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  • Good architecture for user information on separate databases?

    - by James P. Wright
    I need to write an API to connect to an existing SQL database. The API will be written in ASP.Net MVC3. The slight problem is that with existing users of the system, they may have a username on multiple databases. Each company using the product gets a brand new instance of the database, but over the years (the system has been running for 10 years) there are quite a few users (hundreds) who have multiple usernames across multiple "companies" (things got fragmented obviously and sometimes a single Company has 5 "projects" that each have their own database). Long story short, I need to be able to have a single unified user login that will allow existing users to access their information across all their projects. The only thing I can think is storing a bunch of connection strings, but that feels like a really bad idea. I'll have a new Database that will hold the "unified user" information...can anyone suggest a solid system architecture that can handle a setup like this?

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  • Can I release complementary Windows 8 and WP8 apps on their respective stores?

    - by Clay Shannon
    I am creating a pair of apps, one to run preferably on tablets, but also laptops and PCs, and the other for WP8. These apps are complementary - having one is of no use without the other. I know there is a Windows Store, and a Windows Phone store, so one would be released on one, and one on the other. My question is: as these apps are useless by themselves (although in most cases it won't be the same people running both apps), will there be a problem with offering these useless-when-used-alone apps? IOW: Person A will use the Windows 8 app to interact with some people that have the WP8 app installed; those with the WP8 app will interact with a person or people who have the Windows 8 app installed. What I'm worried about is if these apps go through a certification process where they must be useful "standalone" - is that the case?

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  • Github Workflow: Pushing small fix branches to remote, or keep them local?

    - by Isaac Hodes
    In Scott Chacon's workflow (explained eg in this SO answer), with essentially two silos (development, and master), if, say I have a small bug to fix (e.g. can be fixed with a few characters) is the optimal way of doing that: a) branch off of development a branch called e.g. fix_123. Push this branch to origin as I work on it. When it's done, code-reviewed, whatever, merge into development and push development to origin. b) Same as above, but without pushing fix_123 to origin.

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  • Store HighRes photos in Database or as File?

    - by David
    I run a site which has a couple of million photos and gets over 1000 photos uploaded each day. Up to now, we haven't kept the original file that was uploaded to conserve on space. However, we are getting to a point that we are starting to see a need to have high-res original versions. I was wondering if its better to store these in the filesystem as an actual file or if its better to store them in a database (ie: mysql). The highres images would be rarely referenced but may be used when someone decides to download it or we decide to use it for rare processes like making a new set of thumbnails sizes/etc.

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  • Delivery terminology and order of magnitude

    - by Peter Turner
    What is the standard way of describing how software products are released and the proportionate order of magnitude to which the changes relative to the software product are conveyed? Is Release Update Patch Bug Fix redundant? or Is Update Patch too terse? As an end user I'd think that all bug fixes are patches (insofar as they are not 100% new code) and all patches should be updates (insofar as they don't degrade the product) and all updates should be releases (insofar as they are actually released), but this really doesn't help anyone understand why they need to get them. Then, if the person who makes the software change appends "critical" or "zero-day" in the notes, I would be unwise to leave the changes unapplied.

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  • Popular programming books which have been translated into Russian

    - by arikfr
    I'm looking for recommendations of popular programming books that have been translated into Russian. I'm talking about books like: Test-Driven Development by Example by Kent Beck Code Complete The Pragmatic Programmer And other books like them. Also, recommendations for books in Russian by other authors but about similar topics (TDD, BDD, general programming methodologies) will be appreciated.

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  • Why after each restart, my local .NET sites take time to load for the first time?

    - by Saeed Neamati
    I'm developing sites based on .NET platform. I usually deploy these sites on my local IIS, so that I can test them and see their functionality before going live. However, each time I restart windows, it seems that sites take a long time to run for the first time. I know about JIT and I'm also aware of this question, but it doesn't answer my question. Does JIT happens every time you restart windows? Is it related to creation of w3wp.exe process? Why sites are so slow for the first request after each restart?

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  • How to decide whether to implement an operation as Entity operation vs Service operation in Domain Driven Design?

