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  • What is the philosophy/reasoning behind C#'s Pascal-casing method names?

    - by Nocturne
    I'm just starting to learn C#. Coming from a background in Java, C++ and Objective-C, I find C#'s Pascal-casing its method-names rather unique, and a tad difficult to get used to at first. What is the reasoning and philosophy behind this? I'm guessing it is because of C# properties. Unlike in Objective-C, where method names can be exactly the same as an instance variables, this is not the case with C#. I would guess one of the goals with properties (as it is with most of the languages that support it) is to make properties truly indistinguishable from variables and methods. So, one can have an "int x" in C#, and the corresponding property becomes X. To ensure that properties and methods are indistinguishable, all method names I'm guessing are also therefore expected to start with an uppercase letter. (This is just my hypothesis based on what I know of C# so far—I'm still learning). I'm very curious to know how this curious guideline came into being (given that it's not something one sees in most other languages where method names are expected to start with a lowercase letter) (EDIT: By Pascal-casing, I mean PascalCase (which is basically camelCase but starting with a capital letter). Method names typically start with a lowercase letter in most languages)

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  • How can I set a time limit for a game?

    - by Haoda Fu
    I am learning the multi-threading and timer in C# now. But it seems I can't find a good solution. For example, I would like to see how many addition problems that I can solve within 1 min. I would like my program to have A digital clock to count for 60 seconds in the top of my Console. Print a math problem in the middle of my console wait for my input. When 60 seconds is done, stop the math problem challenges immediately (most of time, it is still waiting for my input, but we will stop it immediately). Count how many correct problems that I have solved. Two challenges of the program now. a) how can we make sure the print time and math problem do not mess up. b) how can we stop the math challenges part immediately after time is up

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  • Debugging a Broken Stylesheet: CSS Background Disappears when Scroll Off Bottom of Screen

    - by nannette
    I recently worked on an existing project where we decided to add a background to the site. Whether this is a background color or background image, the same problem occured. The problem was that the background loaded fine in the screen. But when the user used the scrollbar to scroll below the bottom edge of the screen, the background immediately turned white. The footer panel was colorized as desired, but the background just disappeared. I'm going to provide my debugging steps so you can learn how...(read more)

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  • "Opportunity" to take over maintenance of a small internal website. What should I do?

    - by Dan
    I have been offered an "opportunity" to take over maintenance of a small internal website run by my group that provides information about schedules and photos of events the groups done. My manager sent me the link to the site and checked it out. The site looked clean and neat but loaded in ~5 seconds. I thought this was a little long considering the site really didn't contain a lot of content. This prompted me to take a look under the hood at the pages source code. To my horror it'd been totally hacked together using nested tables! I'm new so I really can't say no to this "opportunity" so what should I do with it? Every fiber of my being feels that the only correct thing to do is over hall the site using CSS, Div's, Span's and any other appropriate tags that a sane/good web developer would used to begin with instead of depending on the render incentive magic of tables. But I'd like to ask programmers with more experienced then me, who have been in this situation. What should I do? Is my only realistic option to leave the horror as is and only adjusting the content as requested? I'm really torn between good development and the corporate reality I'm part of. Is there some kind of middle ground where things can be made better even if they're not perfect? Thanks ahead of time.

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  • Maximum Length Of IP Address: 15 (IPv4) & 39(IPv6)

    - by Gopinath
    Problem You are designing a database table for a web application that requires to store IP address of users who visits the site. The IP address is required to be stored a character data in the table. To define size of the character column you need to know maximum length of IP address. So, what is the maximum length of an IP address? Solution The IPv4 version of IP address is in the following format 255.255.255.255 To store IPv4 address we require 15 characters. The IPv6 version of IP address is grouped into sets of 4 hex digits separated by colons, like the below 2001:0db8:85a3:0000:0000:8a2e:0370:7334 To store IPv6 address you require a 39 characters long column. Conclusion As IPv4 and IPv6 are the commonly use protocols, you better define a column with 39 characters length so that both the format address are saved in to the table without any issues. This article titled,Maximum Length Of IP Address: 15 (IPv4) & 39(IPv6), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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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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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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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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  • 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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  • 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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  • 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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  • Code and Slides from my Fall 2012 DevConnections Talks

    - by dwahlin
    Thanks to everyone who attended my sessions at the Fall 2012 DevConnections conference in Las Vegas. There was a ton of interest in different JavaScript and HTML5 topics. Here’s a picture taken after finishing up my first talk. The second one was packed (standing room only…forgot to take a picture though unfortunately) – thanks to everyone for the great questions and interest in the sessions! I really enjoyed talking with everyone that came up afterward.   As promised, here’s where you can find the code and slides I demonstrated during my talks on building an HTML5 application with a variety of technologies and structuring JavaScript code. Building the Account at a Glance ASP.NET MVC, HTML5 and jQuery Application Structuring JavaScript Code - Techniques, Strategies and Patterns If you’re on Twitter keep in touch with me through my DanWahlin alias.

