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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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  • How to implement a component based system for items in a web game.

    - by Landstander
    Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the implementation. I'm going to use a DB schema suggested in this series (part 5 describes the schema); http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ This means I'll have an items table with generic item properties, a table listing all of the components for an item and finally records in each component table used to make up the item. Assuming I can select the first two together in a single query, I'm still going to do N queries for each component type. I'm kind of fine with this because I can cache the data into memcache and check there first before doing any queries. I'll need to build up the items on every request they are used in so the implementation needs to be on the lean side even if they're pulled from memcache. But right there is where I feel confident about implementing a component system for my items ends. I figure I'd need to bring attributes and behaviors into the container from each component it uses. I'm just not sure how to do that effectively and not end up writing a lot of specialized code to deal with each component. For example an AttackComponent might need to know how to filter targets inside of a battle context and also maybe provide an attack behavior. That same item might also have a UsableComponent which allows the item to be used and apply some effect onto a different set of targets filtered differently from the same battle context. Then not every part of an item is an active part, an AttributeBonusComponent might need to only kick in when the item is in an equipped state or when displaying the item details page. Ultimately, how should I bring all of the components together into the container so when I use an item as a weapon I get the correct list of targets? Know when a weapon can also be used as an item? Or to apply the bonuses the item provides to a character object? I feel like I've gone too far down the rabbit hole and I can't grasp onto the simple solution in front of me. (If that makes any sense at all.) Likewise if I were to implement the best answer from here I feel like I'd have a lot of the same questions. How to model multiple "uses" (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database.

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  • Send raw data to USB parallel port after upgrading to 11.10 oneiric

    - by zaphod
    I have a laser cutter connected via a generic USB to parallel adapter. The laser cutter speaks HPGL, as it happens, but since this is a laser cutter and not a plotter, I usually want to generate the HPGL myself, since I care about the ordering, speed, and direction of cuts and so on. In previous versions of Ubuntu, I was able to print to the cutter by copying an HPGL file directly to the corresponding USB "lp" device. For example: cp foo.plt /dev/usblp1 Well, I just upgraded to Ubuntu 11.10 oneiric, and I can't find any "lp" devices in /dev anymore. D'oh! What's the preferred way to send raw data to a parallel port in Ubuntu? I've tried System Settings Printing + Add, hoping that I might be able to associate my device with some kind of "raw printer" driver and print to it with a command like lp -d LaserCutter foo.plt But my USB to parallel adapter doesn't seem to show up in the list. What I do see are my HP Color LaserJet, two USB-to-serial adapters, "Enter URI", and "Network Printer". Meanwhile, over in /dev, I do see /dev/ttyUSB0 and /dev/ttyUSB1 devices for the 2 USB-to-serial adapters. I don't see anything obvious corresponding to the HP printer (which was /dev/usblp0 prior to the upgrade), except for generic USB stuff. For example, sudo find /dev | grep lp produces no output. I do seem to be able to print to the HP printer just fine, though. The printer setup GUI gives it a device URI starting with "hp:" which isn't much help for the parallel adapter. The CUPS administrator's guide makes it sound like I might need to feed it a device URI of the form parallel:/dev/SOMETHING, but of course if I had a /dev/SOMETHING I'd probably just go on writing to it directly. Here's what dmesg says after I disconnect and reconnect the device from the USB port: [ 924.722906] usb 1-1.1.4: USB disconnect, device number 7 [ 959.993002] usb 1-1.1.4: new full speed USB device number 8 using ehci_hcd And here's how it shows up in lsusb -v: Bus 001 Device 008: ID 1a86:7584 QinHeng Electronics CH340S Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 1.10 bDeviceClass 0 (Defined at Interface level) bDeviceSubClass 0 bDeviceProtocol 0 bMaxPacketSize0 8 idVendor 0x1a86 QinHeng Electronics idProduct 0x7584 CH340S bcdDevice 2.52 iManufacturer 0 iProduct 2 USB2.0-Print iSerial 0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 32 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0x80 (Bus Powered) MaxPower 96mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 2 bInterfaceClass 7 Printer bInterfaceSubClass 1 Printer bInterfaceProtocol 2 Bidirectional iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x82 EP 2 IN bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0020 1x 32 bytes bInterval 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x02 EP 2 OUT bmAttributes 2 Transfer Type Bulk Synch Type None Usage Type Data wMaxPacketSize 0x0020 1x 32 bytes bInterval 0 Device Status: 0x0000 (Bus Powered)

