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  • How often is seq used in Haskell production code?

    - by Giorgio
    I have some experience writing small tools in Haskell and I find it very intuitive to use, especially for writing filters (using interact) that process their standard input and pipe it to standard output. Recently I tried to use one such filter on a file that was about 10 times larger than usual and I got a Stack space overflow error. After doing some reading (e.g. here and here) I have identified two guidelines to save stack space (experienced Haskellers, please correct me if I write something that is not correct): Avoid recursive function calls that are not tail-recursive (this is valid for all functional languages that support tail-call optimization). Introduce seq to force early evaluation of sub-expressions so that expressions do not grow to large before they are reduced (this is specific to Haskell, or at least to languages using lazy evaluation). After introducing five or six seq calls in my code my tool runs smoothly again (also on the larger data). However, I find the original code was a bit more readable. Since I am not an experienced Haskell programmer I wanted to ask if introducing seq in this way is a common practice, and how often one will normally see seq in Haskell production code. Or are there any techniques that allow to avoid using seq too often and still use little stack space?

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  • Why do memory-managed languages retain the `new` keyword?

    - by Channel72
    The new keyword in languages like Java, Javascript, and C# creates a new instance of a class. This syntax seems to have been inherited from C++, where new is used specifically to allocate a new instance of a class on the heap, and return a pointer to the new instance. In C++, this is not the only way to construct an object. You can also construct an object on the stack, without using new - and in fact, this way of constructing objects is much more common in C++. So, coming from a C++ background, the new keyword in languages like Java, Javascript, and C# seemed natural and obvious to me. Then I started to learn Python, which doesn't have the new keyword. In Python, an instance is constructed simply by calling the constructor, like: f = Foo() At first, this seemed a bit off to me, until it occurred to me that there's no reason for Python to have new, because everything is an object so there's no need to disambiguate between various constructor syntaxes. But then I thought - what's really the point of new in Java? Why should we say Object o = new Object();? Why not just Object o = Object();? In C++ there's definitely a need for new, since we need to distinguish between allocating on the heap and allocating on the stack, but in Java all objects are constructed on the heap, so why even have the new keyword? The same question could be asked for Javascript. In C#, which I'm much less familiar with, I think new may have some purpose in terms of distinguishing between object types and value types, but I'm not sure. Regardless, it seems to me that many languages which came after C++ simply "inherited" the new keyword - without really needing it. It's almost like a vestigial keyword. We don't seem to need it for any reason, and yet it's there. Question: Am I correct about this? Or is there some compelling reason that new needs to be in C++-inspired memory-managed languages like Java, Javascript and C#?

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • Are two database trips reasonable for a login system?

    - by Randolph Potter
    I am designing a login system for a project, and have an issue about it requiring two trips to the database when a user logs in. User types in username and password Database is polled and password hash is retrieved for comparative purposes (first trip) Code tests hash against entered password (and salt), and if verified, resets the session ID New session ID and username are sent back to the database to write a row to the login table, and generate a login ID for that session. EDIT: I am using a random salt. Does this design make sense? Am I missing something? Is my concern about two trips unfounded? Comments and suggestions are welcome.

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  • BDD: Getting started

    - by thom
    I'm starting with BDD and this is my story: Feature: Months and days to days In order to see months and days as days As a date conversion fan I need a webpage where users can enter days and months and convert them to days. I have some doubts ... Should I write my scenarios before coding anything or should I first write a scenario and then write code, write a scenario again and then write code, and so on ... ? If I should write my scenarios before, can my steps be approved and production code still does not get done? When should I do refactoring on my code? After the feature is done or after each scenario implementation?

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  • Dealing with curly brace soup

    - by Cyborgx37
    I've programmed in both C# and VB.NET for years, but primarily in VB. I'm making a career shift toward C# and, overall, I like C# better. One issue I'm having, though, is curly brace soup. In VB, each structure keyword has a matching close keyword, for example: Namespace ... Class ... Function ... For ... Using ... If ... ... End If If ... ... End If End Using Next End Function End Class End Namespace The same code written in C# ends up very hard to read: namespace ... { class ... { function ... { for ... { using ... { if ... { ... } if ... { ... } } } // wait... what level is this? } } } Being so used to VB, I'm wondering if there's a technique employed by c-style programmers to improve readability and to ensure that your code ends up in the correct "block". The above example is relatively easy to read, but sometimes at the end of a piece of code I'll have 8 or more levels of curly braces, requiring me to scroll up several pages to figure out which brace ends the block I'm interested in.

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  • Which is a better practice - helper methods as instance or static?

