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  • Is mumble safe (privacy wise)?

    - by AnonymousLurker
    When chatting on IRC, it is possible to leak data like OS, CPU type if the IRC client happens to leak it in VERSION string. Anybody doing /CTCP VERSION can see it. Same about timezone (/CTCP TIME). This can be mitigated by turning replies to CTCP queries off. Also, IP address is leaked to others (/whois nickname will show it if it's not cloaked). By analogy, does the mumble client expose such sensitive data to others that are connected to the same server? If it does, what are the ways to mitigate this?

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  • Flow of packets in network

    - by user58859
    I can't visualize in my mind the network traffic flow. eg. If there are 15 pc's in a LAN When packet goes from router to local LAN, do it passes all the computers? Does it go to the ethernet card of every computer and those computers accept the packet based on their physical address? To which pc the packet will go first? To the nearest to the router? What happens if that first pc captures that packet(though it is not for it)? What happens when a pc broadcast a message? Do it have to generate 14 packets for all the pc's or only one packet reach to all pc's? If it is one packet and captured by first pc, how other pc's can get that? I can't imagine how this traffic is exactly flows? May be my analogy is completely wrong. Can anybody explain me this?

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  • Kids don’t mark their own homework

    - by jamiet
    During a discussion at work today in regard to doing some thorough acceptance testing of the system that I currently work on the topic of who should actually do the testing came up. I remarked that I didn’t think that I as the developer should be doing acceptance testing and a colleague, Russ Taylor, agreed with me and then came out with this little pearler: Kids don’t mark their own homework Maybe its a common turn of phrase but I had never heard it before and, to me, it sums up very succinctly my feelings on the matter. I tweeted about it and it got a couple of retweets as well as a slightly different perspective from Bruce Durling who said: I'm of the opinion that testers should be in the dev team & the dev *team* should be responsible for quality Bruce makes a good point that testers should be considered part of the dev team. I agree wholly with that and don’t think that point of view necessarily conflicts with Russ’s analogy. Yes, developers should absolutely be responsible for testing their own work – I also think that in the murky world of data integration there is often a need for a 3rd party to validate that work. Improving testing mechanisms for data integration projects is something that is near and dear to my heart so I would welcome any other thoughts around this. Let me know if you have any in the comments! @Jamiet

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  • Redistribution of sqlpackage.exe [SSDT]

    - by jamiet
    This is a short note for anyone that may be interested in redistributing sqlpackage.exe. If this isn’t you then no need to keep reading. Ostensibly this is here for anyone that bingles for this information. sqlpackage.exe is a command-line that ships with SQL Server Development Tools (SSDT) in SQL Server 2012 and its main purpose (amongst other things) is to deploy .dacpac files from the command-line. Its quite conceivable that one might want to install only sqlpackage.exe rather than the full SSDT suite (for example on a production server) and I myself have recently had that need. I enquired to the SSDT product team about the possibility of doing this. I said: Back in VS DB Proj days it was possible to use VSDBCMD.exe on a machine that did not have the full VS shell install by shipping lots of pre-requisites along for the ride (details at How to: Prepare a Database for Deployment From a Command Prompt by Using VSDBCMD.EXE). Is there a similar mechanism for using VSDBMCD.exe’s replacement, sqlpackage.exe? here was the reply from Barclay Hill who heads up the development team: Yes, SQLPackage.exe is the analogy of VSDBCMD.exe. You can acquire separately, in a stand-alone package, by installing DACFX. You can get it from: Feature pack is here: http://www.microsoft.com/en-us/download/details.aspx?id=29065 Web Platform Installer here: http://www.microsoft.com/web/gallery/install.aspx?appid=DACFX You will notice it has dependencies on SQLDOM and SQLCLRTYPES.  WebPI will install these for you, but it is al carte on the feature pack. So, now you know. I didn’t enquire about licensing of DACFX but given SSDT is free I am going to assume that the same applies to DACFX too. @Jamiet

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  • Redistribution of sqlpackage.exe [SSDT]