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  • Can Anything be Done to Make Improv (a 1993 Win 3.1 App) handle larger Files?

    - by user75185
    My very favorite spradsheet is Improv, a 1993 Windows 3.1 application. It still puts Excel to shame for building spreadsheets and writing formulas. The only problem is because Improv was written when 1 Meg of RAM was state of the art, it becomes unstable when working with larger spreadsheets and often crashes and/or corrupts the data file. I am working on a project that greatly exceeds Improv's limits. Although it will ultimately require more robust databasing capability, I could save a lot of critical time if I could delay that headache and continue working in Improv for now. To that end, I moved to the only product I could find that comes close, Quantrix, which is nothing more than Improv updated to handle large spreadsheets and utilize today's technologies. The problems with Quantrix are its speed (significantly slower than Improv) and its $1000 price (which I cannot afford). I have already had 3 15 day extensions after the initial 30 day trial, so my time to use Quantrix as a bridge is at its end. Searches for Improv over the years have gotten me nowhere and, not surprisingly after reading some posts on this site, I got nothing for the money and time invested to find a programmer to write code to "fix" this problem. Improv is freely available as "abandonware" at http://vetusware.com/download/LotusImprov2.1/?id=5797 , and the best background info can be found on Wikipedia and at "Moose's Greatest Software Products of All Time - Lotus Improv" http://moosevalley.fhost.com.au/mooses_review_page_lotus_improv.html It is critically urgent for me to focus on analyzing the data asap. Working in a stable Improv would, without question, be the fastest route. To that end, I am looking for answers to the following questions and anything else that might be helpful: 1) Is it lawful to hire someone to fix Improv for my own use? If so, 2) About how much should it cost? 3) About how long should it take? 4) What skills should I be looking for &/or how should a post be worded? 5) Is there a niche site where it should it be posted? 6) What questions can I ask to quickly screen candidates? Since I am not a programmer, I need questions the answers to which leave no room to confuse me, whether intentional or not. For example, what tools or players should someone with an acceptable competency level have knowledge of?

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  • How to be successfull at BDD Specifications Workshops?

    - by sigo
    Today we tried to introduce BDD in our software development process by having a specification workshop. For this workshop we had 2 developers, 1 tester and 1 business analyst. The workshop lasted 1h30 and by the end of it we managed to figure out some BDD scenarios for our new feature. We tried to focus on finding the scenarios that we could miss, and the difficult ones. At the end of the workshop some people were actually unhappy with the workshop. One developer felt he wasted his time as he was used to be given out the scenarios directly by the business analyst and review them with her. The business analyst didn't feel confident with our scenario coverage (Had a feeling that we could have missed out other important stuff) but more importantly felt that this workshop was also a waste of time as she could have figured out all these scenarios by herself and in a shorter period of time. So my question is how that kind of workshop can actually work. In the theory, given you have a new feature to develop, you put the tree 'amigos' (dev/tester/ba) in the same room so that they can collaborate together on writing the differents requirements for the new feature using examples. I can see all the benefits from that. Specially in term of knowledge sharing and common product/end goal/done vision. But in practice, we still think it is more cost effective to first have a BA to work on his own on the examples and only then to have the scenarios to be reviewed/reworked by the 3 'amigos'. By having the BA to work on his own, we actually feel more confident that we are less going to miss out stuff + we still get to review the scenarios afterward to double check. We don't think than simple brainstorming/deliberate discovery is actually enought to seriously cover all the requirement for a feature. The business analyst is actually the best person for that kind of stuff. The thing we just do is to review what she wrote and see if then we have a common understanding (which could then lead to rewrite some of her scenarios or add new ones she could have missed). This workshop lasted 1h30, and by the end of it, we didn't feel confident enought about wha we did...sure we could have spent more time on it but honestly most people get exhausted after 1h30 of brainstorming. So how can you get that to work effectively in practice ?