    - by Ilian Pinzon
    This question is subjective but I was just curious how most programmers approach this. The sample below is in pseudo-C# but this should apply to Java, C++, and other OOP languages as well. Anyway, when writing helper methods in my classes, I tend to declare them as static and just pass the fields if the helper method needs them. For example, given the code below, I prefer to use Method Call #2. class Foo { Bar _bar; public void DoSomethingWithBar() { // Method Call #1. DoSomethingWithBarImpl(); // Method Call #2. DoSomethingWithBarImpl(_bar); } private void DoSomethingWithBarImpl() { _bar.DoSomething(); } private static void DoSomethingWithBarImpl(Bar bar) { bar.DoSomething(); } } My reason for doing this is that it makes it clear (to my eyes at least) that the helper method has a possible side-effect on other objects - even without reading its implementation. I find that I can quickly grok methods that use this practice and thus help me in debugging things. Which do you prefer to do in your own code and what are your reasons for doing so?

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  • Everything has an Interface [closed]

    - by Shane
    Possible Duplicate: Do I need to use an interface when only one class will ever implement it? I am taking over a project where every single real class is implementing an Interface. The vast majority of these interfaces are implemented by a single class that share a similar name and the exact same methods (ex: MyCar and MyCarImpl). Almost no 2 classes in the project implement more than the interface that shares its name. I know the general recommendation is to code to an interface rather than an implementation, but isn't this taking it a bit too far? The system might be more flexible in that it is easier to add a new class that behaves very much like an existing class. However, it is significantly harder to parse through the code and method changes now require 2 edits instead of 1. Personally, I normally only create interfaces when there is a need for multiple classes to have the same behavior. I subscribe to YAGNI, so I don't create something unless I see a real need for it. Am I doing it all wrong or is this project going way overboard?

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  • Stuff you learned in school, that you have never used again?

    - by Mercfh
    Obviously we learn plenty of things in our University/College/Whatever that probably don't apply to everyday use, but is there anything that stands out particularly? Maybe something that was concentrated ALOT on? For me it was def. 2 things: OO Concepts and Pointers I still use OO, but not nearly to the amount people made it out to be, i can see where it'd be useful but in my line of work we don't have huge amounts of classes, maybe a couple at most. And there certainly isn't much OO reuse (i finally figured out what that means lol) Pointers are another thing, again I can see where they'd be useful...however I barely barely ever touch them, nor do the others I work with. I guess language choice has alot to do with that but still. What about you guys? edit: For those who are asking I work for a Large Printer company, and most of the Applications we work on are Java+XML and Actionscript for "Printer Apps". But we are moving towards other languages (think like webkits and stuff). So the Code amounts per parts are quite small. I never say OO wasn't useful I just said I personally havent seen it used in my workplace much.

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • Is that true that .Net will be dumped by Microsoft in Windows 8? [closed]

    - by Dee Jay
    Possible Duplicate: What does Windows 8 mean for the future of .NET? Ok, I read this question and someone pointed that C# will be sidelined in next version of windows. There is a link in that question pointed at another link, i.e. this one: Dumping .NET - Microsoft's Madness Is that true that .Net will be dumped by Microsoft in Windows 8? Someone with insider information please share with us your opinions. I'm deeply worried about this.

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  • Single or multiple return statements in a function [on hold]

    - by Juan Carlos Coto
    When writing a function that can have several different return values, particularly when different branches of code return different values, what is the cleanest or sanest way of returning? Please note the following are really contrived examples meant only to illustrate different styles. Example 1: Single return def my_function(): if some_condition: return_value = 1 elif another_condition: return_value = 2 else: return_value = 3 return return_value Example 2: Multiple returns def my_function(): if some_condition: return 1 elif another_condition: return 2 else: return 3 The second example seems simpler and is perhaps more readable. The first one, however, might describe the overall logic a bit better (the conditions affect the assignment of the value, not whether it's returned or not). Is the second way preferable to the first? Why?

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  • Should I forward the a call to .Equals onto .Equals<T>?

    - by Jaimal Chohan
    So, I've got you bog standard c# object, overriding Equalsand implementing IEquatable public override int GetHashCode() { return _name.GetHashCode(); } public override bool Equals(object obj) { return Equals(obj as Tag) } #region IEquatable<Tag> Members public bool Equals(Tag other) { if (other == null) return false; else return _name == other._name; } #endregion Now, for some reason, I used to think that forwarding the calls from Equals into Equals was bad, no idea why, perhaps I read it a long time ago, anyway I'd write separate (but logically same) code for each method. Now I think forwarding Equals to Equals is okay, for obvious reasons, but for the life me I can't remember why I thought it wasn't before. Any thoughts?

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  • Parallel Class/Interface Hierarchy with the Facade Design Pattern?