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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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  • 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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  • 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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  • How to organize a Coding Dojo?

    - by Stephan
    Over on stack overflow it was asked how to organize a coding dojo (http://stackoverflow.com/questions/4338567/how-to-organize-a-coding-dojo-event). I believe that may have been the wrong forum... I wonder the same thing: how is a Codeing Dojo organized? What is the structure of a meeting? How would one pick Katas? What do you plan ahead of time? I am interested in any ideas on this as well as links to any resource that may be outlining this.

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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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  • Languages like Tcl that have configurable syntax?

    - by boost
    I'm looking for a language that will let me do what I could do with Clipper years ago, and which I can do with Tcl, namely add functionality in a way other than just adding functions. For example in Clipper/(x)Harbour there are commands #command, #translate, #xcommand and #xtranslate that allow things like this: #xcommand REPEAT; => DO WHILE .T. #xcommand UNTIL <cond>; => IF (<cond>); ;EXIT; ;ENDIF; ;ENDDO LOCAL n := 1 REPEAT n := n + 1 UNTIL n > 100 Similarly, in Tcl I'm doing proc process_range {_for_ project _from_ dat1 _to_ dat2 _by_ slice} { set fromDate [clock scan $dat1] set toDate [clock scan $dat2] if {$slice eq "day"} then {set incrementor [expr 24 * 60]} if {$slice eq "hour"} then {set incrementor 60} set method DateRange puts "Scanning from [clock format $fromDate -format "%c"] to [clock format $toDate -format "%c"] by $slice" for {set dateCursor $fromDate} {$dateCursor <= $toDate} {set dateCursor [clock add $dateCursor $incrementor minutes]} { # ... } } process_range for "client" from "2013-10-18 00:00" to "2013-10-20 23:59" by day Are there any other languages that permit this kind of, almost COBOL-esque, syntax modification? If you're wondering why I'm asking, it's for setting up stuff so that others with a not-as-geeky-as-I-am skillset can declare processing tasks.

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  • Attributes of an Ethical Programmer?

    - by ahmed
    Software that we write has ramifications in the real world. If not, it wouldn't be very useful. Thus, it has the potential to sweep across the world faster than a deadly manmade virus or to affect society every bit as much as genetic manipulation. Maybe we can't see how right now, but in the future our code will have ever-greater potential for harm or good. Of course, there's the issue of hacking. That's clearly a crime. Or is it that clear? Isn't hacking acceptable for our government in the event of national security? What about for other governments? Cases of life-and-death emergency? Tracking down deadbeat parents? Screening the genetic profile of job candidates? Where is the line drawn? Who decides? Do programmers have responsibility for how their code is used? What if a programmer writes code to pry into confidential information or copy-protected material? Does he bear responsibility along with the person who used the program? What about a programmer who knowingly or unknowingly writes code to "fix the books?" Should he be liable?

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  • How to be a zero-bug programmer?

    - by Elaine
    My boss ever told me that as a good programmer, who should be able to ensure the code he/she changed must be reliable, correct, thoroughly self-verified, who should completely understand what all the results and impacts that he/she did or revised will cause. I did try my best to be as this kind of programmer, test again and again. But.. bugs are still there. How could I be a zero-bug programmer? know every char of my code will cause and effect?

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  • Why would Java app make RPC call to itself?

    - by amphibient
    I am working with a multithreaded homegrown multi-module app in my new job. We use the the Thrift protocol to communicate RPC calls between different stand-alone applications in a distributed system. One of them listens on multiple ports and I just noticed that it actually makes an RPC call to itself from one thread invoked from one socket it listens to (web service call) to another port within the same app. I verified that it could accomplish the same thing if it just went and directly called the method that the remote procedure ultimately invokes as it is all within the same application, same JVM. To make it even more mysterious, the call is completely synchronous, i.e. no callbacks involved. The first thread totally sits and waits until it makes a call across the wire to itself and comes back. Now, I am perplexed why anybody would do it this way. It seems like calling somebody on the phone that sits in the same room as you do. Can anybody provide an explanation why the developer before me would come up with the above mentioned model? Maybe there is a reason and I am missing something.

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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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  • What is the most efficient way to study multiple languages, frameworks, and APIs as a developer?

    - by Akromyk
    I know there are those out there who have read a slurry of books on a specific technology and only code in that one particular language, but this question is aimed at those who need bounce around between using multiple technologies and yet still manage to be productive. What is the most efficient way to study multiple languages, frameworks, and APIs as a developer without becoming a cheap swiss army knife? And how much time should one dedicate to a particular subject before moving to another?

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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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