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  • Why don't we store the syntax tree instead of the source code?

    - by Calmarius
    We have a lot of programming languages. Every language is parsed and syntax checked before translated into code so an abstract syntax tree is built. We have this abstract syntax tree, why don't we store this syntax tree instead of the source code (or next to the source code)? By using an AST instead of the source code. Every programmer in a team can serialize this tree to any language, they want (with the appropriate context free grammar) and parse back to AST when they finished. So this would eliminate the debate about the coding style questions (where to put the { and }, where to put whitespace, indentation, etc.) What are the pros and cons of this approach?

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  • Where can I get a definition of how the code is laid out in VB.NET 2010?

    - by ByteWorker
    I am just starting out learning Visual Basic 2010. I have books and videos. The books all seem to be written for people who have some programming experience, even the books that say they are for beginners. The videos were great until they started talking about variables. I got the basics of them but they started into complicated variables and I don’t see the need for them right away. Where can I go to see code for fairly intricate applications written out, with an over lay of definitions of which part of the code is a method as opposed to a class and so on? Also, I am working at a company that does not use SQL. So I need to use Access 2007 for all of my tables. Is there much of a difference to the coding?

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  • Which tasks should a beginner, intermediate and advanced rails developer be able to complete?

    - by raouldeveloper
    I have been programming ROR for about a year now, and I think I am ready to start working on a project for someone else. The problem is that job postings for contractors don't really tell you which specific tasks you should be able to do at different experience levels (in rails and other technologies), so I don't know where to pitch myself. I think I am somewhere between junior and mid-level, but who knows? So my question is: Which actual tasks should an junior programmer be able to do at, say, $35 an hour, which actual tasks should an intermediate programmer be able to do at, lets say, $75 an hour, and which actual tasks should an advanced programmer be able to do at, oh say, $140 an hour? One or two examples should suffice.

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  • Fast language for problem solving? [closed]

    - by Friend of Kim
    I learned PHP to make websites. After some years I've started using programming for solving what is difficult tasks for my level. Now I want to make a program that solves equations. (I want to write it myself, not use an API. Because I'm doing this for the sake of the challenge, not for the result..) Because of this, I'm going to learn a new and faster/better language. It's going to be C++, Java, Python or C#. What are the benefits of each language, and which language is best for speed compared to speed of writing and readability? Using C would be lightning fast, but the lack of OO is making for more complex code and reduces the readability, for example..

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  • Will javascript be in the HTML5 standard

    - by Robz
    I'm pretty new to the web development scene, and I just want to be absolutely clear on this because I've read a few conflicting statements. I was under the impression that "html5" is a particular way of constructing xml to represent data for a webpage and "javascript" is a programming language that runs as client-side code in the browser. But left and right I see APIs for javascript (workers, geolocation, local storage, etc.) being referred to as an "html5 technology". Wikipedia says that html5 doesn't have a standard yet, so I can't look it up to see if it somehow mandates stuff about javascript. So will APIs for javascript somehow be apart of the html5 standard? Or has it become a common bad practice to label javascript APIs "html5 technology"?

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  • What are the challenges and benefits of writing games with a functional language?

    - by McMuttons
    While I know that functional languages aren't the most commonly used for game writing, there are a lot of benefits associate with them that seem like they would be interesting in any programming context. Especially the ease of parallelization I would think could be very useful as focus is moving toward more and more processors. Also, with F# as a new member of the .NET family, it can be used directly with XNA, for example, which lowers the threshold quite a bit, as opposed to going with LISP, Haskell, Erlang, etc. If anyone has experience writing games with functional code, what has turned out to be the positives and negatives? What was it suited for, what not? Edit: Finding it hard to decide that there's a single good answer for this, so it's probably better suited as a community wiki post.

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  • What kind of programs/solutions can only be written with OOP or are too hard to achieve without it?

