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  • Can you work for the big (Google, Microsoft, Facebook etc.) without getting too much involved?

    - by Developer Art
    Having seen people talking about interviewing and working for the big companies, I keep wondering how much are you expected to actually get involved in there. 1) That's because I keep seeing folks from Google and Microsoft and others writing in forums, blogging, tweeting, speaking at conferences and seemingly doing this on the 24/7/365 basis from their office, apartment, hotel and even plane. Are you really expected to commit that much if you come to work for them? Do they want you to think about your work while you're eating, sleeping, taking a shower, making love and so on? Can you in fact "switch off" at five and go home forgetting everything? Perhaps you have a hobby, family life, kids, friends, personal projects anyone? Is it so that if you work for the big then you're expected not to have any life outside of the company? You can't develop own projects, have own clients and just have another life? 2) One other thing is the work contracts the big use. I've heard for instance that when you join Microsoft you need to provide a list of projects you're currently working on and after that anything new you'll come up with during your employment automatically belongs to the company. Are all of the big doing this? Can you deny signing a contract until such clause is removed or with the big it is "take it or leave it" because the legal department won't accept any change? Can you make them write the contract in that manner that they step away from anything you've developed in your private time? Of all the big I have only been at SAP during my internship. Lately while browsing through the old papers I've found my old contact which stipulated they owned everything I developed or invented during my employment, which I would never have signed these days. On a side note I don't think I would return to SAP since I remember most people there were clueless and provided the impression they were simply sitting out their years waiting for the retirement. But anyway, what do the other big put in their contracts? How far do you get involved when you go working for the big? Or perhaps fully committed with your body and soul? P.S. I'm not planning to join any of them I'm just curious.

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  • RadioButtons and Lambda Expressions

    - by MightyZot
    Radio buttons operate in groups. They are used to present mutually exclusive lists of options. Since I started programming in Windows 20 years ago, I have always been frustrated about how they are implemented. To make them operate as a group, you put your radio buttons in a group box. Conversely, to group radio buttons in HTML, you simply give them all the same name. Radio buttons with the same name or ID in HTML operate as one mutually exclusive group of options. In C#, all your radio buttons must have unique names and you use group boxes to group them. I’m in the process of converting some old code to C# and I’m tasked with creating a user control with groups of radio buttons on it. I started out writing the traditional switch…case statements to check the appropriate radio button based upon value, loops to uncheck them all, etc. Then it occurred to me that I could stick the radio buttons in a Dictionary or List and use Lambda expressions to make my code a lot more maintainable. So, here is what I ended up with: Here is a dictionary that contains my list of radio buttons and their values. I used their values as the keys, so that I can select them by value. Now, instead of using loops and switch…case statements to control the radio buttons, I use the lambda syntax and extension methods. Selecting a Radio Button by Value This code is inside of a property accessor, so “value” represents the value passed into the property accessor. The “First” extension method uses the delegate represented by the lambda expression to select the radio button (actually KeyValuePair) that represents the passed in value. Finally, the resulting checkbox is checked. Since the radio buttons are in the same group, they function as a group, the appropriate radio button is selected while the others are unselected. Reading the Value This is the get accessor for the property that returns the value of the checked radio button. Now, if you’re using binding, this code is likely not necessary; however, I didn’t want to use binding in this case, so I think this is a good alternative to the traditional loops and switch…case statements.

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Tricky situation with EF and Include while projecting (Select / SelectMany)

