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  • Use of for_each on map elements

    - by Antonio
    I have a map where I'd like to perform a call on every data type object member function. I yet know how to do this on any sequence but, is it possible to do it on an associative container? The closest answer I could find was this: Boost.Bind to access std::map elements in std::for_each. But I cannot use boost in my project so, is there an STL alternative that I'm missing to boost::bind? If not possible, I thought on creating a temporary sequence for pointers to the data objects and then, call for_each on it, something like this: class MyClass { public: void Method() const; } std::map<int, MyClass> Map; //... std::vector<MyClass*> Vector; std::transform(Map.begin(), Map.end(), std::back_inserter(Vector), std::mem_fun_ref(&std::map<int, MyClass>::value_type::second)); std::for_each(Vector.begin(), Vector.end(), std::mem_fun(&MyClass::Method)); It looks too obfuscated and I don't really like it. Any suggestions?

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  • Find max integer size that a floating point type can handle without loss of precision

    - by Checkers
    Double has range more than a 64-bit integer, but its precision is less dues to its representation (since double is 64-bit as well, it can't fit more actual values). So, when representing larger integers, you start to lose precision in the integer part. #include <boost/cstdint.hpp> #include <limits> template<typename T, typename TFloat> void maxint_to_double() { T i = std::numeric_limits<T>::max(); TFloat d = i; std::cout << std::fixed << i << std::endl << d << std::endl; } int main() { maxint_to_double<int, double>(); maxint_to_double<boost::intmax_t, double>(); maxint_to_double<int, float>(); return 0; } This prints: 2147483647 2147483647.000000 9223372036854775807 9223372036854775800.000000 2147483647 2147483648.000000 Note how max int can fit into a double without loss of precision and boost::intmax_t (64-bit in this case) cannot. float can't even hold an int. Now, the question: is there a way in C++ to check if the entire range of a given integer type can fit into a loating point type without loss of precision? Preferably, it would be a compile-time check that can be used in a static assertion, and would not involve enumerating the constants the compiler should know or can compute.

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  • What would be the safest way to store objects of classes derived from a common interface in a common

    - by Svenstaro
    I'd like to manage a bunch of objects of classes derived from a shared interface class in a common container. To illustrate the problem, let's say I'm building a game which will contain different actors. Let's call the interface IActor and derive Enemy and Civilian from it. Now, the idea is to have my game main loop be able to do this: // somewhere during init std::vector<IActor> ActorList; Enemy EvilGuy; Civilian CoolGuy; ActorList.push_back(EvilGuy); ActorList.push_back(CoolGuy); and // main loop while(!done) { BOOST_FOREACH(IActor CurrentActor, ActorList) { CurrentActor.Update(); CurrentActor.Draw(); } } ... or something along those lines. This example obviously won't work but that is pretty much the reason I'm asking here. I'd like to know: What would be the best, safest, highest-level way to manage those objects in a common heterogeneous container? I know about a variety of approaches (Boost::Any, void*, handler class with boost::shared_ptr, Boost.Pointer Container, dynamic_cast) but I can't decide which would be the way to go here. Also I'd like to emphasize that I want to stay away as far as possible from manual memory management or nested pointers. Help much appreciated :).

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  • What is the rationale to non allow overloading of C++ conversions operator with non-member functio

    - by Vicente Botet Escriba
    C++0x has added explicit conversion operators, but they must always be defined as members of the Source class. The same applies to the assignment operator, it must be defined on the Target class. When the Source and Target classes of the needed conversion are independent of each other, neither the Source can define a conversion operator, neither the Target can define a constructor from a Source. Usually we get it by defining a specific function such as Target ConvertToTarget(Source& v); If C++0x allowed to overload conversion operator by non member functions we could for example define the conversion implicitly or explicitly between unrelated types. template < typename To, typename From operator To(const From& val); For example we could specialize the conversion from chrono::time_point to posix_time::ptime as follows template < class Clock, class Duration operator boost::posix_time::ptime( const boost::chrono::time_point& from) { using namespace boost; typedef chrono::time_point time_point_t; typedef chrono::nanoseconds duration_t; typedef duration_t::rep rep_t; rep_t d = chrono::duration_cast( from.time_since_epoch()).count(); rep_t sec = d/1000000000; rep_t nsec = d%1000000000; return posix_time::from_time_t(0)+ posix_time::seconds(static_cast(sec))+ posix_time::nanoseconds(nsec); } And use the conversion as any other conversion. So the question is: What is the rationale to non allow overloading of C++ conversions operator with non-member functions?