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  • How best to look up objects by label?

    - by dsollen
    I am writing the server backed by a pre-written API. I'm going to get a number of strings representing ports, signals, paths, etc etc etc. I need to look up the object associated with a given label, these objects are all in memory (no sql magic to do this for me). My question is, how best do I associate a given unique label with the mutable object it represents? I have enough objects that looking through every signal or every port to find the one that matches is possible, but may be slightly too slow. To be honest the direct 'look at every object' method is probably good enough for so small a body of objects and anything else is premature optimization, but I still am curious what the proper solution would be if I thought my signals were going to grow a bit larger. As I see it there are two options available. First would be to to create a 'store' that is a simple map between object and label. I could have it so that every time I call addObject the object is automatically saved into a hashmap or the like. This works, but relies on my properly adding and deleting each object so the map doesn't grow indefinitely. The biggest issue to me is that this involves having some hidden static map in my ModelObject class that just feels...wrong somehow. The other option is to have some method that can interpret the labels. All of these labels are derived from the underlying objects. So I can look at the signal label, for instance, and say "these 20 characters are the port" to figure out what port I need. This would allow me to quickly figure out what I need. However, if the label method is changed the translateLabelToObject method needs to be updated as well or everything breaks. Which solution is cleaner, or possibly a cleaner solution than either of above? For the record I'm working with sufficient number of variables to make direct comparison a little slow, but not enough to be concerned about memory overhead, written in java. All objects that have labels I need to look up extend the same parent class.

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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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  • Does OO, TDD, and Refactoring to Smaller Functions affect Speed of Code?

    - by Dennis
    In Computer Science field, I have noticed a notable shift in thinking when it comes to programming. The advice as it stands now is write smaller, more testable code refactor existing code into smaller and smaller chunks of code until most of your methods/functions are just a few lines long write functions that only do one thing (which makes them smaller again) This is a change compared to the "old" or "bad" code practices where you have methods spanning 2500 lines, and big classes doing everything. My question is this: when it call comes down to machine code, to 1s and 0s, to assembly instructions, should I be at all concerned that my class-separated code with variety of small-to-tiny functions generates too much extra overhead? While I am not exactly familiar with how OO code and function calls are handled in ASM in the end, I do have some idea. I assume that each extra function call, object call, or include call (in some languages), generate an extra set of instructions, thereby increasing code's volume and adding various overhead, without adding actual "useful" code. I also imagine that good optimizations can be done to ASM before it is actually ran on the hardware, but that optimization can only do so much too. Hence, my question -- how much overhead (in space and speed) does well-separated code (split up across hundreds of files, classes, and methods) actually introduce compared to having "one big method that contains everything", due to this overhead? UPDATE for clarity: I am assuming that adding more and more functions and more and more objects and classes in a code will result in more and more parameter passing between smaller code pieces. It was said somewhere (quote TBD) that up to 70% of all code is made up of ASM's MOV instruction - loading CPU registers with proper variables, not the actual computation being done. In my case, you load up CPU's time with PUSH/POP instructions to provide linkage and parameter passing between various pieces of code. The smaller you make your pieces of code, the more overhead "linkage" is required. I am concerned that this linkage adds to software bloat and slow-down and I am wondering if I should be concerned about this, and how much, if any at all, because current and future generations of programmers who are building software for the next century, will have to live with and consume software built using these practices. UPDATE: Multiple files I am writing new code now that is slowly replacing old code. In particular I've noted that one of the old classes was a ~3000 line file (as mentioned earlier). Now it is becoming a set of 15-20 files located across various directories, including test files and not including PHP framework I am using to bind some things together. More files are coming as well. When it comes to disk I/O, loading multiple files is slower than loading one large file. Of course not all files are loaded, they are loaded as needed, and disk caching and memory caching options exist, and yet still I believe that loading multiple files takes more processing than loading a single file into memory. I am adding that to my concern.

