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  • Runtime of optimized Primehunter

    - by Setton
    Ok so I need some serious runtime help here! This method should take in an int value, check its primality, and return true if the number is indeed a prime. I understand why the loop only needs to go up to i squared, I understand that the worst case scenario is the case in which either the number is prime (or a multiple of a prime). But I don't understand how to quantify the actual runtime. I have done the loop myself by hand to try to understand the pattern or correlation of the number (n) and how many loops occur, but I literally feel like I keep falling into the same trap every time. I need a new way of thinking about this! I have a hint: "Think about the SIZE of the integer" which makes me want to quantify the literal number of integers in a number in relation to how many iterations it does in the for loop (floor log(n)) +1). BUT IT'S NOT WORKIIIING?! I KNOW it isn't square root n, obviously. I'm asking for Big O notation. public class PrimeHunter { public static boolean isPrime(int n) { boolean answer = (n > 1) ? true : false; //runtime = linear runtime for (int i = 2; i * i <= n; i++) //runtime = ????? { if (n % i == 0) //doesn't occur if it is a prime { answer = false; break; } } return answer; //runtime = linear runtime } }

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  • Markus Zirn, "Big Data with CEP and SOA" @ SOA, Cloud &amp; Service Technology Symposium 2012

    - by JuergenKress
    ORACLE PROMOTIONAL DISCOUNT FOR EXCLUSIVE ORACLE DISCOUNT, ENTER PROMO CODE: DJMXZ370 Early-Bird Registration is Now Open with Special Pricing! Register before July 1, 2012 to qualify for discounts. Visit the Registration page for details. The International SOA, Cloud + Service Technology Symposium is a yearly event that features the top experts and authors from around the world, providing a series of keynotes, talks, demonstrations, and panels, as well as training and certification workshops - all dedicated to empowering IT professionals to realize modern service technologies and practices in the real world. Click here for a two-page printable conference overview (PDF). Big Data with CEP and SOA - September 25, 2012 - 14:15 Speaker: Markus Zirn, Oracle and Baz Kuthi, Avocent The "Big Data" trend is driving new kinds of IT projects that process machine-generated data. Such projects store and mine using Hadoop/ Map Reduce, but they also analyze streaming data via event-driven patterns, which can be called "Fast Data" complementary to "Big Data". This session highlights how "Big Data" and "Fast Data" design patterns can be combined with SOA design principles into modern, event-driven architectures. We will describe specific architectures that combines CEP, Distributed Caching, Event-driven Network, SOA Composites, Application Development Framework, as well as Hadoop. Architecture patterns include pre-processing and filtering event streams as close as possible to the event source, in memory master data for event pattern matching, event-driven user interfaces as well as distributed event processing. Focus is on how "Fast Data" requirements are elegantly integrated into a traditional SOA architecture. Markus Zirn is Vice President of Product Management covering Oracle SOA Suite, SOA Governance, Application Integration Architecture, BPM, BPM Solutions, Complex Event Processing and UPK, an end user learning solution. He is the author of “The BPEL Cookbook” (rated best book on Services Oriented Architecture in 2007) as well as “Fusion Middleware Patterns”. Previously, he was a management consultant with Booz Allen & Hamilton’s High Tech practice in Duesseldorf as well as San Francisco and Vice President of Product Marketing at QUIQ. Mr. Zirn holds a Masters of Electrical Engineering from the University of Karlsruhe and is an alumnus of the Tripartite program, a joint European degree from the University of Karlsruhe, Germany, the University of Southampton, UK, and ESIEE, France. KEYNOTES & SPEAKERS More than 80 international subject matter experts will be speaking at the Symposium. Below are confirmed keynotes and speakers so far. Over 50% of the agenda has not yet been finalized. Many more speakers to come. View the partial program calendars on the Conference Agenda page. CONFERENCE THEMES & TRACKS Cloud Computing Architecture & Patterns New SOA & Service-Orientation Practices & Models Emerging Service Technology Innovation Service Modeling & Analysis Techniques Service Infrastructure & Virtualization Cloud-based Enterprise Architecture Business Planning for Cloud Computing Projects Real World Case Studies Semantic Web Technologies (with & without the Cloud) Governance Frameworks for SOA and/or Cloud Computing Projects Service Engineering & Service Programming Techniques Interactive Services & the Human Factor New REST & Web Services Tools & Techniques Oracle Specialized SOA & BPM Partners Oracle Specialized partners have proven their skills by certifications and customer references. To find a local Specialized partner please visit http://solutions.oracle.com 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 Mix Forum Technorati Tags: Markus Zirn,SOA Symposium,Thomas Erl,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • circles and triangles problem