    - by Vincent Grondin
    Originally posted on: http://geekswithblogs.net/vincentgrondin/archive/2014/06/07/tricky-situation-with-ef-and-include-while-projecting-select.aspxHello, the other day I stumbled on a problem I had a while back with EF and Include method calls and decided this was it and I was going to blog about it…  This would sort of to pin it inside my head and maybe help others too !  So I was using DBContext and wanted to query a DBSet and include some of it’s associations and in the end, do a projection to get a list of Ids…   At first it seems easy…  Query your DBSet, call Include right afterward, then code the rest of your statement with the appropriate where clause and then, do the projection…   Well it wasn’t that easy as my query required I code my where on some entities a few degree further in the association chain and most of these links where “Many”…  I had to do my projection right away with the SelectMany method.  So I did my stuff and tested the query….  no association where loaded…  My Include statement was simply ignored !  Then I remembered this behavior and how to get it to work…  You need to move the Include AFTER your first projection (Select or SelectMany).  So my sequence became:   Query the DBSet, do the projection with SelectMany, Include the associations, code the where clause and do the final projection…. but it wouldn’t compile…   It kept saying that it could not find an “Include” method on an IQueryable… which is perfectly true!  I knew this should work so I went to the definition of the DBset and saw it inherited DBQuery and sure enough the include method was there…  So I had to cast my statement from start until the end of the first projection in a DBQuery then do the Includes and then the rest of my query….   Bottom line is, whenever your Include statement seem to be ignored, then maybe you will need to move them further down in your query and cast your statement in whatever class gives you access to the Include…   Happy coding all !

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • The Problem Should Define the Process, Not the Tool

    - by thatjeffsmith
    All around awesome tool, but not the only gadget in your toolbox.I’m stepping down from my SQL Developer pulpit today and standing up on my philosophical soap box. I’m frequently asked to help folks transition from one set of database tools over to Oracle SQL Developer, which I’m MORE than happy to do. But, I’m not looking to simply change the way people interact with Oracle database. What I care about is your productivity. Is there a faster, more efficient way for you to connect the dots, get from A to B, or just get home to your kids or to the pub for happy hour? If you have defined a business process around a specific tool, what happens when that tool ‘goes away?’ Does the business stop? No, you feel immediate pain until you are able to re-implement the process using another mechanism. Where I get confused, or even frustrated, is when someone asks me to redesign our tool to match their problem. Tools are just tools. Saying you ‘can’t load your data anymore because XYZ’ isn’t valid when you could easily do that same task via SQL*Loader, Create Table As Selects, or 9 other different mechanisms. Sometimes changes brings opportunity for improvement in the process. Don’t be afraid to step back and re-evaluate a problem with a fresh set of eyes. Just trying to replicate your process in another tool exactly as it was done in the ‘old tool’ doesn’t always make sense. Quick sidebar: scheduling a Windows program to kick off thousands if not millions of table inserts from Excel versus using a ‘proper’ server process using SQL*Loader and or external tables means sacrificing scalability and reliability for convenience. Don’t let old habits blind you to new solutions and possibilities. Of couse I’m not going to sit here and say that our tools aren’t deficient in some areas or can’t be improved upon. But I bet if we work together we can find something that’s not only better for the business, but is also better for you. What do you ‘miss’ since you’ve started using SQL Developer as your primary Oracle database tools? I’d love to start a thread here and share ideas on how we can better serve you and your organizations needs. The end solution might not look exactly what you have in mind starting out, but I had no idea I’d be a Product Manager when I started college either What can you no longer ‘do’ since you picked up SQL Developer? What hurts more than it should? What keeps you from being great versus just good?

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  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

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  • Configuring trace file size and number in WebCenter Content 11g

    - by Kyle Hatlestad
    Lately I've been doing a lot of debugging using the System Output tracing in WebCenter Content 11g.  This is built-in tracing in the content server which provides a great level of detail on what's happening under the hood.  You can access the settings as well as a view of the tracing by going to Administration -> System Audit Information.  From here, you can select the tracing sections to include.  Some of my personal favorites are searchquery,  systemdatabase, userstorage, and indexer.  Usually I'm trying to find out some information regarding a search, database query, or user information.  Besides debugging, it's also very helpful for performance tuning. One of the nice tricks with the tracing is it honors the wildcard (*) character.  So you can put in 'schema*' and gather all of the schema related tracing.  And you can notice if you select 'all' and update, it changes to just a *.   To view the tracing in real-time, you simply go to the 'View Server Output' page and the latest tracing information will be at the bottom. This works well if you're looking at something pretty discrete and the system isn't getting much activity.  But if you've got a lot of tracing going on, it would be better to go after the trace log file itself.  By default, the log files can be found in the <content server instance directory>/data/trace directory. You'll see it named 'idccs_<managed server name>_current.log.  You may also find previous trace logs that have rolled over.  In this case they will identified by a date/time stamp in the name.  By default, the server will rotate the logs after they reach 1MB in size.  And it will keep the most recent 10 logs before they roll off and get deleted.  If your server is in a cluster, then the trace file should be configured to be local to the node per the recommended configuration settings. If you're doing some extensive tracing and need to capture all of the information, there are a couple of configuration flags you can set to control the logs. #Change log size to 10MB and number of logs to 20FileSizeLimit=10485760FileCountLimit=20 This is set by going to Admin Server -> General Configuration and entering them in the Additional Configuration Variables: section.  Restart the server and it should take on the new logging settings. 

