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  • GParted wont resize extended partitions

    - by Magnum Frost
    I have dual booted windows 7 and Ubuntu 12.04 LTS and have decided that I need more space on my Ubuntu partition. I used gparted on a Live CD to shrink my Windows 7 partition (/dev/sda3) but when i try to resize the extended partition (/dev/sda4), which houses my linux partition (/dev/sda6), the right click options are greyed out and there is a key next to the extended partition. I have resized the partitions within the extended partition before to provide room, but now I can go no further with that, and need to grow the extended partition. The free space lies to the left of the extended partition and there is a small amount of free space directly to the right as well. Also, within the extended partition is /dev/sda5 (ntfs) , which I have no idea what is on it, but most of the space (3.42GB) is used, /dev/sda6 (ext4, mount point: /), my partition containing Linux, and /dev/sda7 (linux-swap). I hope you guys can help me with this because I really don't want to screw something up while trying to resize the extended partition.

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  • the web technology stack is too deep [closed]

    - by AgostinoX
    A standard state-of-the-art project requires at least jsf + spring + faces palette + orm. That's a lot of stuff. Also frameworks like spring misses to bring to the point of starting developing. Otherwise, things like spring-roo wuoldn't even exist. The solution to this may be buy support. Have dedicated people doing integration. Switch to ruby on rails. Switch to dot.net. Since this is a problem, I'm intrested in HOW people address this (java ee) specific concern.

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  • Sql Server Data Tools & Entity Framework - is there any synergy here?

    - by Benjol
    Coming out of a project using Linq2Sql, I suspect that the next (bigger) one might push me into the arms of Entity Framework. I've done some reading-up on the subject, but what I haven't managed to find is a coherent story about how SQL Server Data Tools and Entity Framework should/could/might be used together. Were they conceived totally separately, and using them together is stroking the wrong way? Are they somehow totally orthogonal and I'm missing the point? Some reasons why I think I might want both: SSDT is great for having 'compiled' (checked) and easily versionable sql and schema But the SSDT 'migration/update' story is not convincing (to me): "Update anything" works ok for schema, but there's no way (AFAIK) that it can ever work for data. On the other hand, I haven't tried the EF migration to know if it presents similar problems, but the Up/Down bits look quite handy.

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  • Using env variables with RewriteRule and ErrorDocument

    - by misterte
    Hi, I'm having problems with the following while config. my Apache server to Rewrite some urls. SetEnv PATH_TO_DIR /directory RewriteRule ^%{PATH_TO_DIR}/([a-zA-Z0-9_\-]+)/([a-zA-Z0-9_\-\.]+)/?$ /index.php?dir=$1&file=$2 ErrorDocument 404 %{PATH_TO_DIR}/index.php?dir=null&file=error This conf. used to work perfectly fine until I used SetEnv PATH... etc. I need to use this because there are lots of rules, not just those. Can anyone point out my mistake? Apache returns %{PATH_TO_DIR}/index.php?dir=null&file=error when I try anything (www.site.com/foo/bar for instance). Apache returns the ErrorDocument if i just try to fetch the index. I know it's not a problem with the rewrite rules because they work when I remove the PATH_TO_DIR variable and just hard code it. Thanks! A.

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  • Multilevel Queue Scheduling (MQS) with Round Robin

    - by stackuser
    I'm trying to use MQS to create a Gantt chart of 5 processes (P1-P5) as well as their waiting, response, and turnaround times (and averages of those metrics) within a CPU task schedule. Here's the basic table of arrival times and bursts: Here's my actual work version after ticking off the finished processes. The time quantum for each time slice is (2 queues) TQ1=4 and TQ2=3. Note that I'm doing MQS and NOT MLFQ: It just doesn't feel like I'm doing MQS right here, I know this gets a little complex but maybe someone can point out where I'm going totally wrong.