    - by Faken
    Hello everyone, I have an interesting problem here I've been trying to solve for the last little while: I have 3 circles on a 2D xy plane, each with the same known radius. I know the coordinates of each of the three centers (they are arbitrary and can be anywhere). What is the largest triangle that can be drawn such that each vertice of the triangle sits on a separate circle, what are the coordinates of those verticies? I've been looking at this problem for hours and asked a bunch of people but so far only one person has been able to suggest a plausible solution (though i have no way of proving it). The solution that we have come up with involves first creating a triangle about the three circle centers. Next we look at each circle individually and calculate the equation of a line that passes through the circle's center and is perpendicular to the opposite edge. We then calculate two intersection points of the circle. This is then done for the next two circles with a result of 6 points. We iterate over the 8 possible 3 point triangles that these 6 points create (the restriction is that each point of the big triangle must be on a separate circle) and find the maximum size. The results look reasonable (at least when drawn out on paper) and it passes the special case of when the centers of the circles all fall on a straight line (gives a known largest triangle). Unfortunate i have no way of proving this is correct or not. I'm wondering if anyone has encountered a problem similar to this and if so, how did you solve it? Note: I understand that this is mostly a math question and not programming, however it is going to be implemented in code and it must be optimized to run very fast and efficient. In fact, I already have the above solution in code and tested to be working, if you would like to take a look, please let me know, i chose not to post it because its all in vector form and pretty much impossible to figure out exactly what is going on (because it's been condensed to be more efficient). Lastly, yes this is for school work, though it is NOT a homework question/assignment/project. It's part of my graduate thesis (abet a very very small part, but still technically is part of it). Thanks for your help.

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  • How do you react to non-programmers with ideas of 'The Next Big Thing' ?

    - by jiceo
    Recently and quite often, people with no programming background come and say they have this great idea that can be the next big thing and that the idea(s) is worth a fortune by itself. Then as they know I'm a programmer, they ask me if I'm willing to "code it up" for them or find someone willing to do it for next to nothing. Judging from the enthusiasm, it's like they're drunk on their idea and that that by itself is the most important thing, but they just need a programmer. My response to them, depending on my mood and their general attitude towards what we do, is something along the lines of: "Having the core of an idea is one thing. Developing it to the point that it becomes a platform that changes the world in which it lives is another, and you're going to be willing to pay proportionately to how big you think your idea is worth." Have you been approached by these business type entrepreneurs (with no technical/developer's knowledge) with such a proposal and how do you react to them?

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developper ?

    - by jokoon
    We have a big game project on Unity at school on which we are 12 to work on. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game developping companies ? Are there a lot of companies using it because they can't afford to use something else ? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is that much important in the industry ? Does it endangers the value of C++ skills ? It's not that I don't like Unity, it's just that I don't learn nothing with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • I prefer C/C++ over Unity and other tools: is it such a big downer for a game developer?