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  • How to refactor a method which breaks "The law of Demeter" principle?

    - by dreza
    I often find myself breaking this principle (not intentially, just through bad design). However recently I've seen a bit of code that I'm not sure of the best approach. I have a number of classes. For simplicity I've taken out the bulk of the classes methods etc public class Paddock { public SoilType Soil { get; private set; } // a whole bunch of other properties around paddock information } public class SoilType { public SoilDrainageType Drainage { get; private set; } // a whole bunch of other properties around soil types } public class SoilDrainageType { // a whole bunch of public properties that expose soil drainage values public double GetProportionOfDrainage(SoilType soil, double blockRatio) { // This method does a number of calculations using public properties // exposed off SoilType as well as the blockRatio value in some conditions } } In the code I have seen in a number of places calls like so paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); or within the block object itself in places it's Soil.Drainage.GetProportionOfDrainage(this.Soil, this.GetBlockRatio()); Upon reading this seems to break "The Law of Demeter" in that I'm chaining together these properties to access the method I want. So my thought in order to adjust this was to create public methods on SoilType and Paddock that contains wrappers i.e. on paddock it would be public class Paddock { public double GetProportionOfDrainage() { return Soil.GetProportionOfDrainage(this.GetBlockRatio()); } } on the SoilType it would be public class SoilType { public double GetProportionOfDrainage(double blockRatio) { return Drainage.GetProportionOfDrainage(this, blockRatio); } } so now calls where it used would be simply // used outside of paddock class where we can access instances of Paddock paddock.GetProportionofDrainage() or this.GetProportionOfDrainage(); // if used within Paddock class This seemed like a nice alternative. However now I have a concern over how would I enforce this usage and stop anyone else from writing code such as paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); rather than just paddock.GetProportionOfDrainage(); I need the properties to remain public at this stage as they are too ingrained in usage throughout the code block. However I don't really want a mixture of accessing the method on DrainageType directly as that seems to defeat the purpose altogether. What would be the appropiate design approach in this situation? I can provide more information as required to better help in answers. Is my thoughts on refactoring this even appropiate or should is it best to leave it as is and use the property chaining to access the method as and when required?

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  • Hierachies....from the Top Down

    - by Joe G
    I've been struggling with how to write on the topic of the importance of hierarchy design.  It's not so much that hierarchies haven't always been important, it's more of that with Fusion, the timing of when the hierarchies are designed should take a higher priority.    I will attempt to explain..... When I was implementing applications, back in the day, we had the list of detailed account values to enter with the obvious parent accounts. Then, after the setup was complete and things were functioning, the reporting phase started.  Users explained the elements that they want on the reports, what totals should be included, and how things should be compared.  Frequently, there was at least one calculation that became a nightmare either because it was based on very specific things that didn't relate to anything else or because it was "hardcoded" so that when something changed, someone need to "fix" the report. With Fusion, the process changes slightly.  You still want to enter all of the detailed accounts, but before you start adding parent values, you should investigate the reporting requirements from the top-down.  It's better to build hierarchies based on the reporting requirements than it is to build reports based on random hierarchies. Build reports based on hierarchies that resemble the reports themselves, and maintain the hierarchies without rework of the reports. For example, if you look at an income statement, you may have line items for Material Costs, Employee Costs, Travel & Entertainment, and Total Operating Expenses.  In your hierarchy, you have detail values that roll up to Material Costs, Employee Costs, and Travel & Entertainment which roll up to Total Operating Expenses. Balances are stored automatically in the cube for each of these.  When you define the report, you pick each of these members - no calculations required.  If a new detail value is added, you simply add it to the hierarchy, and there is no need to modify the report. I realize that there are always exceptions that require special handling, but I am confident that you will end up with much fewer exceptions if you make reporting a priority and design your hierarchies from the top-down.

