you don’t specify this, the name will the same as the original one Example: CopyTFSBuildDefinitions  https://jakob.visualstudio.com DemoProject  WebApplication.CI https://anotheraccount.visualstudio.com     Notes Since we are (potentially) create a build definition in a new collection, there is no guarantee that the various paths that are defined in the build definition exist in the new collection. For example, a build definition refers to server paths in TFVC or repos + branches in TFGit. It also refers to build controllers that definitely don’t exist in the new collection. So there will be some cleanup to do after you copy your build definitions. You can fix some of these using the Community TFS Build Manager, for example it is very easy to apply the correct build controller to a set of build definitions The problem stated above also applies to build process templates. However, the tool tries to find a build process template in the new team project with the same file name as the one that existed in the old team project. If it finds one, it will be used for the new build definition. Otherwise is will use the default build template If you want to run the tool for many build definitions, you can use this SQL scripts, compliments of Mr. Scrum/ALM MVP Richard Hundhausen to generate the necessary commands: USE Tfs_Collection GO SELECT 'CopyTFSBuildDefinitions.exe http://SERVER:8080/tfs/collection "' + P.ProjectName + '" "' + REPLACE(BD.DefinitionName,'\','') + '" http://NEWSERVER:8080/tfs/COLLECTION TEAMPROJECT'   FROM tbl_Project P        INNER JOIN tbl_BuildGroup BG on BG.TeamProject = P.ProjectUri        INNER JOIN tbl_BuildDefinition BD on BD.GroupId = BG.GroupId   ORDER BY P.ProjectName, BD.DefinitionName   Hope that helps, let me know if you have any problems with the tool or if you find it useful

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  • How to evaluate the quality of Rails code?

    - by Fortuity
    In a code review, what do you look for to assess a developer's expertise? Given an opportunity to look at a developer's work on a real-world project, what tell-tale signs are a tip-off to carelessness or lack of experience? Conversely, where do you look in the code to find evidence of a developer's skill or knowledge of best practices? For example, if I'm looking at a typical Rails app, I would be happy to see the developer is using RSpec (showing a commitment to using test-driven development and knowledge that RSpec is currently more popular than the default TestUnit). But in examining the specs for a Rails model, I see that the developer is testing associations, which might indicate a lack of real understanding of Rails testing requirements (since such tests are redundant given that they only test what's already implemented and tested in ActiveRecord). More generally, I might look to see if developers are writing their own implementations versus using widely available gems or if they are cleaning up code versus leaving lots of commented-out "leftovers." What helps you determine the skill of a Rails developer? What's your code quality checklist?

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  • Why are invariants important in Computer Science

    - by Antony Thomas
    I understand 'invariant' in its literal sense. I also recognize them when I type code. But I don't think I understand the importance of this term in the context of computer science. Whenever I read conversations\white papers about language design from famous programmers\computer scientists, the term 'invariant' keeps popping up as a jargon; and that is the part I don't understand. What is so special about it?

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  • Coding in large chunks ... Code verification skills

    - by Andrew
    As a follow up to my prev question: What is the best aproach for coding in a slow compilation environment To recap: I am stuck with a large software system with which a TDD ideology of "test often" does not work. And to make it even worse the features like pre-compiled headers/multi-threaded compilation/incremental linking, etc is not available to me - hence I think that the best way out would be to add the extensive logging into the system and to start "coding in large chunks", which I understand as code for a two-three hours first (as opposed to 15-20 mins in TDD) - thoroughly eyeball the code for a 15 minutes and only after all that do the compilation and run the tests. As I have been doing TDD for a quite a while, my code eyeballing / code verification skills got rusty (you don't really need this that much if you can quickly verify what you've done in 5 seconds by running a test or two) - so I am after a recommendations on how to learn these source code verification/error spotting skills again. I know I was able to do that easily some 5-10 years ago when I din't have much support from the compiler/unit testing tools I had until recently, thus there should be a way to get back to the basics.

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  • What determines when an application requires mvvm?