    - by Louis Rhys
    I am reading Evans's Domain Driven Design. The book says that there are entity and there are services. If I were to implement an operation, how to decide whether I should add it as a method on an entity or do it in a service class? e.g. myEntity.DoStuff() or myService.DoStuffOn(myEntity)? Does it depend on whether other entities are involved? If it involves other entities, implement as service operation? But entities can have associations and can traverse it from there too right? Does it depend on stateless or not? But service can also access entities' variable, right? Like in do stuff myService.DoStuffOn, it can have code like if(myEntity.IsX) doSomething(); Which means that it will depend on the state? Or does it depend on complexity? How do you define complex operations?

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  • Is it OK to reoccupy my old GitHub username to protect repository redirections?

    - by Idan Arye
    I'm considering changing my GitHub username from the old alias I was using as a kid to my real name. I'm concerned about my repository URLs. GitHub will redirect the old URLs, but if someone creates a new account using my old username and creates a repository with the same name as one of my repositories, the URL redirection will break and the URL will lead to their repository, not mine. Now, this is understandable, and GitHub recommends to not count on the redirect in the long term, and update all the remotes, but I'm concerned about some Vim plugins I'm hosting on GitHub. It's a common practice to manage Vim plugins with Git(either as separate repositories or as submodules), and if one of the plugins' remotes break you'll get error messages when you try to batch-update all your plugins(it happened to me once...). It's not that hard to solve, and the chances that'll happen are slim, but I would still like to avoid causing trouble to the users of my plugins... To prevent this, I think to create a new account with my old username. That way I can avoid the risk of someone else taking my old username and breaking the redirects of my old repositories. While researching this approach I've found GitHub's Name Squatting Policy. According to that policy, GitHub can delete or rename inactive accounts. To my understanding, they do this to prevent Cybersquatting, but surely this isn't the case with my fake account - I'm not holding someone else's name in an attempt to sell it to them, I'm merely occupying a name I was using to protect my old URLs... So, is it acceptable to go with this plan an create a fake account with my old username?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • What are the benefits of archiving?

    - by HappyDeveloper
    I always see sites that only keeps fresh content on the home or subsections, and the rest of the content is kept in a separate section called 'archive'. Recently I have also heard that NoSQL DB's like MongoDB are good for archiving (which makes me think this is related to performance) So why do sites archive their content? What's the benefit over say, a simple paginator through which you could reach all the content? Is archiving done for performance? Or SEO? Or just user experience?

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  • design pattern for unit testing?

    - by Maddy.Shik
    I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • To what extent do code-signing certificates boost sales of your software?

    - by Dan W
    In the experiences of everyone here, have you found a certificate to boost sales of your (downloadable) program? I produce .NET software and upon clicking the installation file, Windows 7 pops up a message saying the software is from an "unknown publisher" and to proceed with caution. For Windows 8, this appears to be even more prominent, and may adversely affect the number of downloads, and therefore the number of sales. A certificate will help soften this 'warning' by (for example) changing the warning's colour from orange to blue, and give the publisher's name instead of 'unknown'. But I'd like more tangible evidence since many people are obviously used to that message, and may not care and download anyway. So has anyone noticed a jump in sales after the switch?

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  • A programming language that does not allow IO. Haskell is not a pure language

    - by TheIronKnuckle
    (I asked this on Stack Overflow and it got closed as off-topic, I was a bit confused until I read the FAQ, which discouraged subjective theoratical debate style questions. The FAQ here doesn't seem to have a problem with it and it sounds like this is a more appropriate place to post. If this gets closed again, forgive me, I'm not trying to troll) Are there any 100% pure languages (as I describe in the Stack Overflow post) out there already and if so, could they feasibly be used to actually do stuff? i.e. do they have an implementation? I'm not looking for raw maths on paper/Pure lambda calculus. However Pure lambda calculus with a compiler or a runtime system attached is something I'd be interested in hearing about.

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  • Which web algorithms book to get? [closed]

    - by fjxx
    I am currently undecided between which of the following web algorithms book to buy: 1) Algorithms of the Intelligent web by Marmanis 2) Collective Intelligence by Alag Both feature code in Java; Marmanis' book delves deeper into the core algorithms while Alag's book discusses more APIs including WEKA. I have already read Programming Collective Intelligence by Segaran and enjoyed it. Any comments on these books or any other recommendations are welcome.