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  • High-Powered Sites for low Cost

    - by HighAltitudeCoder
    Ahh, I am experiencing the intimidation of my very first post - visible by the whole world. Ok, here goes.   This first post is nothing exceptional.  It is simply a recommendation based (fittingly, I suppose) upon the job search you may be gearing up for.  I find myself in this very situation right now.  And, I will take my own recommendation after posting this entry. Job-Seekers: To the left you will notice two links under "Recommended Learning".  I have found these links to be invaluable when it comes to re-tooling, re-familiarizing, or otherwise resharping my skills when looking for that next job. Often, you will find job-postings with the text, usually posted after a laborious list of qualifications indicating the company's desire to hire candidates who know what they are doing: "...Looking for a candidate who can hit the ground running...".  The interesting thing about this post to me is I've encountered many individuals who, after speaking and working with them for some time, I've realized are perfectly capable of hitting the ground running - and FAST.  But what if they speed off in the wrong direction? The next time you spearhead a major task in your job, ask yourself: Am I headed in the wrong direction?  There are many ways to do this.  In fact, I've found in this new field there are more tempting ways to steer your project in the wrong direction than there are good ones.  I don't want to suggest that every one of my posts will fall into the "right direction" category, however I do think a healthy dose of introspection of the pros and cons will always be beneficial before you set off. That said, allow me to expound on the previously mentioned links. These web sites are invaluable.  They demonstrate the capabilities of existing as well as new and upcoming tools available in several IDE's.  I've viewed many tutorials in LearnVisualStudio.NET, and only one or two so far in TrainingSpot, however I've been delighted in their simplicity and straightforward approach to proper usage of the particular tool or concept being discussed.  They have not (so far in my experience) demonstrated ways in which to use the tools that become cumbersome, impractical, or error-prone. Each website has step-by-step videos that can be paused, replayed, and most importantly, they are done in real time.  As the author is typing, the viewer gets to experience the coding experience from a first-person perspective, including syntax errors, unexpected behaviors, IDE setup idiosyncracies, everything.  A subtle value I've gained from these videos is that a certain degree of confusion and introspection is normal when working with new tools and exploring new paths.  They (as well as your own experience) are not to be feared, but enjoyed.  I highly recommend them. Good work, guys!

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  • Entity Framework 5, separating business logic from model - Repository?

    - by bnice7
    I am working on my first public-facing web application and I’m using MVC 4 for the presentation layer and EF 5 for the DAL. The database structure is locked, and there are moderate differences between how the user inputs data and how the database itself gets populated. I have done a ton of reading on the repository pattern (which I have never used) but most of my research is pushing me away from using it since it supposedly creates an unnecessary level of abstraction for the latest versions of EF since repositories and unit-of-work are already built-in. My initial approach is to simply create a separate set of classes for my business objects in the BLL that can act as an intermediary between my Controllers and the DAL. Here’s an example class: public class MyBuilding { public int Id { get; private set; } public string Name { get; set; } public string Notes { get; set; } private readonly Entities _context = new Entities(); // Is this thread safe? private static readonly int UserId = WebSecurity.GetCurrentUser().UserId; public IEnumerable<MyBuilding> GetList() { IEnumerable<MyBuilding> buildingList = from p in _context.BuildingInfo where p.Building.UserProfile.UserId == UserId select new MyBuilding {Id = p.BuildingId, Name = p.BuildingName, Notes = p.Building.Notes}; return buildingList; } public void Create() { var b = new Building {UserId = UserId, Notes = this.Notes}; _context.Building.Add(b); _context.SaveChanges(); // Set the building ID this.Id = b.BuildingId; // Seed 1-to-1 tables with reference the new building _context.BuildingInfo.Add(new BuildingInfo {Building = b}); _context.GeneralInfo.Add(new GeneralInfo {Building = b}); _context.LocationInfo.Add(new LocationInfo {Building = b}); _context.SaveChanges(); } public static MyBuilding Find(int id) { using (var context = new Entities()) // Is this OK to do in a static method? { var b = context.Building.FirstOrDefault(p => p.BuildingId == id && p.UserId == UserId); if (b == null) throw new Exception("Error: Building not found or user does not have access."); return new MyBuilding {Id = b.BuildingId, Name = b.BuildingInfo.BuildingName, Notes = b.Notes}; } } } My primary concern: Is the way I am instantiating my DbContext as a private property thread-safe, and is it safe to have a static method that instantiates a separate DbContext? Or am I approaching this all wrong? I am not opposed to learning up on the repository pattern if I am taking the total wrong approach here.