    - by jokoon
    We have a big game project using Unity at school. There are 12 of us working on it. My teacher seems to be convinced it's an important tool to teach students, since it makes students look from the high level to the lower level. I can understand his view, and I'm wondering: Is unity such an important engine in game development companies? Are there a lot of companies using it because they can't afford to use something else? He is talking like Unity is a big player in game making, but I only see it fit small indie game companies who want to do a game as fast as possible. Do you think Unity is of that much importance in the industry? Does it endanger the value of C++ skills? It's not that I don't like Unity, it's just that I don't learn anything with it, I prefer to achieve little steps with Ogre or SFML instead. Also, we also have C++ practice exercises, but those are just practice with theory, nothing much.

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  • What are some concepts people should understand before programming "big" projects?

    - by Abafei
    A person new to programming may be able to make a good small program. However, when starting to work on anything bigger than a small (think 1 C source file or Python module) program, there are some general concepts which become much more important when working on "big" (think many Python modules or C files) programs; one example is modularity, another is having a set aim. Some of these may be obvious to people who went to school to learn programming; however, people like me who did not go to programming classes sometimes have to learn these things from experience, possibly creating failed projects in the meantime. ================================================== Please explain what the concept is, and why the concept becomes more important for big programs than by small programs. Please give only 1 concept per answer.

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  • IBM : "les ordinateurs pourront voir, sentir, toucher, gouter et entendre" d'ici 5 ans, Big Blue livre ses prédictions "5 in 5"

    IBM : « les systèmes informatiques pourront voir, sentir, toucher, gouter et entendre » d'ici 5 ans Big Blue livre ses prédictions « Five in Five » Comme il est de coutume en chaque fin d'année, IBM vient de livrer ses cinq prédictions sur l'évolution de la technologie au cours des cinq années à venir. Big Blue lors de son événement « Five In Five » a publié sa vision d'un futur ou les dispositifs informatiques seront dotés des cinq sens. Ils seront capables de voir, sentir, toucher, gouter et entendre. Le toucher : un téléphone sera capable de reproduire une sensation du toucher De nos jours, les technologies haptiques et graphiques utilisées dans le domaine ...

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  • Split a big folder (and its contents) into several small new folders ?

    - by David
    Hello, By luck do you know a software on Windows (Vista) which can easily split a big folder (and its contents) into several small new folders ? notes: the new small folders should be independent the "file splitter" that I have already tested don't do alas the "folder splitter" job ! ;( Example : I have a main big folder C:\big\ (size: about 3Go) The result I need : C:\big01\ (size: about 200MB) C:\big02\ (size: about 200MB) etc... Thanks in advance ;)

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  • WCF Service behind F5 Bigip endpoint issue

    - by John
    we have WCF services hosted on IIS in 4 web servers, these web servers are behind the F5 Bigip load balancing system, SSL accelarator. When the client calls the service it'll be calling https myserver.com/myservices.svc but actually .svc will be in different servers like http web1.mysever.com/myservices.svc, http web2.mysever.com/myservices.svc, etc how do we handle this issue?

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  • WCF, Metadata and BIGIP - Can I force the correct url for the WSDL items?

    - by Yossi Dahan
    We have a WCF service hosted on ServerA which is a server with no-direct Internet access and has a non-Internet routable IP address. The service is fronted by BIGIP which handles SSL encryption and decryption and forwards the unencrypted request to ServerA (at the moment it does NOT actually do any load balancing, but that is likely to be added in the future) on a specific port. What that means is that our clients would be calling the service through https://www.OurDomain.com/ServiceUrl and would get to our service on http://SeverA:85/ServiceUrl through the BIGIP device; When we browse to the WSDL published on https://www.OurDomain.com/ServiceUrl all the addresses contained in the WSDL are based on the http://SeverA:85/ServiceUrl base address We figured out that we could use the host headers setting to set the domain, but our problem is that while this would sort out the domain, we would still be using the wrong scheme – it would use http://www.OurDomain.com/ServiceUrl while we need it to be Https. Also – as we have other services (asmx based) hosted on that server we had some issues setting the host headers, and so we thought we could get away with creating another site on the server (using, say, port 82) and set the host header on that; now, on top of the http/https problem we have an issue as the WSDL contains the port number in all the urls, where BigIP works on port 443 (for the SSL) Is there a more flexible solution than implementing Host Headers? Ideally we need to retain flexibility and ease of supportability. Thanks for any help…