    - by jamiet
    This is a short note for anyone that may be interested in redistributing sqlpackage.exe. If this isn’t you then no need to keep reading. Ostensibly this is here for anyone that bingles for this information. sqlpackage.exe is a command-line that ships with SQL Server Development Tools (SSDT) in SQL Server 2012 and its main purpose (amongst other things) is to deploy .dacpac files from the command-line. Its quite conceivable that one might want to install only sqlpackage.exe rather than the full SSDT suite (for example on a production server) and I myself have recently had that need. I enquired to the SSDT product team about the possibility of doing this. I said: Back in VS DB Proj days it was possible to use VSDBCMD.exe on a machine that did not have the full VS shell install by shipping lots of pre-requisites along for the ride (details at How to: Prepare a Database for Deployment From a Command Prompt by Using VSDBCMD.EXE). Is there a similar mechanism for using VSDBMCD.exe’s replacement, sqlpackage.exe? here was the reply from Barclay Hill who heads up the development team: Yes, SQLPackage.exe is the analogy of VSDBCMD.exe. You can acquire separately, in a stand-alone package, by installing DACFX. You can get it from: Feature pack is here: http://www.microsoft.com/en-us/download/details.aspx?id=29065 Web Platform Installer here: http://www.microsoft.com/web/gallery/install.aspx?appid=DACFX You will notice it has dependencies on SQLDOM and SQLCLRTYPES.  WebPI will install these for you, but it is al carte on the feature pack. So, now you know. I didn’t enquire about licensing of DACFX but given SSDT is free I am going to assume that the same applies to DACFX too. @Jamiet

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  • Inside the Concurrent Collections: ConcurrentBag