    - by loyalpenguin
    I'm developing mobile applications for Windows Phone 7. This application calls some web services and occasionally sends responses out via web services. I recently started looking into MVVM and noticed that, although it is suggested when developing applications in WP7, alot of developers say only to use it if its necessary. Along with that they said that if the application is "small" enough or "simple" enough then it probably isn't worth the time. Hence my question. When should we use MVVM? Is it possible to build larger scale applications without it?

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • Haskell vs Erlang for web services

    - by Zachary K
    I am looking to start an experimental project using a functional language and am trying to decide beween Erlang and Haskell, and both have some points that I really like. I like Haskell's strong type system and purity. I have a feeling it will make it easier to write really reliable code. And I think that the power of haskell will make some of what I want to do much easier. On the minus side I get the feeling that some of the Frameworks for doing web stuff on Haskell such as Yesod are not as advanced as their Erlang counter parts. I rather like the Erlang approach to threads and to fault tollerence. I have a feeling that the scalability of Erlang could be a major plus. Which leeds to to my question, what has people's exerience been in implementing web application backends in both Haskell and Erlang. Are there packages for Haskell to provide some of the lightweight threads and actors that one has in Erlang?

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  • Purely technical reasons for PHP as a first choice?

    - by JoelFan
    I know this may come off as a flame-y / troll-y, but I hope you will take my word for it that it's not my intention. I am just trying to understand the PHP phenomenon. After looking at the many technical issues with the language design of PHP, I am hard pressed to find any redeeming technical advantages where PHP surpasses all other languages. Before coming to the conclusion that there would simply be no reason to choose PHP as a development language on purely technical grounds, I would like to ask, if all non-technical factors were equal (such as what language the developers already know, what languages the hosting provider offers, language of existing code, cost, license, corporate fiat, etc.), would there be any type of new software system that would indicate making PHP a first choice for development? If so, what technical advantage does PHP have over all other languages that would cause you to choose it? EDIT: I am not interested in comparing PHP "out of the box" with other languages "out of the box". If PHP has a certain feature "out of the box" that another language has only after installing some readily available add-on, that is not considered an advantage for PHP for the purposes of this question.

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  • Selecting the (right?) technology and environment

    - by Tor
    We are two developers on the edge of starting new web product development. We are both fans of lean start-up approach and would like to practice continuous deployment. Here comes the dilemma - we are both coming from a C# / Windows background and we need to decide between: Stick to .NET and Windows, we will not waste time on learning new technologies and put all our effort in the development. Switch to Ruby on Rails and Linux which has a good reputation of fast ramp up and vast open source support. The negative side is that we will need to put a lot of effort in learning Ruby, Rails and Linux... What would you do? What other considerations should we take?

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  • Networking gampeplay - Sending controller inputs vs. sending game actions

    - by liortal
    I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across the network, to be fed into the remote game's loop for processing. This seems a bit odd to me and i'd like to know what are the benefits of using such a method? To me, it seems that controller input is merely a way to gather data to be fed into the game, which in turn determines how to translate these into specific game actions. Why would i want to send the control data and not the game actions themselves?

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  • Lazy Loading,Eager Loading,Explicit Loading in Entity Framework 4

    - by nikolaosk
    This is going to be the ninth post of a series of posts regarding ASP.Net and the Entity Framework and how we can use Entity Framework to access our datastore. You can find the first one here , the second one here , the third one here , the fourth one here , the fifth one here ,the sixth one here ,the seventh one here and the eighth one here . I have a post regarding ASP.Net and EntityDataSource . You can read it here .I have 3 more posts on Profiling Entity Framework applications. You can have a...(read more)

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  • optimizing graphics for iOS flash game

    - by 1GR3
    Friend of mine and me are working on a flash developed iOS (and later Android) puzzle board game. He's a programmer and I'm a designer/developer so (no surprise) we have a different points of view. anyway, he's method: make small tiles (100x100px) in photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way) my method: precompose the whole board (960x640px+bleed) in photoshop and than mask active and inactive areas in flash what do you think? thank you in advance!

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