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  • Lucene setboost doesn't work

    - by Keven
    Hi all, OUr team just upgrade lucene from 2.3 to 3.0 and we are confused about the setboost and getboost of document. What we want is just set a boost for each document when add them into index, then when search it the documents in the response should have different order according to the boost I set. But it seems the order is not changed at all, even the boost of each document in the search response is still 1.0. Could some one give me some hit? Following is our code: String[] a = new String[] { "schindler", "spielberg", "shawshank", "solace", "sorcerer", "stone", "soap", "salesman", "save" }; List strings = Arrays.asList(a); AutoCompleteIndex index = new Index(); IndexWriter writer = new IndexWriter(index.getDirectory(), AnalyzerFactory.createAnalyzer("en_US"), true, MaxFieldLength.LIMITED); float i = 1f; for (String string : strings) { Document doc = new Document(); Field f = new Field(AutoCompleteIndexFactory.QUERYTEXTFIELD, string, Field.Store.YES, Field.Index.NOT_ANALYZED); doc.setBoost(i); doc.add(f); writer.addDocument(doc); i += 2f; } writer.close(); IndexReader reader2 = IndexReader.open(index.getDirectory()); for (int j = 0; j < reader2.maxDoc(); j++) { if (reader2.isDeleted(j)) { continue; } Document doc = reader2.document(j); Field f = doc.getField(AutoCompleteIndexFactory.QUERYTEXTFIELD); System.out.println(f.stringValue() + ":" + f.getBoost() + ", docBoost:" + doc.getBoost()); doc.setBoost(j); }

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  • noncopyable static const member class in template class

    - by Dukales
    I have a non-copyable (inherited from boost::noncopyable) class that I use as a custom namespace. Also, I have another class, that uses previous one, as shown here: #include <boost/utility.hpp> #include <cmath> template< typename F > struct custom_namespace : boost::noncopyable { F sqrt_of_half(F const & x) const { using std::sqrt; return sqrt(x / F(2.0L)); } // ... maybe others are not so dummy const/constexpr methods }; template< typename F > class custom_namespace_user { static ::custom_namespace< F > const custom_namespace_; public : F poisson() const { return custom_namespace_.sqrt_of_half(M_PI); } static F square_diagonal(F const & a) { return a * custom_namespace_.sqrt_of_half(1.0L); } }; template< typename F > ::custom_namespace< F > const custom_namespace_user< F >::custom_namespace_(); this code leads to the next error (even without instantiation): error: no 'const custom_namespace custom_namespace_user::custom_namespace_()' member function declared in class 'custom_namespace_user' The next way is not legitimate: template< typename F ::custom_namespace< F const custom_namespace_user< F ::custom_namespace_ = ::custom_namespace< F (); What should I do to declare this two classes (first as noncopyable static const member class of second)? Is this feaseble?

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  • What is the difference between Inversion of Control and Dependency injection in C++?

    - by rlbond
    I've been reading recently about DI and IoC in C++. I am a little confused (even after reading related questions here on SO) and was hoping for some clarification. It seems to me that being familiar with the STL and Boost leads to use of dependency injection quite a bit. For example, let's say I made a function that found the mean of a range of numbers: template <typename Iter> double mean(Iter first, Iter last) { double sum = 0; size_t number = 0; while (first != last) { sum += *(first++); ++number; } return sum/number; }; Is this dependency injection? Inversion of control? Neither? Let's look at another example. We have a class: class Dice { public: typedef boost::mt19937 Engine; Dice(int num_dice, Engine& rng) : n_(num_dice), eng_(rng) {} int roll() { int sum = 0; for (int i = 0; i < num_dice; ++i) sum += boost::uniform_int<>(1,6)(eng_); return sum; } private: Engine& eng_; int n_; }; This seems like dependency injection. But is it inversion of control? Also, if I'm missing something, can someone help me out?

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  • Why do you need "extern C" for in C++ callbacks to C functions?