    - by Simon Cooper
    Unlike the other concurrent collections, ConcurrentBag does not really have a non-concurrent analogy. As stated in the MSDN documentation, ConcurrentBag is optimised for the situation where the same thread is both producing and consuming items from the collection. We'll see how this is the case as we take a closer look. Again, I recommend you have ConcurrentBag open in a decompiler for reference. Thread Statics ConcurrentBag makes heavy use of thread statics - static variables marked with ThreadStaticAttribute. This is a special attribute that instructs the CLR to scope any values assigned to or read from the variable to the executing thread, not globally within the AppDomain. This means that if two different threads assign two different values to the same thread static variable, one value will not overwrite the other, and each thread will see the value they assigned to the variable, separately to any other thread. This is a very useful function that allows for ConcurrentBag's concurrency properties. You can think of a thread static variable: [ThreadStatic] private static int m_Value; as doing the same as: private static Dictionary<Thread, int> m_Values; where the executing thread's identity is used to automatically set and retrieve the corresponding value in the dictionary. In .NET 4, this usage of ThreadStaticAttribute is encapsulated in the ThreadLocal class. Lists of lists ConcurrentBag, at its core, operates as a linked list of linked lists: Each outer list node is an instance of ThreadLocalList, and each inner list node is an instance of Node. Each outer ThreadLocalList is owned by a particular thread, accessible through the thread local m_locals variable: private ThreadLocal<ThreadLocalList<T>> m_locals It is important to note that, although the m_locals variable is thread-local, that only applies to accesses through that variable. The objects referenced by the thread (each instance of the ThreadLocalList object) are normal heap objects that are not specific to any thread. Thinking back to the Dictionary analogy above, if each value stored in the dictionary could be accessed by other means, then any thread could access the value belonging to other threads using that mechanism. Only reads and writes to the variable defined as thread-local are re-routed by the CLR according to the executing thread's identity. So, although m_locals is defined as thread-local, the m_headList, m_nextList and m_tailList variables aren't. This means that any thread can access all the thread local lists in the collection by doing a linear search through the outer linked list defined by these variables. Adding items So, onto the collection operations. First, adding items. This one's pretty simple. If the current thread doesn't already own an instance of ThreadLocalList, then one is created (or, if there are lists owned by threads that have stopped, it takes control of one of those). Then the item is added to the head of that thread's list. That's it. Don't worry, it'll get more complicated when we account for the other operations on the list! Taking & Peeking items This is where it gets tricky. If the current thread's list has items in it, then it peeks or removes the head item (not the tail item) from the local list and returns that. However, if the local list is empty, it has to go and steal another item from another list, belonging to a different thread. It iterates through all the thread local lists in the collection using the m_headList and m_nextList variables until it finds one that has items in it, and it steals one item from that list. Up to this point, the two threads had been operating completely independently. To steal an item from another thread's list, the stealing thread has to do it in such a way as to not step on the owning thread's toes. Recall how adding and removing items both operate on the head of the thread's linked list? That gives us an easy way out - a thread trying to steal items from another thread can pop in round the back of another thread's list using the m_tail variable, and steal an item from the back without the owning thread knowing anything about it. The owning thread can carry on completely independently, unaware that one of its items has been nicked. However, this only works when there are at least 3 items in the list, as that guarantees there will be at least one node between the owning thread performing operations on the list head and the thread stealing items from the tail - there's no chance of the two threads operating on the same node at the same time and causing a race condition. If there's less than three items in the list, then there does need to be some synchronization between the two threads. In this case, the lock on the ThreadLocalList object is used to mediate access to a thread's list when there's the possibility of contention. Thread synchronization In ConcurrentBag, this is done using several mechanisms: Operations performed by the owner thread only take out the lock when there are less than three items in the collection. With three or greater items, there won't be any conflict with a stealing thread operating on the tail of the list. If a lock isn't taken out, the owning thread sets the list's m_currentOp variable to a non-zero value for the duration of the operation. This indicates to all other threads that there is a non-locked operation currently occuring on that list. The stealing thread always takes out the lock, to prevent two threads trying to steal from the same list at the same time. After taking out the lock, the stealing thread spinwaits until m_currentOp has been set to zero before actually performing the steal. This ensures there won't be a conflict with the owning thread when the number of items in the list is on the 2-3 item borderline. If any add or remove operations are started in the meantime, and the list is below 3 items, those operations try to take out the list's lock and are blocked until the stealing thread has finished. This allows a thread to steal an item from another thread's list without corrupting it. What about synchronization in the collection as a whole? Collection synchronization Any thread that operates on the collection's global structure (accessing anything outside the thread local lists) has to take out the collection's global lock - m_globalListsLock. This single lock is sufficient when adding a new thread local list, as the items inside each thread's list are unaffected. However, what about operations (such as Count or ToArray) that need to access every item in the collection? In order to ensure a consistent view, all operations on the collection are stopped while the count or ToArray is performed. This is done by freezing the bag at the start, performing the global operation, and unfreezing at the end: The global lock is taken out, to prevent structural alterations to the collection. m_needSync is set to true. This notifies all the threads that they need to take out their list's lock irregardless of what operation they're doing. All the list locks are taken out in order. This blocks all locking operations on the lists. The freezing thread waits for all current lockless operations to finish by spinwaiting on each m_currentOp field. The global operation can then be performed while the bag is frozen, but no other operations can take place at the same time, as all other threads are blocked on a list's lock. Then, once the global operation has finished, the locks are released, m_needSync is unset, and normal concurrent operation resumes. Concurrent principles That's the essence of how ConcurrentBag operates. Each thread operates independently on its own local list, except when they have to steal items from another list. When stealing, only the stealing thread is forced to take out the lock; the owning thread only has to when there is the possibility of contention. And a global lock controls accesses to the structure of the collection outside the thread lists. Operations affecting the entire collection take out all locks in the collection to freeze the contents at a single point in time. So, what principles can we extract here? Threads operate independently Thread-static variables and ThreadLocal makes this easy. Threads operate entirely concurrently on their own structures; only when they need to grab data from another thread is there any thread contention. Minimised lock-taking Even when two threads need to operate on the same data structures (one thread stealing from another), they do so in such a way such that the probability of actually blocking on a lock is minimised; the owning thread always operates on the head of the list, and the stealing thread always operates on the tail. Management of lockless operations Any operations that don't take out a lock still have a 'hook' to force them to lock when necessary. This allows all operations on the collection to be stopped temporarily while a global snapshot is taken. Hopefully, such operations will be short-lived and infrequent. That's all the concurrent collections covered. I hope you've found it as informative and interesting as I have. Next, I'll be taking a closer look at ThreadLocal, which I came across while analyzing ConcurrentBag. As you'll see, the operation of this class deserves a much closer look.