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  • Google is not treating two Austrailian schools as separate sites when both are subdomains of qld.edu.au

    - by LuckySpoon
    My question relates to two websites, each of which is a "Calvary Christian College", however in two totally different locations and unrelated to each other entirely (except by name, and domain). All schools in the state are issued a .qld.edu.au, in this case calvary.qld.edu.au and calvarycc.qld.edu.au. Now what's interesting is that these domains are crossing each other in sitelinks for searches such as "calvary christian college townsville" (if you check the sitelinks 2/6 are to a different domain). I've put a demotion in for this ages ago (we control calvary.qld.edu.au), however we're seeing no change on the results page. I have been able to get the owners of calvarycc.qld.edu.au to submit demotions for our domain, which should go in sometime this week. What can we do to tell Google that these websites are not interchangeable, despite both appearing as "subdomains" of qld.edu.au. We can possibly open channels of communication with the administrators of qld.edu.au but will need to tell them what we need to change, and at this point I'm out of ideas.

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  • PHP Script for selling software online

    - by jaypabs
    I am planning to build an ecommerce site that allow my members (including me) to upload source code and sell it online. I am thinking of creating it from scratch using codeigniter. But I am also looking for ready made script that is available online whether it is free or not. The script should have a similar functionality as binpress.com or codecanyon.net. Can anybody point to so such website that sells this kind of script? The script should be not encrypted to I can add more features if I like. Thank you

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  • At what visitor share do you stop supporting a given browser?

    - by adam
    I'm lead dev for a large website which has a higher than average percentage of IE6 users - about 4.4% of our audience. Our new version is going to make use of progressive enhancement - including transitions and effects as well as rounded corners, gradients, web fonts and other CSS techniques. Obviously there are cross-browser ways to achieve most of these things which require various amounts of work to implement. What I'm currently looking into - and what I'd like your experiences of - is how to decide at what point we draw the line between providing an enhanced experience vs just supporting the functionality. FYI, I believe that this question meets the six guidelines for great subjective questions as defined in the FAQ. I'm after answers detailing why and how, not too short, with constructive comments, experiences, facts and references. Thanks! Adam

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  • Move site from one tld to another

    - by Amol Ghotankar
    If we want to move site from say xyz.com to xyz.org. What all things we need to do to make sure seo works fine. I am doing something like Point both xyz.com and xyz.org to same ip where my site is working Use cannonical url to have xyz.org/* instead of xyz.com/* Add site to webmaster and make a change request. But problem is we are not able to 301 redirect from xyz.com to xyz.org as both are on same i/p and doing so is causing redirect loop and error. How to fix this? Please help.

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • Hands-On Course Requirement: Applicability

    - by Paul Sorensen
    Hi Everyone,Recently there has been some confusion regarding the need for partner-related candidates to meet the hands-on course requirement for tracks that require it. I thought it would be wise to clarify this point on the blog. A recurring question that we have been getting is:Question: Do partner candidates need to meet a hands-on course requirement?Answer: Yes. In order for a person to become certified they must meet the certification requirements for the track that they are pursuing (as listed on the Oracle certification web site). Regardless of candidate type - partner, customer, employee, etc. - all of the certification requirements for a track must be met. Partner-related certification candidates must therefore meet the hands-on course requirement if the track requires it (i.e. they are not exempt from any of the requirements for any given certification).Thanks!QUICK LINKSOracle certification web siteHands-on Course Attendance Requirements

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  • What to do?! Upgrading from 12.10 to 13.04 failed :(

    - by Jon Ramirez
    I got an update reminder to go from 12.10 to 13.04. I followed the instructions, was able to download the package, and started installing. Up to a point where my computer (seemed to) restart and there was just a black screen (with the backlight on) for more than an hour. Then I decided that this was too long for an installation and forced my laptop to shut down. I think that messed it up. Now I'm stuck in what seems to be 13.04 with bits of 12.10 in it. I tried to upgrade again through software updater but it goes to Partial Upgrade. But when I try that, I get this error message: "An upgrade from 'raring' to 'quantal' is not supported by this tool." Help! What should I do! I'm running my Ubuntu on my Dell Inspiron.