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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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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • git workflow for separating commits

    - by gman
    Best practices with git (or any VCS for that matter) is supposed to be to have each commit do the smallest change possible. But, that doesn't match how I work at all. For example I recently I needed to add some code that checked if the version of a plugin to my system matched the versions the system supports. If not print a warning that the plugin probably requires a newer version of the system. While writing that code I decided I wanted the warnings to be colorized. I already had code that colorized error message so I edited that code. That code was in the startup module of one entry to the system. The plugin checking code was in another path that didn't use that entry point so I moved the colorization code into a separate module so both entry points could use it. On top of that, in order to test my plugin checking code works I need to go edit UI/UX code to make sure it tells the user "You need to upgrade". When all is said and done I've edited 10 files, changed dependencies, the 2 entry points are now both dependant on the colorization code, etc etc. Being lazy I'd probably just git add . && git commit -a the whole thing. Spending 10-15 minutes trying to manipulate all those changes into 3 to 6 smaller commits seems frustrating which brings up the question Are there workflows that work for you or that make this process easier? I don't think I can some how magically always modify stuff in the perfect order since I don't know that order until after I start modifying and seeing what comes up. I know I can git add --interactive etc but it seems, at least for me, kind of hard to know what I'm grabbing exactly the correct changes so that each commit is actually going to work. Also, since the changes are sitting in the current directory it doesn't seem like it would be easy to run tests on each commit to make sure it's going to work short of stashing all the changes. And then, if it were to stash and then run the tests, if I missed a few lines or accidentally added a few too many lines I have no idea how I'd easily recover from that. (as in either grab the missing lines from the stash and then put the rest back or take the few extra lines I shouldn't have grabbed and shove them into the stash for the next commit. Thoughts? Suggestions? PS: I hope this is an appropriate question. The help says development methodologies and processes

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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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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • A better way to organize your Silverlight Code Snippets.

    - by mbcrump
    I hate re-writing code. I also hate it when I find a great code snippet on the web and forget to bookmark it or it gets lost in my endless sea of bookmarks. So what do you do to get around this? This is the question that I was asking myself at the end of 2010. How can I get my Silverlight code organized? My requirements for a snippet manager were: Needs to be FREE. An easy way to view XAML/C# code behind together in one “view”. I wanted the ability to store the code snippets in cloud in case my HDD dies. Searchable Keywords to quickly find code snippets. I started looking for a snippet manager that would allow me to do just that and finally found Snippet Manager. Before going any further, I think that one of the most important things to note here is that this software supports 37 languages. It’s not just for Silverlight developers nor C# only guys. The software supports Java, SQL and even COBOL.   Below is a screenshot of the Snippet Manager that shows my Silverlight code snippet. You will notice that I have highlighted two sections. The top part is my XAML and the bottom is my C# code behind. I’ve included a sample below of my code snippets so that you can get an idea of how I organized it. Another thing that’s great about this software is that it supports plain text. I added some connection strings in the TEXT section below.  Once you have finished adding your code snippets, you can store them in the cloud. I created a FTP directory called “snippets” on my FTP Server and hit the upload button once I am finished adding my new codes snippets. This will allow me to use the code snippets on another computer with this application on my USB Key. See screenshots below: Enter your FTP credentials below: Hit the Uploads button on the Toolbar: Login in to your FTP Server and verify the following files are now on the FTP Server: Another great feature of the Snippet Manager is that you can also integrate this into VS2010 by clicking Tools –> External Tools: And setting up your External Screen to point to the Executable: You can now launch it by going to Tools –> Snippet Manager. If you want you could also a shortcut to launch the program with HotKeys. As you can see, this is a nice little program that includes everything needed to organize your code snippets very clean. I didn’t go over every feature but this is something that you might want to download and give it a shot.  Subscribe to my feed CodeProject