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  • Metaphor for task synchronization [closed]

    - by nkint
    I'm looking for a metaphor. A friend of mine taught me to use metaphors from nature, everyday life, math, and use them to design my projects. They can help in creating a better design or better understanding or the problem, and they are cool. Now I'm working on a project with hardware and micro-controllers in C. For convenience, I have decided to use multiple micro-controllers as co-processor units for real-time (the slaves) and a master. This has saved me a lot of headache: I can code the main logic in the master without paying too much attention to super optimizing everything; I don't care if I need some blocking-call; I don't worry about serial communication with the computer. I just send messages to the slaves and they are super fast super in real time. I like my design and it seems to work well. So here are the important concepts that I'm trying capture in the metaphor: hierarchy of processing Not using one big brain but rather several small, distributed brain units using distributed power or resources I'm looking for a good metaphor for this concept of having one unit synchronize the work of all the others. Preferably, the metaphor would come from nature, biology, or zoology.

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  • How to Rotate different data in days of the week in php [migrated]

    - by shihon
    I am working on a project in which i have to distribute different ad's per day, the ad's in form of array are: $ad = array( 'attribute1_value' => "12", 'attribute2_value' => "xyz", 'attribute3_value' => 'http://example.com', 'attribute4_value' => 'data'); The logic i am using with switch case : $day = date('w',time()); switch ($day) { case '0': if($day == '0') { $count = 0; echo $ad; $count++; } else { $count = 7; echo $ad; } break; case '1': if($day == '1') { $count = 1; echo $ad; $count++; } else { $count = 8; echo $ad; } break; Problem is if i have ~15 ad's then i want to distribute ad/day, date('w') output's the present day but after day 7 i.e saturday, on sunday ad number 8 initiate. I have to implement this scenario using date function. Also i have to send ad's to those user who are not experience this ad before. I am not expert in php, as a beginner working in php/mysql. Kindly help me to improve this concept

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  • Support for non-english characters?

    - by TomJ
    Is support for non-english characters common in programming languages? I mean, technically, I would think it is feasable, but I don't have any experience in anything other than english, so I don't know how common it is. I know that there are non-english based programming languages, but can something like C#, C++, C, Java, or Python support non-english classes/methods/variables? Example in go (url, http://play.golang.org/p/wRYCNVdbjC) package main import "fmt" type ?? struct { ?? string } func main() { fmt.Println("Hello, ??") ?? := new(??) ??.?? = "hello world" fmt.Println(??.??) }

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  • Which Shopping Cart is better to run online grocery shop Prestrashop or nopCommerce

    - by Bigmunk
    I have been researching on open source software for an online grocery shop project. I have now narrowed by search to .NET based nopCommerce and the PHP based PrestaShop shopping carts. My plan is to acquire an open source shopping cart and hire a local developer to customize it to our local needs & as per our requirement. I'm now wondering whether I should have a developer start the whole project from scratch, or use an open source software such us PrestaShop or nopCommerce which can then be customized? Note that my store will have thousands of products and services so I want something that can handle up to 5000 products and over. Thanks for your thoughts and advice in advance.

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  • How do I make the jump from Android to Windows Phone 7?

    - by Rob S.
    I'm planning on making the jump over from developing apps for Android to developing apps for Windows Phone 7 as well. For starters, I figured I would port over my simplest app. The code itself isn't much of a problem. The transition from Java to C# isn't that bad. It's actually easier than I expected. What is troublesome is switching SDKs. I've already compiled some basic Windows Phone 7 apps and ran through some tutorials but I'm still feeling a bit lost. For example, I'm not sure what the equivalent of a ScrollView on Android would be on Windows Phone 7. So does anyone have any advice or any resources they can offer me to help me make this transition? Additionally, any comments on the Windows Phone 7 app market (especially in comparison to the Android market) would be greatly appreciated as well. Thank you very much in advance for your time.

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  • Do you store mysql exports in your version control tool for reverting to in event of error?