    - by Artyom
    Hello, I find such examples in Boost code. namespace boost { namespace { extern "C" void *thread_proxy(void *f) { .... } } // anonymous void thread::thread_start(...) { ... pthread_create(something,0,&thread_proxy,something_else); ... } } // boost Why do you actually need this extern "C"? It is clear that thread_proxy function is private internal and I do not expect that it would be mangled as "thread_proxy" because I actually do not need it mangled at all. In fact in all my code that I had written and that runs on may platforms I never used extern "C" and this had worked as-as with normal functions. Why extern "C" is added? My problem is that extern "C" function pollute global name-space and they do not actually hidden as author expects. This is not duplicate! I'm not talking about mangling and external linkage. It is obvious in this code that external linkage is unwanted!

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  • How do I enforce the order of qmake library dependencies?

    - by James Oltmans
    I'm getting a lot of errors because qmake is improperly ordering the boost libraries I'm using. Here's what .pro file looks like QT += core gui TARGET = MyTarget TEMPLATE = app CONFIG += no_keywords \ link_pkgconfig SOURCES += file1.cpp \ file2.cpp \ file3.cpp PKGCONFIG += my_package \ sqlite3 LIBS += -lsqlite3 \ -lboost_signals \ -lboost_date_time HEADERS += file1.h\ file2.h\ file3.h FORMS += mainwindow.ui RESOURCES += Resources/resources.qrc This produces the following command: g++ -Wl,-O1 -o MyTarget file1.o file2.o file3.o moc_mainwindow.o -L/usr/lib/x86_64-linux-gnu -lboost_signals -lboost_date_time -L/usr/local/lib -lmylib1 -lmylib2 -lsqlite3 -lQtGui -lQtCore Note: mylib1 and mylib2 are statically compiled by another project, placed in /usr/local/lib with an appropriate pkg-config .pc file pointing there. The .pro file references them via my_package in PKGCONFIG. The problem is not with pkg-config's output but with Qt's ordering. Here's the .pc file: prefix=/usr/local exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: my_package Description: My component package Version: 0.1 URL: http://example.com Libs: -L${libdir} -lmylib1 -lmylib2 Cflags: -I${includedir}/my_package/ The linking stage fails spectacularly as mylib1 and mylib2 come up with a lot of undefined references to boost libraries that both the app and mylib1 and mylib2 are using. We have another build method using scons and it properly orders things for the linker. It's build command order is below. g++ -o MyTarget file1.o file2.o file3.o moc_mainwindow.o -L/usr/local/lib -lmylib1 -lmylib2 -lsqlite3 -lboost_signals -lboost_date_time -lQtGui -lQtCore Note that the principle difference is the order of the boost libs. Scons puts them at the end just before QtGui and QtCore while qmake puts them first. The other differences in the compile commands are unimportant as I have hand modified the qmake produced make file and the simple reordering fixed the problem. So my question is, how do I enforce the right order in my .pro file despite what qmake thinks they should be?

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  • Why do you need "extern C" for C++ callbacks to C functions?

    - by Artyom
    Hello, I find such examples in Boost code. namespace boost { namespace { extern "C" void *thread_proxy(void *f) { .... } } // anonymous void thread::thread_start(...) { ... pthread_create(something,0,&thread_proxy,something_else); ... } } // boost Why do you actually need this extern "C"? It is clear that thread_proxy function is private internal and I do not expect that it would be mangled as "thread_proxy" because I actually do not need it mangled at all. In fact in all my code that I had written and that runs on may platforms I never used extern "C" and this had worked as-as with normal functions. Why extern "C" is added? My problem is that extern "C" function pollute global name-space and they do not actually hidden as author expects. This is not duplicate! I'm not talking about mangling and external linkage. It is obvious in this code that external linkage is unwanted! Answer: Calling convention of C and C++ functions are not necessary the same, so you need to create one with C calling convention. See 7.5 (p4) of C++ standard.

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  • How to negate a predicate function using operator ! in C++?