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  • Advantages of using pure JavaScript over JQuery

    - by Shivan Dragon
    What are the advantages of using Javascript-only versus using JQuery-only? I have limited experience with JavaScript and JQuery coding. I've added bits and snippets of each to HTML pages but I've mostly coded server-side stuff in other languages. I've noticed that while you can theoretically do the same things using either of the two approaches (and of course you can even mix 'em up in the same project) there seems to be a tendency to always start using JQuery from the very beginning no-matter what the project demands are. So I'm simply wondering, are there any punctual benefits to not use JQuery-only but instead to just use plain old JavaScript? I know this looks like a non-question because it can be said about it that "there's no definite answer" or "it can be debated for ever", but I'm actually hoping for punctual answers such as "You can do this in one approach and you cannot do it with the other". ==EDIT== As per scrwtp's comment, I'm not referring just to the DOM Handling part. My question is rather: JQuery is a library. For Javascript. What I find strange about this library as opposed to other libraries for other languages is that in JQyery's case it seems to be designed to be able to use it exclusively and not need to touch Javascript directly. This is as opposed to let's say Hibernate and SQL, where even though the library (or rather framework in this case, but I think the analogy still applies) takes the handle on A LOT of aspects, you still get to use SQL when using it, at least for some fringe cases. However in JQuery & Javascript case, you could do anything you do with Javascript using only JQuery (or at least that's how it seems to me).

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  • C/C++: Who uses the logical operator macros from iso646.h and why?

    - by Jaime Soto
    There has been some debate at work about using the merits of using the alternative spellings for C/C++ logical operators in iso646.h: and && and_eq &= bitand & bitor | compl ~ not ! not_eq != or || or_eq |= xor ^ xor_eq ^= According to Wikipedia, these macros facilitate typing logical operators in international (non-US English?) and non-QWERTY keyboards. All of our development team is in the same office in Orlando, FL, USA and from what I have seen we all use the US English QWERTY keyboard layout; even Dvorak provides all the necessary characters. Supporters of using the iso646.h macros claim we should them because they are part of the C and C++ standards. I think this argument is moot since digraphs and trigraphs are also part of these standards and they are not even supported by default in many compilers. My rationale for opposing these macros in our team is that we do not need them since: Everybody on our team uses the US English QWERTY keyboard layout; C and C++ programming books from the US barely mention iso646.h, if at all; and new developers may not be familiar with iso646.h (this is expected if they are from the US). /rant Finally, to my set of questions: Does anyone in this site use the iso646.h logical operator macros? Why? What is your opinion about using the iso646.h logical operator macros in code written and maintained on US English QWERTY keyboards? Is my digraph and trigraph analogy a valid argument against using iso646.h with US English QWERTY keyboard layouts? EDIT: I missed two similar questions in StackOverflow: Is anybody using the named boolean operators? Which C++ logical operators do you use: and, or, not and the ilk or C style operators? why?

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  • Leveraging Code in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Formal definition for term "pure OO language"?

    - by Yauhen Yakimovich
    I can't think of a better place among SO siblings to pose such a question. Originally I wanted to ask "Is python a pure OO language?" but considering troubles and some sort of discomfort people experience while trying to define the term I decided to start with obtaining a clear definition for the term itself. It would be rather fair to start with correspondence by Dr. Alan Kay, who has coined the term (note the inspiration in biological analogy to cells or other living objects). There are following ways to approach the task: Give a comparative analysis by listing programming languages that exhibits certain properties unique and sufficient to define the term (although Smalltalk and Java are passing examples but IMO this way seems neither really complete or nor fruitful) Give a formal definition (or close to it, e.g. in more academic or mathematical style). Give a philosophical definition that would totally rely on semantical context of concrete language or a priori programming experience (there must be some chance of successful explanation by the community). My current version: "If a certain programing (formal) language that can (grammatically) differentiate between operations and operands as well as infer about the type of each operand whether this type is an object (in sense of OOP) or not then we call such a language an OO-language as long as there is at least one type in this language which is an object. Finally, if all types of the language are also objects we define such language to be pure OO-language." Would appreciate any possible improvement of it. As you can see I just made the definition dependent on the term "object" (often fully referenced as class of objects).

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  • How to explain a layperson why a developer should not be interrupted while neck-deep in coding?