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  • Practices for domain models in Javascript (with frameworks)

    - by AndyBursh
    This is a question I've to-and-fro'd with for a while, and searched for and found nothing on: what're the accepted practices surrounding duplicating domain models in Javascript for a web application, when using a framework like Backbone or Knockout? Given a web application of a non-trivial size with a set of domain models on the server side, should we duplicate these models in the web application (see the example at the bottom)? Or should we use the dynamic nature to load these models from the server? To my mind, the arguments for duplicating the models are in easing validation of fields, ensuring that fields that expected to be present are in fact present etc. My approach is to treat the client-side code like an almost separate application, doing trivial things itself and only relying on the server for data and complex operations (which require data the client-side doesn't have). I think treating the client-side code like this is akin to separation between entities from an ORM and the models used with the view in the UI layer: they may have the same fields and relate to the same domain concept, but they're distinct things. On the other hand, it seems to me that duplicating these models on the server side is a clear violation of DRY and likely to lead to differing results on the client- and server-side (where one piece gets updated but the other doesn't). To avoid this violation of DRY we can simply use Javascripts dynamism to get the field names and data from the server as and when they're neeed. So: are there any accepted guidelines around when (and when not) to repeat yourself in these situations? Or this a purely subjective thing, based on the project and developer(s)? Example Server-side model class M { int A DateTime B int C int D = (A*C) double SomeComplexCalculation = ServiceLayer.Call(); } Client-side model function M(){ this.A = ko.observable(); this.B = ko.observable(); this.C = ko.observable(); this.D = function() { return A() * C(); } this.SomeComplexCalculation = ko.observalbe(); return this; }l M.GetComplexValue = function(){ this.SomeComplexCalculation(Ajax.CallBackToServer()); }; I realise this question is quite similar to this one, but I think this is more about almost wholly untying the web application from the server, where that question is about doing this only in the case of complex calculation.

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • C# OpenGL problem with animation

    - by user3696303
    there is a program that simulates a small satellite and requires that a rotation animation of the satellite along the three axes. But when you try to write an animation problem during compilation: the program simply closes (shutdown occurs when swapbuffers, mainloop, redisplay), when you write the easiest programs have the same problem arose. Trying to catch exception by try-catch but here is not exception. How to solve this? I suffer with this a few days. Work in c# visual studio 2008 framework namespace WindowsFormsApplication6 { public partial class Form1 : Form { public Form1() { try { InitializeComponent(); AnT1.InitializeContexts(); } catch(Exception) { Glut.glutDisplayFunc(Draw); Glut.glutTimerFunc(50, Timer, 0); Glut.glutMainLoop(); } } void Timer(int Unused) { Glut.glutPostRedisplay(); Glut.glutTimerFunc(50, Timer, 0); } private void AnT1_Load(object sender, EventArgs e) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_RGB | Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Gl.glClearColor(255, 255, 255, 1); Gl.glViewport(0, 0, AnT1.Width, AnT1.Height); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(45, (float)AnT1.Width / (float)AnT1.Height, 0.1, 200); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); Gl.glPushMatrix(); double xy = 0.2; Gl.glTranslated(xy, 0, 0); xy += 0.2; Draw(); Glut.glutSwapBuffers(); Glut.glutPostRedisplay(); Gl.glPushMatrix(); Draw(); Gl.glPopMatrix(); } void Draw() { Gl.glLoadIdentity(); Gl.glColor3f(0.502f, 0.502f, 0.502f); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutSolidCylinder(0.7, 2, 60, 60); Gl.glLoadIdentity(); Gl.glColor3f(0, 0, 0); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutWireCylinder(0.7, 2, 20, 20); } } }