    - by Chan
    Hi, I want to erase all the elements that do not satisfy a criterion. For example: delete all the characters in a string that are not digit. My solution using boost::is_digit worked well. struct my_is_digit { bool operator()( char c ) const { return c >= '0' && c <= '9'; } }; int main() { string s( "1a2b3c4d" ); s.erase( remove_if( s.begin(), s.end(), !boost::is_digit() ), s.end() ); s.erase( remove_if( s.begin(), s.end(), !my_is_digit() ), s.end() ); cout << s << endl; return 0; } Then I tried my own version, the compiler complained :( error C2675: unary '!' : 'my_is_digit' does not define this operator or a conversion to a type acceptable to the predefined operator I could use not1() adapter, however I still think the operator ! is more meaningful in my current context. How could I implement such a ! like boost::is_digit() ? Any idea? Thanks, Chan Nguyen

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  • Including typedef of child in parent class

    - by Baz
    I have a class which looks something like this. I'd prefer to have the typedef of ParentMember in the Parent class and rename it Member. How might this be possible? The only way I can see is to have std::vector as a public member instead of using inheritance. typedef std::pair<std::string, boost::any> ParentMember; class Parent: public std::vector<ParentMember> { public: template <typename T> std::vector<T>& getMember(std::string& s) { MemberFinder finder(s); std::vector<ParentMember>::iterator member = std::find_if(begin(), end(), finder); boost::any& container = member->second; return boost::any_cast<std::vector<T>&>(container); } private: class Finder { ... }; };

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  • What language should an 11-year old start with to learn game programming?

    - by emsr
    I have a 11-year old son who wants to do game programming. I've started him on C++ (C++11) and he's learned iostreams, looping, functions, logic and flow control. I'm using the standard library and no memory management at all. But I would like to ask: What language would you suggest for a pre-teen (Python, ...)? What books would you suggest? We looked at one book that was just for console ASCII games. I liked the C++ that it taught but I think he'll get bored without some graphics at some point.

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  • Sound card / microphone impedance mismatch

    - by axk
    First of all I'm not completely sure this is impedance mismatch, but from what I found on the Internet I believe it is. It seems to be a common problem. The question is not as much about solving the problem as about why it is happening (if I'm right about the cause of the problem, of course). I had this quiet microphone problem with several built in cards and microphones and now with a Creative Audigy SE. There's a microphone boost option which introduces a lot of noise with volume increase, but even this doesn't seem to give loud enough sound in some cases. The mic on my current headphones is very quiet with Audigy SE without the boost but is very loud and low noise with an external Sound Blaster Connect. So the question is have I just been unlucky with my sound cards and microphones or is it a common problem? And if it is a common problem why is it so difficult for the vendors to standardize on the sound card / microphone impedance? Edit: the OS is Windows (XP/7), but I don't believe it is OS-specific.

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  • Detecting/Reactivating serial port that becomes inactive on Ubuntu Linux 10.10

    - by Tom
    I am using a usb2serial port to communicate with some old equipment (using my code built upon the boost asio library - I think my code is fine because it works almost all of the time). Every so often (maybe once every few days) the communication stops with my device with no error at all - the device just does not respond. I then restart my computer and everything is fine again. Does anyone know where I can start to analyse this problem? My serial port loads up fine (in /dev/ttyUSB0) and the boost library does not throw an error. The device just does not respond. If I restart the device no change - only when I restart my pc does it make a difference. I have also tried unplugging and replugging the usb connector. Does anyone know what gets cleared in the reboot (w.r.t the serial device) or what I can probe when the problem happens again (rather than just restarting with hope)

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  • C++ MySQL++ Delete query statement brain killer question