    - by Rob
    We run an internal web server with in-house software to run a manufacturing line. When new product features are to be added, either or both of the following occur: changes to the in-house server software may be required to support these - these are for significant changes in functionality, being code drive. changes to the MySQL database for new entries for the part numbers, these are for smaller changes, configurations, changes to already existing values and parameters -- such changes don't require code changes. Ideally we'd want our changes to be here rather than in item 1. Item 1 is version controlled in Subversion, so previous revisions can be referred to for rolling back to in the event of problems introduced in the latest revision. But what about changes to the MySQL database? We have quality processes to ensure that such changes are error-free but there is always a chance that errors can pass through, e.g. mistake in data entry or faults with the code that uses the MySQL corrupting the database etc. We have a automated backup every 6 hours but what if we want more manual defined checkpoints in between these intervals, we could use the same backup system but I wondered if folks here used other methods to store previous states of databases, e.g. exporting the database as a plain text SQL dump -- at least with this method it would be possible to see diffs e.g. in Beyond Compare for trouble shooting. Thoughts?

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  • Given a project and working with 1 other person - never worked with someone before

    - by Celeritas
    I'm taking a class where I work with a partner to implement the link layer of the OSI model. I've worked programmed with a partner once before and it went bad. Is the goal to divide the work up and decides who does what or should one person code and the other person reviews and switch roles after a while? Any tips are much appreciated. Literally I know nothing about working with a partner to program so even if it's basic please tell me.

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  • Didn't do too well on a Java IKM test, advice?

    - by Jason
    I did an IKM Java test recently and got quite a low score. I only graduated a year ago and I dont have commercial experience in Java (i do web development in my current job). I thought reading up a lot on Java would help me prepare, but when I sat the IKM test i got ripped to pieces. I didn't know much about how the garbage collection actually works, names of other java compilers (i know about javac?), using .dll with Java etc etc. I know a wide range of the basics, but to the extent wether 'int(5L)' produces an integer or not, I really didnt know. My question is that many of the IKM questions I have never come across, yet I have read many of the wider-known Java programming books (Deitel, O'Reilly etc). Am i reading the wrong books??? Could anyone recommend a good plan of action to allow me to go away and self-study and be able to know these really tough java questions?

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  • Real-time chat in Ruby on Rails

    - by Skydreamer
    First, I'm sorry because I know this question has been asked many times but I'm still looking forward to finding the answer to my problem. I'd want to implement a Real-time chat for my Rails app but I can't really host the server which handles the sockets. I've tried Faye but it needs a server. I've also heard of pusher but it's limited to 20 users at a time on the chat and I can't really be sure they won't be more. I've thought of irc but I think I can't really embed it into a rails app, maybe it needs sockets... So here's my problem, can I implement a real-time chat without owning a server ? What can you advice me ? Thank you for your answers.

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  • Rails - How to use modal form to add object in one model, then reflect that change on main page?

    - by Jim
    I'm working on a Rails app and I've come across a situation where I'm unsure of the cleanest way to proceed. I posted a question on SO with code samples and such - it has received no answers, and the more I think about the problem, the more I think I might be approaching this the wrong way. (See the SO question at http://stackoverflow.com/questions/9521319/how-to-reference-form-when-rendering-partial-from-js-erb-file) So, in more of a generic architecture type question: Right now I have a form where a user can add a new recipe. The form also allows the user to select ingredients (it uses a collection_select which contains Ingredient.all). The catch is - I'd like the user to be able to add a new ingredient on the fly, without leaving the recipe form. Using a hidden div and some jQuery/AJAX, I have a link the user can click to popup a modal form containing ingredients/new.html.erb which is a simple form. When that form is submitted, I call ingredients/create.js.erb to validate the ingredient was saved and hide the modal div. Now I am back to my recipe form, but my collection_select hasn't updated. It seems I have a few choices here: try and re-render the collection_select portion of the form so it grabs a new list of ingredients. This was the method I was attempting when I wrote the SO question. The problem I run into is the partial I use for the collection_select needs the parent form passed in, and when I try and render from the JS file I don't know how to pass it the form object. Reload the recipe form. This works (the collection_select now contains the new ingredient), but the user loses any progress they made on the recipe form. I would need a way to persist the form data - I thought about manually passing the values back and forth, but that is sloppy and there has to be a better way... Try and manually insert the tags using jQuery - this would be simple, but because I'm allowing for multiple ingredients to be added, I can't be certain what ID to target. Now, I can't be the only person to have this issue - so is there an easier way I'm missing? I like option 2 above, but I don't know if there's an easy way to grab the entire params hash as if I had submitted the main recipes form. Hopefully someone can point me in the right direction so I can find an answer to this... If this doesn't make any sense at all, let me know - I can post code samples if you want, but most of the pertinent code is up on the SO question. Thanks!

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