    - by user1598390
    Paraphrasing a recent question: What is Object Oriented Programming ill-suited for? I would like to ask the opposite question: What kind of programs cannot be written unless you use OOP? What kind of programs are not recommended to be written using non-OOP techniques? What kind of programs need OOP in order to even be written? What kind of programs would be too hard to write without OOP ? The answer to this question can help sell the idea of OOP to project leaders that have no special interest in code quality. At least they could buy the idea if one shows them the kind of things that are not even possible unless you use OOP.

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  • Creating an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

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  • How strict are standard employer IP agreements about coding outside of work?

    - by JosephRT
    I'm in negotiations for a position with a large corporation and I'm reading their employment terms. In their IP/copyright section they state that anything that I do outside of work that is "similar" to what I perform on the job is also theirs. I understand that it's intentionally very vague to protect them, but I'm also a little nervous that it could be abused. The way I read it, anything I produce outside of work could be claimed as well, because it would fall under "programming". Is this relatively standard? Could I negotiate more specific terms (I have asked if I could get clarification)? Should I be worried that they could abuse this? I just don't want to be caught in a situation where come up with a (potentially) great idea outside of work and they swoop down and lay claim to it.

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  • How do you usually manage callbacks in Java using Swing library?

    - by none
    I'm quite new to the Java Swing programming, and GUI development as well. As a beginner, I'm currently reading Design Pattern, but finding what I'm looking for is quite hard, most of the times. So far, I've never had huge problems defining a view hierarchy - I just use to subclass component from component. But the hard-to-do here is how managing callbacks, which often become hard to maintain due to the hard code. During my last projects, I tried to separate GUI, Listener and Callbacker objects which cooperated together, but in this way it was really hard adding new features. So, which kind of best patterns or best practices do you tend to use when trying to maintain, add new features or even worst avoid to hard-code classes which manage callbacks method in this kind of frameworks (mainly Java Swing)?

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  • Which libraries I need for projects in Mono Develop to work Properly?

    - by Curious Apprentice
    I want to test each and every project type available on mono. But due to some package dependencies Im unable to run any of "Hello World" project. I have less idea what libraries I need for what. Few days back I have installed gtk-sharp2 but still while running an VB.net Gtk# or C# Gtk# Im getting compilation errors that cli.Gtk does not exist. Is there a way through which I can solve all dependencies by one click ?! I atleast once want to try learning linux app programming. Without the proper tools it is not possible. Please help :) Mono Develop Version : 2.8.6.3 Ubuntu 12.04 32 Bit

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  • Multiple ( V- / I- ) Buffers, is it sane?

    - by Techie
    Currently I am developing an RTS game using XNA ( / ANX.Framework ). There is one thing bothers me. I am not sure in what way or how to organise Buffers. Should I use a new Vertexbuffer for any object ( e.g. a Char, a Table, an model ) or is it better to use ONE HUGE/ BIG Buffer to store any geometry in? I am still new to 3D Programming though I finished yet couple games using DirectX 9. Well, I hope this question qin't a duplicate and I appreciate any answer leading me into the right direction.

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  • More complex learning source for C# .NET [closed]

    - by Leron
    By complex I don't mean more difficult but including a larger area of possibilities cover. I've started a few years ago with PHP and the transition from learning the syntax of the language and the basic logical structures to working with databases, including JavaScript and so on was very short. And now I'm more interested in studying working with languages like Java/C#. Recently I spend a lot of time reading and writing some simple console applications, I've read almost 2K pages for C# programming and still don't know how to connect to database for example. Just for info I'm interested in web development, socket programing and live streaming, don't know if I'm exceeding myself too much writing that but despite that I want to find some books/internet sources where I can extend my current knowledge of C#/.NET, start using database queries, maybe try something more complicated webwise.

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • What framework for text rating site?

    - by problemofficer
    I want to start a "rate my"-style site. The rated objects are mostly texts. I want it to be rather simple. Features I need: object rating (thumb up, thumb down) object comments object tags related object presentation based on tags user authentication and management private message system sanity checks for text inputs (i.e. prevention of code injections) cache open source runs on GNU/Linux I would gladly take something that is tailored for my scenario but a generic framework would be fine too. I simply don't want to write stuff like user authentication that is been written a million times and risking security flaws. Programming language is irrelevant but python/php preferred.