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  • Checking timeouts made more readable

    - by Markus
    I have several situations where I need to control timeouts in a technical application. Either in a loop or as a simple check. Of course – handling this is really easy, but none of these is looking cute. To clarify, here is some C# (Pseudo) code: private DateTime girlWentIntoBathroom; girlWentIntoBathroom = DateTime.Now; do { // do something } while (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now); or if (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); Now I was inspired by something a saw in Ruby on StackOverflow: Now I’m wondering if this construct can be made more readable using extension methods. My goal is something that can be read like “If girlWentIntoBathroom is more than 10 seconds ago” 1st attempt if (girlWentIntoBathroom > (10).Seconds().Ago()) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); So I wrote an extension for integer that converts the integer into a TimeSpan public static TimeSpan Seconds(this int amount) { return new TimeSpan(0, 0, amount); } After that, I wrote an extension for TimeSpan like this: public static DateTime Ago(this TimeSpan diff) { return DateTime.Now.Add(-diff); } This works fine so far, but has a great disadvantage. The logic is inverted! Since girlWentIntoBathroom is a timestamp in the past, the right side of the equation needs to count backwards: impossible. Just inverting the equation is no solution, because it will invert the read sentence as well. 2nd attempt So I tried something new: if (girlWentIntoBathroom.IsMoreThan(10).SecondsAgo()) MessageBox.Show("Knock louder"); else MessageBox.Show("Wait a little longer"); IsMoreThan() needs to transport the past timestamp as well as the span for the extension SecondsAgo(). It could be: public static DateWithIntegerSpan IsMoreThan(this DateTime baseTime, int span) { return new DateWithIntegerSpan() { Date = baseTime, Span = span }; } Where DateWithIntegerSpan is simply: public class DateWithIntegerSpan { public DateTime Date {get; set;} public int Span { get; set; } } And SecondsAgo() is public static bool SecondsAgo(this DateWithIntegerSpan dateAndSpan) { return dateAndSpan.Date.Add(new TimeSpan(0, 0, dateAndSpan.Span)) < DateTime.Now; } Using this approach, the English sentence matches the expected behavior. But the disadvantage is, that I need a helping class (DateWithIntegerSpan). Has anyone an idea to make checking timeouts look more cute and closer to a readable sentence? Am I a little too insane thinking about something minor like this?

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  • Should i continue my self-taught coding practice or learn how to do coding professionally?

    - by G1i1ch
    Lately I've been getting professional work, hanging out with other programmers, and making friends in the industry. The only thing is I'm 100% self-taught. It's caused my style to extremely deviate from the style of those that are properly trained. It's the techniques and organization of my code that's different. It's a mixture of several things I do. I tend to blend several programming paradigms together. Like Functional and OO. I lean to the Functional side more than OO, but I see the use of OO when something would make more sense as an abstract entity. Like a game object. Next I also go the simple route when doing something. When in contrast, it seems like sometimes the code I see from professional programmers is complicated for the sake of it! I use lots of closures. And lastly, I'm not the best commenter. I find it easier just to read through my code than reading the comment. And most cases I just end up reading the code even if there are comments. Plus I've been told that, because of how simply I write my code, it's very easy to read it. I hear professionally trained programmers go on and on about things like unit tests. Something I've never used before so I haven't even the faintest idea of what they are or how they work. Lots and lots of underscores "_", which aren't really my taste. Most of the techniques I use are straight from me, or a few books I've read. Don't know anything about MVC, I've heard a lot about it though with things like backbone.js. I think it's a way to organize an application. It just confuses me though because by now I've made my own organizational structures. It's a bit of a pain. I can't use template applications at all when learning something new like with Ubuntu's Quickly. I have trouble understanding code that I can tell is from someone trained. Complete OO programming really leaves a bad taste in my mouth, yet that seems to be what EVERYONE else is strictly using. It's left me not that confident in the look of my code, or wondering whether I'll cause sparks when joining a company or maybe contributing to open source projects. In fact I'm rather scared of the fact that people will eventually be checking out my code. Is this just something normal any programmer goes through or should I really look to change up my techniques?