    - by András Szepesházi
    If you just consider the second part of my question, "Why a developer should not be interrupted while neck-deep in coding", that has been discussed a number of times by smart people. Heck, even the co-founder of SO, Joel Spolsky, wrote a blog post about "getting in the zone" and "being knocked out of the zone" and why it takes an average of 15 minutes to achieve productivity when participating in complex, software development related tasks. So I think the why has been established. What I'm interested in is how to explain all that to somebody who doesn't know beans about Beans (khmm I mean software development). How to tell the wife, or the funny guy from accounting at the workplace, or the long time friend who pings you on Skype every 30 minutes with a "Wazzzzzzup?!", that all the interruptions have a much deeper impact on your work than the obvious 30 seconds they took from your time. Obviously you can't explain it by sentences like "I have to juggle a lot of variable names in my short term memory" unless you want to be the target of blank stares or friendly abuse. I'd like to be able to explain all that to non-developers in a way that will make them clearly understand - without being offensive, elitist or too technical. EDIT: Thanks to everyone for their great insights. I've accepted EpsilonVector's answer as his analogy was the closest one to my original needs. The "falling asleep" explanation is neither offensive nor technical, almost anyone can relate to it, and the consequences of getting disturbed while falling asleep or while being in the zone are very similar: you experience frustration and you "lose" 15-20 minutes of time.

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  • A case for not installing your own software

    - by James Gentsch
    This week I watched some of the Oracle Open World presentations (from the comfort of my Oracle office) and happened on some of Larry Ellison’s comments about cloud computing and engineered systems.  Larry said he sees the move to these as analogous to the moves made by the original adopters of electricity.  The argument goes that the first consumers of electricity had to set up their own power plant.  Then, as the market and infrastructure for electricity matured, power consumers moved from using their own personal power plant to purchasing power from another entity that was focused on power production as their primary product. In the end this was a cheaper and more reliable solution. Now, there are lots of compelling reasons to be looking very seriously at cloud computing and engineered systems for enterprise application deployment.  However, speaking as a software developer of enterprise applications, the part of this that I really love (besides Larry’s early electricity adopter analogy) is that as a mode of application deployment it provides me and my customers a consistent environment in which the applications I am providing will be run.  This cuts way down on the environmental surprises that consistently lead to the hated “well, it works here” situation with the support desk. And just to be clear, I think I hate this situation more than my clients, who I think are happy that at least it is working somewhere.  I hate this because when a problem happens, and let’s face it customers are not wasting their time calling in easy problems, we are seriously disabled when we cannot reproduce the issue which is triggered by something unforeseen in the environment where the application is running.  This situation is incredibly frustrating and an all too often occurrence. I look selfishly forward to cloud computing and engineered systems dramatically reducing the occurrence of problems triggered by unforeseen environmental situations in the software I am responsible for.  I think this is an evolutionary game changer that will be a huge benefit to the reliability and consistent performance of the software for my customers, and may make “well, it works here” a well forgotten phase for future software developers. It may even impact the stress squeeze toy industry.  Well, maybe at least for my group.

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  • The Simplicity of the Oracle Stack

    - by user801960
    For many retailers, technology is something they know they need to optimise business operations, but do they really understand it and how can they select the solutions they need from the many vendors on the market? Retail is a data heavy industry, with the average retailer managing thousands of SKUs and hundreds of categories through multiple channels. Add to this the exponential growth in data driven by social media and mobile activities, and the process can seem overwhelming. Handling data of this magnitude and analyzing it effectively to gain actionable insight is a huge task, and needs several IT components to work together harmoniously to make the best use of the data available and make smarter decisions. With this in mind, Oracle has produced a video to make it easier for businesses to understand its global data IT solutions and how they integrate seamlessly with Oracle’s other solutions to enable organisations to operate as effectively as possible. The video uses an orchestra as an analogy for IT solutions and clever illustration to demonstrate the value of the Oracle brand. This video can be viewed at http://medianetwork.oracle.com/video/player/1622148401001. To find out more about how Oracle’s products and services can help retailers to deliver better results, visit the Oracle Retail website.

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  • Leveraging Code Across Platforms in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • Microeconomical simulation: coordination/planning between self-interested trading agents