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • Accepting a numerical range in a function call

    - by dekpos
    I have encountered two ways of doing it: void foo(int from, int to); /* 'from' inclusive, 'to' exclusive */ void foo(int startIndex, int rangelength); Has one style historically been preferred over the other? If so, was it just a matter of convention or was it due to some deeper underlying reason? I'm currently programming in Java and noticed that the Arrays class uses the former style. The exclusivity of the to argument felt somewhat unintuitive to me, which led me to ask this question.

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • What are steps in making an operating system in C ? [duplicate]

    - by ps06756
    This question already has an answer here: Compiler/OS Design - Where to start [closed] 3 answers I am trying to make an my own OS. This is for educational purpose only, so that I get to understand the internals as well as get a good idea of low level programming. I have some prior application development experience in C#/python/C++/C. I am a noob in assembly language(very less experience and knowledge). I understand that in writing an operating system,we can't go without assembly language. Currently, I have just printed a string in assembly language in the boot sector using qemu and BIOS interrupts. What I want is that, can someone specifically point out the steps that I need to follow to make my operating systems run C programs. So that, I can start writing my OS in C. Any other piece of advice to help a newbie, regarding the same is also welcome. Although, I have looked into many os development related tutorials/websites, I can't seem to find this information anywhere.

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  • How can I build this payment receipt/booking application?

    - by Festus
    I'm planning to build a payment receipt/booking application for a media company with several branches in different locations. The application should be able to move data across the network/internet to a central database where the administrator/accountant in a different location will be able to see the result of the entire job for the day from each branch. Application will run on windows environment. Will be able to send result of the booking to a Point Of Sales printer for print output. Now, I'm confused about choosing the right programming language to accomplish this task. I'm between beginner/intermediate level in PHP, I know HTML/CSS and JavaScript. I have tried to do this in PHP but, I'm face with several challenges and I fear for the POS part since PHP application run on the web browser. I don't know if python will be best suited for this and how long will it take someone with my experience level to pick up python. Any suggestion will be highly appreciated.

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  • WAV and MP3 Streaming with ASP.Net and C#

    In this programming tutorial you will learn how to stream WAV and MP3 audio files in ASP.NET 3.5 using the C# server side language. This is particularly useful for music websites that are based on the ASP.NET 3.5 platform. The examples used in this article are tested to work on any major browser including Internet Explorer Chrome and Firefox. The scripts are tested on a Windows XP operating system using Visual Web Developer Express. For convenience an actual working example can be downloaded at the end of this tutorial. Finally this tutorial also highlights the use of the Google Flash player when streaming MP3s.... Autodesk? Inventor? Test Drive Autodesk? Inventor?. Download A Free 30-Day Trial Today.

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  • I'm a PeopleSoft Developer. Should I learn other languages (C# Java...)?

    - by PSDev
    I've been doing PeopleSoft development for 2 years. Recently, I want to relocate and find out there are not that many PeopleSoft development out there. 90% of the vacant positions are contract type of jobs. I'd rather get a full time permanent position. In PS, I do a lot of maintenance rather than new programming. It does get very boring. Also, I'm not sure if Oracle will one day pull off the plug for PS. What language is in most demand and also offers above average salary? Is it C#, Java, Python, Perl, ...? Thanks.

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  • Garbage Collection Basics

    - by mikew_co
    Java Is an awesome programming language and platform. One of its better features is automatic garbage collection. Ever wondered how that works? I have written an online web course outlining the basics. Much of what is included has been published before in various white papers and such. However, this is updated for JDK 7 and includes some nice illustrations of the steps involved. Hope you like it. Garbage Collection Basics. A follow-on web course on the G1 garbage collector should follow in a week or so.

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