    - by Mike G
    About a third of my code is wrapped inside a Facade class. Note that this isn't a "God" class, but actually represents a single thing (called a Line). Naturally, it delegates responsibilities to the subsystem behind it. What ends up happening is that two of the subsystem classes (Output and Timeline) have all of their methods duplicated in the Line class, which effectively makes Line both an Output and a Timeline. It seems to make sense to make Output and Timeline interfaces, so that the Line class can implement them both. At the same time, I'm worried about creating parallel class and interface structures. You see, there are different types of lines AudioLine, VideoLine, which all use the same type of Timeline, but different types of Output (AudioOutput and VideoOutput, respectively). So that would mean that I'd have to create an AudioOutputInterface and VideoOutputInterface as well. So not only would I have to have parallel class hierarchy, but there would be a parallel interface hierarchy as well. Is there any solution to this design flaw? Here's an image of the basic structure (minus the Timeline class, though know that each Line has-a Timeline): NOTE: I just realized that the word 'line' in Timeline might make is sound like is does a similar function as the Line class. They don't, just to clarify.

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  • How to implement child-parent aggregation link in C++?

    - by Giorgio
    Suppose that I have three classes P, C1, C2, composition (strong aggregation) relations between P <>- C1 and P <>- C2, i.e. every instance of P contains an instance of C1 and an instance of C2, which are destroyed when the parent P instance is destroyed. an association relation between instances of C1 and C2 (not necessarily between children of the same P). To implement this, in C++ I normally define three classes P, C1, C2, define two member variables of P of type boost::shared_ptr<C1>, boost::shared_ptr<C2>, and initialize them with newly created objects in P's constructor, implement the relation between C1 and C2 using a boost::weak_ptr<C2> member variable in C1 and a boost::weak_ptr<C1> member variable in C2 that can be set later via appropriate methods, when the relation is established. Now, I also would like to have a link from each C1 and C2 object to its P parent object. What is a good way to implement this? My current idea is to use a simple constant raw pointer (P * const) that is set from the constructor of P (which, in turn, calls the constructors of C1 and C2), i.e. something like: class C1 { public: C1(P * const p, ...) : paren(p) { ... } private: P * const parent; ... }; class P { public: P(...) : childC1(new C1(this, ...)) ... { ... } private: boost::shared_ptr<C1> childC1; ... }; Honestly I see no risk in using a private constant raw pointer in this way but I know that raw pointers are often frowned upon in C++ so I was wondering if there is an alternative solution.

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  • How Does The Maybe Monad Relate To The Option Type?

    - by Onorio Catenacci
    I was doing a presentation on F# and was discussing the Option type when someone in the audience asked me if the Option type is F#'s implementation of the maybe monad. I know that's not the case but I did want to ask how the two concepts are related. I mean it seems to me that an option type might be the result of the operation of a maybe monad but I'm not even sure of that. Would someone elucidate the relationship between the maybe monad and the option type in those functional languages which support it?

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • What are your worst experiences with whitespace?

    - by CheeseConQueso
    What are some good examples of whitespace being the cause of any type of error and/or total disruption of scripts and/or markups? I am more interested in any accounts related to languages that are used commonly today, but I would like to hear about any cases in general. PS - This should be a wiki, but I don't know what happened to the "make this a wiki" check box. If someone comes across this with the rights to set it as a "wiki", please do so. If SO decided they wanted to keep away from wiki's altogether, please comment me about that. Thanks

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  • Learning good OOP design & unlearning some bad habits

    - by Nick
    I have been mostly a C programmer so far in my career with knowledge of C++. I rely on C++ mostly for the convenience STL provides and I hardly ever focus on good design practices. As I have started to look for a new job position, this bad habit of mine has come back to haunt me. During the interviews, I have been asked to design a problem (like chess, or some other scenario) using OOP and I doing really badly at that (I came to know this through feedback from one interview). I tried to google stuff and came up with so many opinions and related books that I don't know where to begin. I need a good through introduction to OOP design with which I can learn practical design, not just theory. Can you point me to any book which meets my requirements ? I prefer C++, but any other language is fine as long as I can pick-up good practices. Also, I know that books can only go so far. I would also appreciate any good practice project ideas that helped you learn and improve your OOP concepts. Thanks.

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  • What is So Unique About Node.js?

    - by Adrian Shum
    Recently there has been a lot of praise for Node.js. I am not a developer that has had much exposure to network application. From my bare understanding of Nodes.js, its strength is: we have only one thread handling multiple connections, providing an event-based architecture. However, for example in Java, I can create only one thread using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it to run faster too), and event-based handling architecture seems to be something not difficult to create, I am not sure why Node.js is attracting so much attention. Did I miss some important points?

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