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • How much will cost to hire a developer who have to make a SEO software? [closed]

    - by Victor
    Hey guys, I know NOTHING about software developing but I got an amazing idea about a software. The thing is I want to know how much money I would approximately need to hire someone to do it for me. The software is gonna have a lot of features, everything is relative to SEO - link building with Web 2.0 sites, Blog comments, Video Submittion, Bookmarking, RSS, Ping Mode, Forum register and submittion, Proxy mode, ect. The point is to be all automated! I mean all profile creation is going to be automate! There are a lot of softwares but nothing is doing everything that I want. So I would like to build my own software, use it for on my own and of course I'll sell it too! So how much do you think I would need to be able to order such a software?

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  • Is committing/checking code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Can the overuse of custom taglibs disrupt the outsourcing of html designers?

    - by Renato Gama
    Yesterday me and a friend were talking about the overuse of custom taglibs! We create taglibs for everything! We create taglibs in order to wrap jQuery UI elements (tabs, button, etc), and other plugins elements as well. We often wrap them together in a single component. We use taglibs in a point that we almost have no pure html within the body tag. Our question is: is this a healthy habit??? Imagine two situations: 1) We hire an html designer and have the cost of a month for him to learn all this stuff. 2) We want to outsource the html development but no company would get our taglib library to learn, OR it become more expensive. We love taglibs as its been a lovely shortcut for javascipt development as we write it only once. What would be the best practices in this sense, and what would you suggest? We are looking for a future-proof solution (or an argument that agrees with ours).

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  • How does one pluralize <see cref="Notation">'s?

    - by Jordan
    What is the most appropriate way of writing this comment: /// <summary> /// Order - Identifies the ordinal location of this category /// relative to other listed categories. /// </summary> if I'm wanting to wrap "category" in <see> tags? I've considered: /// <summary> /// Order - Identifies the ordinal location of this <see cref="Category"/> /// relative to other listed <see cref="Category"/>'s. /// </summary> Do you see my dilemma? Edit: I should add that I am using Visual Studio's XML Comments. So I am somewhat restricted as to the schema. I believe cref has to point to a valid type reference.

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  • HP Pavilion g6 1190sm laptop has overheat/hibernation/graphics issues

    - by Jan
    Every time I reboot or shutdown my laptop, while the laptop is booting again I get a screen (before loading the OS) that HP discovered overheating and system went into hibernation. But the point is that the laptop is not overheating nor going into hibernation by itself. Also, because of the hybrid graphics card I cannot install additional drivers. Desktop resolution and all works perfectly but I cannot use Unity 3D. Also, OpenGL doesn't work as it should (with Cairo Dock). As I've read some posts, people say that vgaswitcheroo doesn't work on 12.04 so I haven't tried it.

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  • Need Japanese IME with Dvorak keyboard with 13.10

    - by user916792
    I recently did a fresh install of 13.10 and enabled Japanese language support. In the past this seemed to work seamlessly with my other keyboard settings when I set up my Dvorak keyboard. But this time when I toggle the IME on it uses the standard QWERTY layout. Typing English uses the Dvorak layout as I expect. This just worked for me in the past to the point where I stopped paying attention to what the underlying IME is and I don't recall any special steps other then choosing my keyboard layout and enabling Japanese. Any help would be appreciated!

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  • should i concentrate on logical and puzzles part in programming, i want to be a web (flex)developer?

    - by abhilashm86
    I'm a student not good and can't easily crack at more puzzle, complex mathematics, hard logic problems? in college i studied c++, java, oops. I'm comfortable with all syntax and writing programs and using API's and doing mashups, i can do.......... but once a friend asked help on coding contest, i was in dilemma and frustration? It was simple and complex, i could not write code for those, so got scared? Is logical ability,complex mathematics, puzzles required for a developer point of view? please help and suggest methods to achieve things......

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  • Do you think code is self documenting?

    - by Desolate Planet
    This is a question that was put to me many years ago as a gradute in a job interview and it's kind of picked at my brain now and again and I've never really found a good answer that satisfies me. The interviewer in question was looking for a black and white answer, there was no middle ground. I never got the chance to ask about the rationale behind the question, but I'm curious why that question would be put to a developer and what you would learn from a yes or no answer? From my own point of view, I can read Java, Python, Delphi etc, but if my manager comes up to me and asks me how far along in a project I am and I say "The code is 80% complete" (and before you start shooting me down, I've heard this uttered in a couple of offices by developers), how exactly is that self documenting? Apologies if this question seems strange, but I'd rather ask and get some opinions on it to gain a better understanding of why it would be put to someone in an interview.