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  • [EF + Oracle] Inserting Data (Sequences) (2/2)

    - by JTorrecilla
    Prologue In the previous chapter we have see how to create DB records with EF, now we are going to Some Questions about Oracle.   ORACLE One characteristic from SQL Server that differs from Oracle is “Identity”. To all that has not worked with SQL Server, this property, that applies to Integer Columns, lets indicate that there is auto increment columns, by that way it will be filled automatically, without writing it on the insert statement. In EF with SQL Server, the properties whose match with Identity columns, will be filled after invoking SaveChanges method. In Oracle DB, there is no Identity Property, but there is something similar. Sequences Sequences are DB objects, that allow to create auto increment, but there are not related directly to a Table. The syntax is as follows: name, min value, max value and begin value. 1: CREATE SEQUENCE nombre_secuencia 2: INCREMENT BY numero_incremento 3: START WITH numero_por_el_que_empezara 4: MAXVALUE valor_maximo | NOMAXVALUE 5: MINVALUE valor_minimo | NOMINVALUE 6: CYCLE | NOCYCLE 7: ORDER | NOORDER 8:    How to get sequence value? To obtain the next val from the sequence: 1: SELECT nb_secuencia.Nextval 2: From Dual Due to there is no direct way to indicate that a column is related to a sequence, there is several ways to imitate the behavior: Use a Trigger (DB), Use Stored Procedures or Functions(…) or my particularly option. EF model, only, imports Table Objects, Stored Procedures or Functions, but not sequences. By that, I decide to create my own extension Method to invoke Next Val from a sequence: 1: public static class EFSequence 2: { 3: public static int GetNextValue(this ObjectContext contexto, string SequenceName) 4: { 5: string Connection = ConfigurationManager.ConnectionStrings["JTorrecillaEntities2"].ConnectionString; 6: Connection=Connection.Substring(Connection.IndexOf(@"connection string=")+19); 7: Connection = Connection.Remove(Connection.Length - 1, 1); 8: using (IDbConnection con = new Oracle.DataAccess.Client.OracleConnection(Connection)) 9: { 10: using (IDbCommand cmd = con.CreateCommand()) 11: { 12: con.Open(); 13: cmd.CommandText = String.Format("Select {0}.nextval from DUAL", SequenceName); 14: return Convert.ToInt32(cmd.ExecuteScalar()); 15: } 16: } 17:  18: } 19: } This Object Context’s extension method are going to invoke a query with the Sequence indicated by parameter. It takes the connection strings from the App settings, removing the meta data, that was created by VS when generated the EF model. And then, returns the next value from the Sequence. The next value of a Sequence is unique, by that, when some concurrent users are going to create records in the DB using the sequence will not get duplicates. This is my own implementation, I know that it could be several ways to do and better ways. If I find any other way, I promise to post it. To use the example is needed to add a reference to the Oracle (ODP.NET) dll.

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  • Optionally Running SPSecurity.RunWithElevatedPrivileges with Delgates

    - by Damon Armstrong
    I was writing some SharePoint code today where I needed to give people the option of running some code with elevated permission.  When you run code in an elevated fashion it normally looks like this: SPSecurity.RunWithElevatedPrivileges(()=> {     //Code to run }); It wasn’t a lot of code so I was initially inclined to do something horrible like this: public void SomeMethod(bool runElevated) {     if(runElevated)     {         SPSecurity.RunWithElevatedPrivileges(()=>         {             //Code to run         });     }     else     {         //Copy of code to run     } } Easy enough, but I did not want to draw the ire of my coworkers for employing the CTRL+C CTRL+V design pattern.  Extracting the code into a whole new method would have been overkill because it was a pretty brief piece of code.  But then I thought, hey, wait, I’m basically just running a delegate, so why not define the delegate once and run it either in an elevated context or stand alone, which resulted in this version which I think is much cleaner because the code is only defined once and it didn’t require a bunch of extra lines of code to define a method: public void SomeMethod(bool runElevated) {     var code = new SPSecurity.CodeToRunElevated(()=>     {         //Code to run     });     if(runElevated)     {         SPSecurity.RunWithElevatedPermissions(code);         }     else     {         Code();     } }