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  • Removing Left Recursion in ANTLR

    - by prosseek
    As is explained in http://stackoverflow.com/questions/2652060/removing-left-recursion , there are two ways to remove the left recursion. Modify the original grammar to remove the left recursion using some procedure Write the grammar originally not to have the left recursion What people normally use for removing (not having) the left recursion with ANTLR? I've used flex/bison for parser, but I need to use ANTLR. The only thing I'm concerned about using ANTLR (or LL parser in genearal) is left recursion removal. In practical sense, how serious of removing left recursion in ANTLR? Is this a showstopper in using ANTLR? Or, nobody cares about it in ANTLR community? I like the idea of AST generation of ANTLR. In terms of getting AST quick and easy way, which method (out of the 2 removing left recursion methods) is preferable?

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  • Determining the maximum stack depth

    - by Joa Ebert
    Imagine I have a stack-based toy language that comes with the operations Push, Pop, Jump and If. I have a program and its input is the toy language. For instance I get the sequence Push 1 Push 1 Pop Pop In that case the maximum stack would be 2. A more complicated example would use branches. Push 1 Push true If .success Pop Jump .continue .success: Push 1 Push 1 Pop Pop Pop .continue: In this case the maximum stack would be 3. However it is not possible to get the maximum stack by walking top to bottom as shown in this case since it would result in a stack-underflow error actually. CFGs to the rescue you can build a graph and walk every possible path of the basic blocks you have. However since the number of paths can grow quickly for n vertices you get (n-1)! possible paths. My current approach is to simplify the graph as much as possible and to have less possible paths. This works but I would consider it ugly. Is there a better (read: faster) way to attack this problem? I am fine if the algorithm produces a stack depth that is not optimal. If the correct stack size is m then my only constraint is that the result n is n = m. Is there maybe a greedy algorithm available that would produce a good result here?

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  • Advantages of compilers for functional languages over compilers for imperative languages

    - by Onorio Catenacci
    As a follow up to this question What are the advantages of built-in immutability of F# over C#?--am I correct in assuming that the F# compiler can make certain optimizations knowing that it's dealing with largely immutable code? I mean even if a developer writes "Functional C#" the compiler wouldn't know all of the immutability that the developer had tried to code in so that it couldn't make the same optimizations, right? In general would the compiler of a functional language be able to make optimizations that would not be possible with an imperative language--even one written with as much immutability as possible?

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  • What are modern and old compilers written in?

    - by ulum
    As a compiler, other than an interpreter, only needs to translate the input and not run it the performance of itself should be not that problematic as with an interpreter. Therefore, you wouldn't write an interpreter in, let's say Ruby or PHP because it would be far too slow. However, what about compilers? If you would write a compiler in a scripting language maybe even featuring rapid development you could possibly cut the source code and initial development time by halv, at least I think so. To be sure: With scripting language I mean interpreted languages having typical features that make programming faster, easier and more enjoyable for the programmer, usually at least. Examples: PHP, Ruby, Python, maybe JavaScript though that may be an odd choice for a compiler What are compilers normally written in? As I suppose you will respond with something low-level like C, C++ or even Assembler, why? Are there compilers written in scripting languages? What are the (dis)advantages of using low or high level programming languages for compiler writing?

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  • Translate a<b to IR Trees

    - by drozzy
    I have to translate the mini-java (java like language) statements into intermediate-representation trees. But for this question I have no idea what it is asking... a>b moves a 1 or 0 into some newly defined temporary, and whose right-hand side is a temporary Does the wording make sense to anyone? (I am using the Java compilers book, and it is question 7.2d) in ch7.)

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  • Shift-reduce: when to stop reducing?