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  • How do I cleanly design a central render/animation loop?

    - by mtoast
    I'm learning some graphics programming, and am in the midst of my first such project of any substance. But, I am really struggling at the moment with how to architect it cleanly. Let me explain. To display complicated graphics in my current language of choice (JavaScript -- have you heard of it?), you have to draw graphical content onto a <canvas> element. And to do animation, you must clear the <canvas> after every frame (unless you want previous graphics to remain). Thus, most canvas-related JavaScript demos I've seen have a function like this: function render() { clearCanvas(); // draw stuff here requestAnimationFrame(render); } render, as you may surmise, encapsulates the drawing of a single frame. What a single frame contains at a specific point in time, well... that is determined by the program state. So, in order for my program to do its thing, I just need to look at the state, and decide what to render. Right? Right. But that is more complicated than it seems. My program is called "Critter Clicker". In my program, you see several cute critters bouncing around the screen. Clicking on one of them agitates it, making it bounce around even more. There is also a start screen, which says "Click to start!" prior to the critters being displayed. Here are a few of the objects I'm working with in my program: StartScreenView // represents the start screen CritterTubView // represents the area in which the critters live CritterList // a collection of all the critters Critter // a single critter model CritterView // view of a single critter Nothing too egregious with this, I think. Yet, when I set out to flesh out my render function, I get stuck, because everything I write seems utterly ugly and reminiscent of a certain popular Italian dish. Here are a couple of approaches I've attempted, with my internal thought process included, and unrelated bits excluded for clarity. Approach 1: "It's conditions all the way down" // "I'll just write the program as I think it, one frame at a time." if (assetsLoaded) { if (userClickedToStart) { if (critterTubDisplayed) { if (crittersDisplayed) { forEach(crittersList, function(c) { if (c.wasClickedRecently) { c.getAgitated(); } }); } else { displayCritters(); } } else { displayCritterTub(); } } else { displayStartScreen(); } } That's a very much simplified example. Yet even with only a fraction of all the rendering conditions visible, render is already starting to get out of hand. So, I dispense with that and try another idea: Approach 2: Under the Rug // "Each view object shall be responsible for its own rendering. // "I'll pass each object the program state, and each can render itself." startScreen.render(state); critterTub.render(state); critterList.render(state); In this setup, I've essentially just pushed those crazy nested conditions to a deeper level in the code, hiding them from view. In other words, startScreen.render would check state to see if it needed actually to be drawn or not, and take the correct action. But this seems more like it only solves a code-aesthetic problem. The third and final approach I'm considering that I'll share is the idea that I could invent my own "wheel" to take care of this. I'm envisioning a function that takes a data structure that defines what should happen at any given point in the render call -- revealing the conditions and dependencies as a kind of tree. Approach 3: Mad Scientist renderTree({ phases: ['startScreen', 'critterTub', 'endCredits'], dependencies: { startScreen: ['assetsLoaded'], critterTub: ['startScreenClicked'], critterList ['critterTubDisplayed'] // etc. }, exclusions: { startScreen: ['startScreenClicked'], // etc. } }); That seems kind of cool. I'm not exactly sure how it would actually work, but I can see it being a rather nifty way to express things, especially if I flex some of JavaScript's events. In any case, I'm a little bit stumped because I don't see an obvious way to do this. If you couldn't tell, I'm coming to this from the web development world, and finding that doing animation is a bit more exotic than arranging an MVC application for handling simple requests - responses. What is the clean, established solution to this common-I-would-think problem?

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  • Design for future changes or solve the problem at hand.

    - by Naveen
    While writing the code or during design do you try to generalize the problem at the first instance itself or try to solve that very specific problem. I am asking this because, trying to generalize the problem tends to complicate the things (which may not be necessary) and on the otherhand it will be very difficult to extend the specific solution if there is a change in the requirement. I guess the solution is to find the middle path which is easier said than done. How do you tackle this type of problem ? If you start generalizing it at what point of time you know that this much of generalization is sufficient ?

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