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  • Have You Visited the New Procurement Enhancement Request Community?

    - by LuciaC
    Have you visited the new Procurement Enhancement Request Community yet?  If not, we strongly encourage you to visit this site to vote on current Enhancement Requests (ERs) available through the ‘Quick Preview of Voting List’.  You can also vote on any ER currently displayed.  Have an ER that is not listed?  Simply add it by creating a thread stating the ER and any detailed information you would like to include.  If the ER already exists in the database, we will add the ER # to the thread so that development can provide updates around the requested ERs. This community is your one-stop source for all Enhancement information.  It is being monitored regularly by development and soon we will be posting some updates around some of the top voted Enhancement Requests.  Know that your vote counts!  By voting, you will bring forward those ERs that impact the Procurement Suite's value and usability.  Is your request industry specific?  Let us know by posting this information in the body of the thread.  We have a team monitoring these ERs and will be happy to highlight industry specific ERs to ensure they also get equal visibility! Coming Soon:  A list of the Top implemented ERs!  Development has been working hard to make improvements to the Procurement Suite of Products and they want you to know about them!  Until then, check out the Best Practices Section for some key ERs and how they can help your company secure the most value from your implementation!! What you need to know: The Procurement Enhancement Requests Community is your 1-stop shop for the latest information on Enhancements! The Community allows you to vote on ERs bringing visibility to the collective audience interest in value and usability recommendations. Your place to submit any new enhancement requests. Get the latest on top Procurement Enhancement Requests (ERs) - know when an improvement is PLANNED, COMING SOON, and DELIVERED. This Community is owned and managed by the Oracle Procurement Development team! Let your voice be heard by telling us what you want to see implemented in the Procurement Suite.

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  • OSB unit testing, part 1 by Qualogy

    - by JuergenKress
    First you need to implement the simple bpel process like this : In my current project, I inherited a lot of OSB components that have been developed by (former) team members, but they all lack unit tests. This is a situation I really dislike, since this makes it much harder to refactor or bug-fix the existing code base. So, for all newly created components (and components I have to bug-fix) I strive to add unit tests. Of course, the unit tests will be created using my favourite testing tool: soapUI ! Unit of test The unit test should be created for the service composition, which in OSB terms should be the proxy service combination with its business service. Now, since you do not want to rely on any other services, you should provide mock services for all services invoked from your Component-Under-Test. In a previous article, I wrote about mocking your services in soapUI. While this approach would also be valid here, creating a mock service (and certainly deploying it on a separate WebServer) does violate one of the core principles of unit testing: to make your unit tests as self-contained as possible, i.e. not depending on any external components. In this article, I will show you how to achieve this by simply providing a mock response inside your unit test. Scenario The scenario I implement for testing is a simple currency converter; the external request consists of a from and a to currency, and an amount (in currency from). The service will perform an exchange rate lookup using the WebServiceX CurrencyConverter and return a response to the caller consisting of both the source and target currencies and amounts. For the purpose of unit testing, I will implement a mock response for the exchange rate lookup. Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Qualogy,OSB,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Will not supporting IE or older browsers drive away potential visitors/users of my site? [closed]