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Are there new flexible texteditors? [closed]

    - by RParadox
    Vi(m) and Emacs are almost 40 years old. Why are they still the standard, and what attempts have been made at coming up with a new flexible editor? Are there any features which can not be built into vim/emacs? My question is similar to this one: Time to drop Emacs and vi? No one had a suggestion, which surprises me. I would have thought that the core of a texteditor is very small and that people brew their own. Perhaps nobody wants to deal with supporting all the modes? Edit to clarify my question: Instead of writing modes and scripts I ask myself, why there is not a much lightweight project, which lets people custom the editor more directly? Vim has 365395 LOC (C lines all included), Emacs 1.5 million LOC. Why is there a project with say 50k LOC, which is the core, why people can use more freely? Perhaps there is such project, I haven't looked very far. I thought about putting together modules from Vim myself and experimenting with some ideas. The core of editing shouldn't be more than 10k? Vim has a lot optimizations which is really an overkill nowadays. Basically I'm looking for a code base for my own editor and Vi/Emacs are I believe not intended to be used in this way. Bill Joy said the following about vi. http://web.cecs.pdx.edu/~kirkenda/joy84.html The fundamental problem with vi is that it doesn't have a mouse and therefore you've got all these commands. In some sense, its backwards from the kind of thing you'd get from a mouse-oriented thing. I think multiple levels of undo would be wonderful, too. But fundamentally, vi is still ed inside. You can't really fool it. Its like one of those pinatas - things that have candy inside but has layer after layer of paper mache on top. It doesn't really have a unified concept. I think if I were going to go back - I wouldn't go back, but start over again.

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  • Development Approach: User Interface In or Domain Model Out?

    - by Berin Loritsch
    While I've never delivered anything using Smalltalk, my brief time playing with it has definitely left its mark. The only way to describe the experience is MVC the way it was meant to be. Essentially, all the heavy lifting for your application is done in the business objects (or domain model if you are so inclined). The standard controls are bound to the business objects in some way. For example, a text box is mapped to an object's field (the field itself is an object so it's easy to do). A button would mapped to a method. This is all done with a very simple and natural API. We don't have to think about binding objects, etc. It just works. Yet, in many newer languages and APIs you are forced to think from the outside in. First with C++ and MFC, and now with C# and WPF, Microsoft has gotten it's developer world hooked on GUI builders where you build your application by implementing event handlers. Java Swing development isn't so different, only you are writing the code to instantiate the controls on the form yourself. For some projects, there may never even be a domain model--just event handlers. I've been in and around this model for most of my carreer. Each way forces you to think differently. With the Smalltalk approach, your domain is smart while your GUI is dumb. With the default VisualStudio approach, your GUI is smart while your domain model (if it exists) is rather anemic. Many developers that I work with see value in the Smalltalk approach, and try to shoehorn that approach into the VisualStudio environment. WPF has some dynamic binding features that makes it possible; but there are limitations. Inevitably some code that belongs in the domain model ends up in the GUI classes. So, which way do you design/develop your code? Why? GUI first. User interaction is paramount. Domain first. I need to make sure the system is correct before we put a UI on it. There's pros and cons for either approach. Domain model fits in there with crystal cathedrals and pie in the sky. GUI fits in there with quick and dirty (sometimes really dirty). And for an added bonus: How do you make sure the code is maintainable?

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  • Agile team with no dedicated Tester members. Insane or efficient?