    - by Milton Manfried
    In a typical perfect-information strategy game like Chess, an agent can calculate its best move by searching the state tree for the best possible move, while assuming that the opponent will also make the best possible move (i.e. Mini-max). I would like to use this approach in a "game" modeling economic activity, where the possible "moves" would be to buy or sell for a given price, and the goal, rather than a specific class of states (e.g. Checkmate), would be to maximize some function F of the agent's state (e.g. F(money, widget) = 10*money + widget). How to handle buy/sell actions that require coordination between both parties, at the very least agreement upon a price? The cheap way out would be to set the price beforehand, maybe based upon the current supply -- but the idea of this simulation is to examine how prices emerge when freely determined by "perfectly rational" agents. A great example of what I do not want is the trading algorithm in SugarScape -- paraphrasing from Growing Artificial Societies p101-102: when a pair of agents interact to trade, they each compute their internal valuations of the goods, then a bargaining process is conducted and a price is agreed to. If this price makes both agents better off, they complete the transaction The protocol itself is beautiful, but what it cannot capture (as far as I can tell) is the ability for an agent to pay more than it might otherwise for a good, because it knows that it can sell it for even more at a later date -- what appears to be called "strategic thinking" in this pape at Google Books Multi-Agent-Based Simulation III: 4th International Workshop, MABS 2003... to get realistic behavior like that, it seems one would either (1) have to build an outrageously-complex internal valuation system which could at best only cover situations that were planned for at compile-time, or otherwise (2) have some mechanism to search the state tree... which would require some way of planning future trades. Note: The chess analogy only works as far as the state-space search goes; the simulation isn't intended to be "zero sum", so a literal mini-max search wouldn't be appropriate -- and ideally, it should work with more than two agents.

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  • Is there a common programming term for the problems of adding features to an already-featureful program?

    - by Jeremy Friesner
    I'm looking for a commonly used programming term to describe a software-engineering phenomenon, which (for lack of a better way to describe it) I'll illustrate first with a couple of examples-by-analogy: Scenario 1: We want to build/extend a subway system on the outskirts of a small town in Wyoming. There are the usual subway-problems to solve, of course (hiring the right construction company, choosing the best route, buying the subway cars), but other than that it's pretty straightforward to implement the system because there aren't a huge number of constraints to satisfy. Scenario 2: Same as above, except now we need to build/extend the subway system in downtown Los Angeles. Here we face all of the problems we did in case (1), but also additional problems -- most of the applicable space is already in use, and has a vocal constituency which will protest loudly if we inconvenience them by repurposing, redesigning, or otherwise modifying the infrastructure that they rely on. Because of this, extensions to the system happen either very slowly and expensively, or they don't happen at all. I sometimes see a similar pattern with software development -- adding a new feature to a small/simple program is straightforward, but as the program grows, adding further new features becomes more and more difficult, if only because it is difficult to integrate the new feature without adversely affecting any of the large number of existing use-cases or user-constituencies. (even with a robust, adaptable program design, you run into the problem of the user interface becoming so elaborate that the program becomes difficult to learn or use) Is there a term for this phenomenon?

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  • LinkedHashMap vs HashMap != LinkedList vs ArrayList

    - by Markos Fragkakis
    I have read that LinkedHashMap has faster iteration speed than HashMap because its elements are doubly linked to each other. Additionally, because of this, LinkedHashMap is slower when inserting or deleting elements. Presumably because these links also need to be updated. Although I can see an analogy to LinkedList vs ArrayList, in that the elements of LinkedList are also doubly-linked, I read that it iterates slower than ArrayList, and has faster insertion and deletion times. Why is this? Perhaps I am making a mistake somewhere? Cheers1

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  • Shipping Java code with data baked into the .jar

    - by Andrew
    I need to ship some Java code that has an associated set of data. It's a simulator for a device, and I want to be able to include all of the data used for the simulated records in the one .JAR file. In this case, each simulated record contains four fields (calling party, called party, start of call, call duration). What's the best way to do that? I've gone down the path of generating the data as Java statements, but IntelliJ doesn't seem particularly happy dealing with a 100,000 line Java source file! Is there a smarter way to do this? In the C#/.NET world I'd create the data as a separate file, embed it in the assembly as a resource, and then use reflection to pull that out at runtime and access it. I'm unsure of what the appropriate analogy is in the Java world. FWIW, Java 1.6, shipping for Solaris.

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  • How do you balance business process changes against the challenges of changing software?

    - by Achilles
    In my admittedly young career I've found myself writing code to support quirky business rules and processes. Inevitably these changes were always in some massively difficult code base and caused many issues. My question has a couple of parts: While software is a tool for businesses to make their lives easier, at what point do we as developers suggest a change in business process rather than in the software as the "magic bullet" to solve a particular problem. How do we as developers evangelize a certain level of reverence for the software as well as the difficulty involved in making changes simply to support the quirks of the business? I understand that these changes in business processes promote our industry, but in an analogy my father would understand: Which is easier, to melt down a hammer to forge a screwdriver to drive screws or to simply use nails since your hammer is already awesome...?