    - by XToro
    Normally a SO browser but this question doesn't fit there, hopefully it fits here. I just want to ask from web designers' point of view if it's wrong to not care about supporting Internet Explorer or older browsers. The site I'm designing looks great in all browsers except IE9-. There are certain things that IE doesn't support or behave like other browsers; webkit stuff, some CSS styles, drop-and-drop files from OS etc etc, but it all works great in Safari, FireFox, Chrome etc. Should I be that concerned? I know there are several people that use IE, but it's limitations have just been causing me more work by having to come up with workarounds. From what I've read, many of the issues I've been having should be solved with IE10, but not everybody keeps up to date. I know of several people who are still using IE6! Again, I'm hoping this is the right place to ask a question like this, and if not, please point me to the right stack exchange site instead of just downvoting me. Thanks! EDIT: Upon further research.... So far this year, IE(all versions) and Chrome have been neck and neck as the top, with IE only squeaking by Chrome, and FireFox a close 3rd. But looking at the top 10 browsers, IE6 doesn't even show up on this list in which the lowest percentage is 1.92%. Source : http://www.w3counter.com/globalstats.php?year=2012&month=7 Having a look at this other site, IE6 shows up in 11th place out of 12, just before "Other" http://www.sitepoint.com/browser-trends-february-2012/ This makes me a little more wary of not spending more time on IE compatibility. However, my site will not be going to a live beta until October or November, and I'm hoping that IE10 will have more features coded into it. Currently, I've written my upload page which is a "drag-and-drop files from the OS" type to simply display "IE is not supported", leaving no other option for IE users to upload pictures because I've spent so much time writing the uploader which does many things other than just upload the files. I will be changing this kinda cold "Access Denied" to a suggestion to upgrade, or install other browsers, with download links for each. Big thanks for the posts here and the interesting links!

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  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • Imperative vs. component based programming [closed]

    - by AlexW
    I've been thinking about how programming and more specifically the teaching of programming is advocated amongst the community (online). Often I've heard that Ruby and RoR is an ideal platform for learning to program. I completely disagree... RoR and Ruby are based on the application of the component based paradigm, which means they are ideal for rapid application development. This is much like the MVC model in PHP and ASP.NET But, learning a proper imperative language like Java or C/C++ (or even Perl and PHP) is the only way for a new programmer to explore logic itself, and not get too bogged down in architectural concerns like the need for separation of concerns, and the preference for components. Maybe it's a personal preference thing. I rather think that the most interesting aspects to programming are the procedural bits of code I write that actually do stuff rather than the project planning, and modelling that comes about from fully object oriented engineering or simply using the MVC model. I know this may sound confused to some of you. I feel strongly though that the best way for programming to be taught is through imperative and procedural methods. Architectural (component) methods come later, if at all. After all, none of the amazing algorithms that exist were based on OOP practice! It's all procedural code when it comes to the 'magic'. OOP is useful in creating products and utilities. Algorithms are what makes things happen, and move data around, and so imperative (and/or procedural) code are what matters most. When I see programmers recommending Ruby on Rails to newbie developers, I think it's just so wrong. Just because you write less code with Ruby does not make it easier to do! It's the opposite... you have to know loads more to appreciate its succinct nature. New coders who really want to understand the nuts and bolts of coding need to go away and figure out writing methods/functions (i.e. imperative programming) and working in procedural style, in order to grasp the fundamentals, first, before looking into architectural ways of working. So, my question is: should Ruby ever be recommended as a first language? I think no (obviously)... what arguments are there for it?

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  • Extra, Extra, Read All About It- Offer Ends Soon!

    - by Kristin Rose
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Start spreading the news... Your partner news of course by submitting all interesting presentation ideas to the Oracle OpenWorld 2012 Call for Papers. Though you may not be able to serenade your customers with a voice like Sinatra’s, you can still get their attention by sharing your customer solutions, highlighting your achievements and attempting your best “Old Blue Eyes” impersonation. This call for papers will end April 9th, 2012 so don’t be a stranger in the night; instead fly your company to the moon and back by getting those papers in. May luck be a lady or simply on your side, as all accepted submission speakers will receive a complimentary pass to the event they have been accepted for. Yes you’re lovely, so why wait any longer? Join the Oracle OpenWorld 2012 ‘Rat Pack’ today by watching the video below or submitting to the call for papers. The best is yet to come, The OPN Communications Team

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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