    - by Joey Adams
    I'm trying to learn about shift-reduce parsing. Suppose we have the following grammar, using recursive rules that enforce order of operations, inspired by the ANSI C Yacc grammar: S: A; P : NUMBER | '(' S ')' ; M : P | M '*' P | M '/' P ; A : M | A '+' M | A '-' M ; And we want to parse 1+2 using shift-reduce parsing. First, the 1 is shifted as a NUMBER. My question is, is it then reduced to P, then M, then A, then finally S? How does it know where to stop? Suppose it does reduce all the way to S, then shifts '+'. We'd now have a stack containing: S '+' If we shift '2', the reductions might be: S '+' NUMBER S '+' P S '+' M S '+' A S '+' S Now, on either side of the last line, S could be P, M, A, or NUMBER, and it would still be valid in the sense that any combination would be a correct representation of the text. How does the parser "know" to make it A '+' M So that it can reduce the whole expression to A, then S? In other words, how does it know to stop reducing before shifting the next token? Is this a key difficulty in LR parser generation?

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  • Finding perfect numbers in C# (optimization)

    - by paradox
    I coded up a program in C# to find perfect numbers within a certain range as part of a programming challenge . However, I realized it is very slow when calculating perfect numbers upwards of 10000. Are there any methods of optimization that exist for finding perfect numbers? My code is as follows: using System; using System.Collections.Generic; using System.Linq; namespace ConsoleTest { class Program { public static List<int> FindDivisors(int inputNo) { List<int> Divisors = new List<int>(); for (int i = 1; i<inputNo; i++) { if (inputNo%i==0) Divisors.Add(i); } return Divisors; } public static void Main(string[] args) { const int limit = 100000; List<int> PerfectNumbers = new List<int>(); List<int> Divisors=new List<int>(); for (int i=1; i<limit; i++) { Divisors = FindDivisors(i); if (i==Divisors.Sum()) PerfectNumbers.Add(i); } Console.Write("Output ="); for (int i=0; i<PerfectNumbers.Count; i++) { Console.Write(" {0} ",PerfectNumbers[i]); } Console.Write("\n\n\nPress any key to continue . . . "); Console.ReadKey(true); } } }

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  • Data validation best practices: how can I better construct user feedback?

    - by Cory Larson
    Data validation, whether it be domain object, form, or any other type of input validation, could theoretically be part of any development effort, no matter its size or complexity. I sometimes find myself writing informational or error messages that might seem harsh or demanding to unsuspecting users, and frankly I feel like there must be a better way to describe the validation problem to the user. I know that this topic is subjective and argumentative. StackOverflow might not be the proper channel for diving into this subject, but like I've mentioned, we all run into this at some point or another. There are so many StackExchange sites now; if there is a better one, feel free to share! Basically, I'm looking for good resources on data validation and user feedback that results from it at a theoretical level. Topics and questions I'm interested in are: Content Should I be describing what the user did correctly or incorrectly, or simply what was expected? How much detail can the user read before they get annoyed? (e.g. Is "Username cannot exceed 20 characters." enough, or should it be described more fully, such as "The username cannot be empty, and must be at least 6 characters but cannot exceed 30 characters."?) Grammar How do I decide between phrases like "must not," "may not," or "cannot"? Delivery This can depend on the project, but how should the information be delivered to the user? Should it be obtrusive (e.g. JavaScript alerts) or friendly? Should they be displayed prominently? Immediately (i.e. without confirmation steps, etc.)? Logging Do you bother logging validation errors? Internationalization Some cultures prefer or better understand directness over subtlety and vice-versa (e.g. "Don't do that!" vs. "Please check what you've done."). How do I cater to the majority of users? I may edit this list as I think more about the topic, but I'm genuinely interest in proper user feedback techniques. I'm looking for things like research results, poll results, etc. I've developed and refined my own techniques over the years that users seem to be okay with, but I work in an environment where the users prefer to adapt to what you give them over speaking up about things they don't like. I'm interested in hearing your experiences in addition to any resources to which you may be able to point me.

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