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  • Any ideas on how to implement a 'touchMoveOver' event in Javascript?

    - by gargantaun
    I'm faffing around with SVG, specifically for web content aimed at iPad users. I've created a little dial type thingy that I'm calling a "cheese board" that I'd like to use as an interface element. http://appliedworks.co.uk/files/times/SVGTests/raphael.html Clicking on a piece of cheese (to keep the analogy going) will do "something". That bit's easy. However, I'd like the user to be able to drag their finger around the 'cheese board', firing a new event (touchesMovedOver?) every time they their finger moves over a new piece of cheese. But I can't figure out how to do it since there's no 'mouseOver' equivalent for touch interfaces. If the whole thing was made of squares, I could have created some sort of 'rectContainsPoint' method to be called for every 'touchesMoved', but that approach wouldn't work here. If anyone has any idea about how something like this could be achieved, I'd love to hear it.

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  • Render only the segment/area of a circle that intersects the main circle

    - by Greenhouse Gases
    I absolutely love maths (or 'math' as most of you would say!) but I haven't done it to a level where I know the answer to this problem. I have a main circle which could have a centre point at any x and y on a display. Other circles will move around the display at will but at any given call to a render method I want to render not only those circles that intersect the main circle, but also only render the segment of that circle that is visible inside the main circle. An analogy would be a shadow cast on a real life object, and I only want to draw the part of that object that is 'illuminated'. I want to do this preferably in Java, but if you have a raw formula that would be appreciated. I wonder how one might draw the shape and fill it in Java, I'm sure there must be some variation on a polyline with arcs or something? Many thanks

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  • Managing Strategy objects with Hibernate & Spring

    - by Francois
    This is a design question better explained with a Stack Overflow analogy: Users can earn Badges. Users, Badges and Earned Badges are stored in the database. A Badge’s logic is run by a Badge Condition Strategy. I would prefer not to have to store Badge Condition Strategies in the database, because they are complex tree structure objects. How do I associate a Badge stored in the database with its Badge Condition Strategy? I can only think of workaround solutions. For example: create 1 class per badge and use a SINGLE_TABLE inheritance strategy. Or get the badge from the database, and then programmatically lookup and inject the correct Badge Condition Strategy. Thanks for suggesting a better design.

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  • Real Time Monitoring System using .net [closed]

    - by sameer
    Need to know the right way of accomplishing this task. Task Description: We need to develop the application which display the dashboard where data from various SQL DB is fetched from different servers and displayed. Now this need to happen real time we can have refresh time say 5 min. Please refer the analogy so that it will help me to take the right path. Here are some details, Just for your reference. 1) How many servers? This application may support around Max 100 servers. 2) This Application will be used by Administrator to find the health of the SQL Server DB. 3) This will be build by 2 developers in approx 3 months time. 4) Refresh rate will be configurable as a Administrator option. Regards, Sameer

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  • C# to Java: What is a [DefaultProperty("value")]?

    - by Shiftbit
    I do not understand how the DefaultProperty Metadata tag work or what it signifies. I've read the MSDN and went through the sample but I find it confusing. DefaultPropertyAttribute Class I've read a few blogs and they seem to refer to the indexers. I'm not sure why you would want metadata for your properties? I am coming from a Java background, perhaps a Java analogy would help. [DefaultProperty("Value")] public abstract class FOO<T> : ANY, IBAR<T> { public FOO() { } public FOO(T value) { this.Value = value; } public virtual T Value { get; set; } } Follow up: Property Grid

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  • Converting a constantly changing scalar value to a changing interval or frequency

    - by eco_bach
    Although I'm coding in Objective C, this is more of a general programming question. What is the best way to convert a constantly changing scalar value to a changing interval or frequency? Right now every time the scalar value changes I am destroying the NSInterval ie [self.myTimer invalidate]; self.myTimer = nil; and creating a new one, but this seems like a VERY expensive way to achieve my goal, since the changing scalar value in my case represents the horizontal velocity of a swipe. For a rough analogy, think of the speed of a swipe being reflected in a visual metronome, the faster you swipe, the higher(shorter interval) the frequency of the metronome.

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