    - by MetaFight
    I'm a software developer. I've been thinking a lot about the efficiency of the Software Testers I've worked with so far in my career. In fact, I've been thinking a lot about the Software Testers role in general and have reached a potentially contentious conclusion: Non-developer Software Testers staff are less efficient at software testing than developers. Now, before everyone gets upset, hear me out. This isn't mere opinion: Software Testing and Software Development both require a lot of skills in common: Problem solving Thinking about corner cases Analytical skills The ability to define clear and concise step-by-step scenarios What developers have in addition to this is the ability to automate their tests. Yes, I know non-dev testers can automate their tests too, but that often then becomes a test maintenance issue. Because automating UI tests is essentially programming, non-dev members encounter all the same difficulties software developers encounter: Copy-pasta, lack of code reusibility/maintainability, etc. So, I was wondering. Why not replace all non-dev roles with developer roles? Developers have the skills required to perform Software Testing tasks, and they have the skills to automate tests and keep them maintainable. Would the following work: Hire a bunch of developers and split them into 2 roles: Software developers Software developers doing testing (some manual, mostly automated by writing integration tests, unit tests, etc) Software developers doing application support. (I've removed this as it is probably a separate question altogether) And, in our case since we're doing Agile development, rotate the roles every sprint or two. Also, if at all possible, try to have people spend their Developer stints and Testing stints on different projects. Ideally you would want to reduce the turnover rate per rotation. So maybe you could have 2 groups and make sure the rotation cycles of the groups are elided. So, for example, if each rotation was two sprints long, the two groups would have their rotations 1 sprint apart. That way there's only a 50% turn-over rate per sprint. Am I crazy, or could this work? (Obviously a key component to this working is that all devs want to be in the 3 roles. Let's assume I'm starting a new company and I can hire these ideal people) Edit I've removed the phrase "QA", as apparently we are using it incorrectly where I work.

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  • The term "interface" in C++

    - by Flexo
    Java makes a clear distinction between class and interface. (I believe C# does also, but I have no experience with it). When writing C++ however there is no language enforced distinction between class and interface. Consequently I've always viewed interface as a workaround for the lack of multiple inheritance in Java. Making such a distinction feels arbitrary and meaningless in C++. I've always tended to go with the "write things in the most obvious way" approach, so if in C++ I've got what might be called an interface in Java, e.g.: class Foo { public: virtual void doStuff() = 0; ~Foo() = 0; }; and I then decided that most implementers of Foo wanted to share some common functionality I would probably write: class Foo { public: virtual void doStuff() = 0; ~Foo() {} protected: // If it needs this to do its thing: int internalHelperThing(int); // Or if it doesn't need the this pointer: static int someOtherHelper(int); }; Which then makes this not an interface in the Java sense anymore. Instead C++ has two important concepts, related to the same underlying inheritance problem: virtual inhertiance Classes with no member variables can occupy no extra space when used as a base "Base class subobjects may have zero size" Reference Of those I try to avoid #1 wherever possible - it's rare to encounter a scenario where that genuinely is the "cleanest" design. #2 is however a subtle, but important difference between my understanding of the term "interface" and the C++ language features. As a result of this I currently (almost) never refer to things as "interfaces" in C++ and talk in terms of base classes and their sizes. I would say that in the context of C++ "interface" is a misnomer. It has come to my attention though that not many people make such a distinction. Do I stand to lose anything by allowing (e.g. protected) non-virtual functions to exist within an "interface" in C++? (My feeling is the exactly the opposite - a more natural location for shared code) Is the term "interface" meaningful in C++ - does it imply only pure virtual or would it be fair to call C++ classes with no member variables an interface still?

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  • Developing a cloud based app

    - by user134897
    I am a company owner that has developed a cloud based app. My code writer has told me how good he is more than once, well, better stated, he did a good job telling me he was better than everyone else in my rather small community. In the last 18 months I have spent nearly 160,000.00 dollars trying to get this company to the "making money" stage. I am now nearly broke, sitting on the edge of a brilliant marketing plan to launch a much needed cloud based app. We did launch our app last year (late 2013), and the feedback was amazing from the users. One user that signed up to use the free app stated that we needed to call him the moment our company goes public because he wants to be the first to buy stock. Now, here's my problem. We did not originally set out to develop a freemium app, we just sort of ended up there by the natural progression of the app. So, now I have an app that really needs to be scrapped and re-built. Although I do feel my code writer has displayed some brilliance in what he has done, he was extremely weak on graphics and every time we speak he tells me there is a newer better way to code that he is trying to learn. So, here's the million dollar question. Ho do I find code writers that already know the newest, best ways to write code? Or maybe better asked, what is the newest best code writing technique? Second, is it even possible to find code writers that are good at graphics? In short, I am nearly broke and need to start over, but I do not know where to find people qualified to write it good the first time around and display good graphic skills. I am trying to build a team of writers instead of just one person. Maybe 3 good at code and two good at graphics, but I am clueless as to what criteria I should use to determine if I am building the right team members. Please help, I am sure you can tell I am fairly lost by my continued rambling.

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  • Recommended learning path?

    - by stairmast0r
    First, my current standing: I know C++ at an.. advanced beginner level? I've gone through a book, I know the syntax well enough, I know a fair amount of standard library functions, and I've programmed some simple console stuff with it. I'd probably be able to program more with it if I knew how to structure a program, but I just can't seem to wrap my head around the whole concept of structuring something remotely complex. I've messed around with Java for a day or two, and the syntax was extremely easy to get the hang of, except that I didn't really know any functions. I'm plenty willing to learn, and to work hard to do so, but I don't really know where to go from here. Now, at the risk of sounding cliche, what I'd like to become is someone like the great three of id; Carmack, Romero, and Abrash. To be considered a genius. I believe anything can be learned, and nothing mentally limits anyone except lack of desire to learn. But I don't know how to learn this. They learned by doing, and making do with what resources they had. On the other hand, I have access to almost any books I want, access to the internet, and access to a more than capable computer and software. Should I learn more languages? Assembly? LISP? BASIC? Haskell? Should I dive straight into advanced topics like OpenGL? Or should I wait until I feel I've come closer to mastering the simpler things, like console programs, first? Should I follow tutorials? Should I follow books? Should I just dive into writing something and follow a reference manual as I go? What order should I do all this in? How should I do it? I want to completely master this; to be considered a genius. The most perfect career I can imagine is to start the next id. I have the drive to do it, I just don't know where to begin...

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  • What is the standard term for my role?

    - by sigil
    I'm doing work that involves writing code and managing developers in a "special projects" division of a large company. I'd like to define my role better and figure out if there's an industry standard term for what I do, so that it will be easier for me to research best practices and work on a career path What I do all day: A macro that connects an Excel sheet to an Access database is acting funny; I get called in to figure out what's happening and debug it. Someone needs data extracted from a bunch of files on Sharepoint. I figure out a client-side solution because I'm not authorized to do anything server-side and getting IT to do anything would take several months and need a business case. A manager wants a new data entry tool for their team. I interview the manager and team members to work out the functional requirements, then design/develop/test the application. Someone needs a VBA script to crunch some data for their presentation that's due in two hours. I drop everything I'm doing to hack out a quick script and run the analysis, without much in the way of testing. A developer has been hired to build a database for one of the teams, since I'm working on too many different things and don't have time to take this project on in the timeframe required. I direct his work and push him to meet certain deadlines, interview stakeholders to get more info that will help him figure out how to build the necessary forms, and modify the functional requirements of the database to fit in the timeframe. Someone wants to load a set of data into a GIS system and set up an ongoing refresh and reporting of this data set. I facilitate the conversation between the GIS developers and the owners of this data set, and design a demo application as proof of concept. It's kind of an "all-purpose programming and IT management" position, but it's not officially IT because the company has an actual IT department with a rigorously defined system of submitting requests, developing code, and managing projects. What I do, I guess, is more of a handyman job, where stuff falls to me because I'm the geekiest one in the room. Is there a standard term in the software world for what I do?

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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