    - by shauny
    Hello all, I'm relatively new to the MySQL++ connector in C++, and have an really annoying issue with it already! I've managed to get stored procedures working, however i'm having issues with the delete statements. I've looked high and low and have found no documentation with examples. First I thought maybe the code needs to free the query/connection results after calling the stored procedure, but of course MySQL++ doesn't have a free_result method... or does it? Anyways, here's what I've got: #include <iostream> #include <stdio.h> #include <queue> #include <deque> #include <sys/stat.h> #include <mysql++/mysql++.h> #include <boost/thread/thread.hpp> #include "RepositoryQueue.h" using namespace boost; using namespace mysqlpp; class RepositoryChecker { private: bool _isRunning; Connection _con; public: RepositoryChecker() { try { this->_con = Connection(false); this->_con.set_option(new MultiStatementsOption(true)); this->_con.set_option(new ReconnectOption(true)); this->_con.connect("**", "***", "***", "***"); this->ChangeRunningState(true); } catch(const Exception& e) { this->ChangeRunningState(false); } } /** * Thread method which runs and creates the repositories */ void CheckRepositoryQueues() { //while(this->IsRunning()) //{ std::queue<RepositoryQueue> queues = this->GetQueue(); if(queues.size() > 0) { while(!queues.empty()) { RepositoryQueue &q = queues.front(); char cmd[256]; sprintf(cmd, "svnadmin create /home/svn/%s/%s/%s", q.GetPublicStatus().c_str(), q.GetUsername().c_str(), q.GetRepositoryName().c_str()); if(this->DeleteQueuedRepository(q.GetQueueId())) { printf("query deleted?\n"); } printf("Repository created!\n"); queues.pop(); } } boost::this_thread::sleep(boost::posix_time::milliseconds(500)); //} } protected: /** * Gets the latest queue of repositories from the database * and returns them inside a cool queue defined with the * RepositoryQueue class. */ std::queue<RepositoryQueue> GetQueue() { std::queue<RepositoryQueue> queues; Query query = this->_con.query("CALL sp_GetRepositoryQueue();"); StoreQueryResult result = query.store(); RepositoryQueue rQ; if(result.num_rows() > 0) { for(unsigned int i = 0;i < result.num_rows(); ++i) { rQ = RepositoryQueue((unsigned int)result[i][0], (unsigned int)result[i][1], (String)result[i][2], (String)result[i][3], (String)result[i][4], (bool)result[i][5]); queues.push(rQ); } } return queues; } /** * Allows the thread to be shut off. */ void ChangeRunningState(bool isRunning) { this->_isRunning = isRunning; } /** * Returns the running value of the active thread. */ bool IsRunning() { return this->_isRunning; } /** * Deletes the repository from the mysql queue table. This is * only called once it has been created. */ bool DeleteQueuedRepository(unsigned int id) { char cmd[256]; sprintf(cmd, "DELETE FROM RepositoryQueue WHERE Id = %d LIMIT 1;", id); Query query = this->_con.query(cmd); return (query.exec()); } }; I've removed all the other methods as they're not needed... Basically it's the DeleteQueuedRepository method which isn't working, the GetQueue works fine. PS: This is on a Linux OS (Ubuntu server) Many thanks, Shaun

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  • Python productivity VS Java Productivity

    - by toc777
    Over on SO I came across a question regarding which platform, Java or Python is best for developing on Google AppEngine. Many people were boasting of the increased productivity gained from using Python over Java. One thing I would say about the Python vs Java productivity argument, is Java has excellent IDE's to speed up development where as Python is really lacking in this area because of its dynamic nature. So even though I prefer to use Python as a language, I don't believe it gives quite the productivity boost compared to Java especially when using a new framework. Obviously if it were Java vs Python and the only editor you could use was VIM then Python would give you a huge productivity boost but when IDE's are brought into the equation its not as clear cut. I think Java's merits are often solely evaluated on a language level and often on out dated assumptions but Java has many benefits external to the language itself, e.g the JVM (often criticized but offers huge potential), excellent IDE's and tools, huge numbers of third party libraries, platforms etc.. Question, Does Python/related dynamic languages really give the huge productivity boosts often talked about? (with consideration given to using new frameworks and working with medium to large applications).

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  • Python productivity VS Java Productivity

    - by toc777
    Over on SO I came across a question regarding which platform, Java or Python is best for developing on Google AppEngine. Many people were boasting of the increased productivity gained from using Python over Java. One thing I would say about the Python vs Java productivity argument, is Java has excellent IDE's to speed up development where as Python is really lacking in this area because of its dynamic nature. So even though I prefer to use Python as a language, I don't believe it gives quite the productivity boost compared to Java especially when using a new framework. Obviously if it were Java vs Python and the only editor you could use was VIM then Python would give you a huge productivity boost but when IDE's are brought into the equation its not as clear cut. I think Java's merits are often solely evaluated on a language level and often on out dated assumptions but Java has many benefits external to the language itself, e.g the JVM (often criticized but offers huge potential), excellent IDE's and tools, huge numbers of third party libraries, platforms etc.. Question, Does Python/related dynamic languages really give the huge productivity boosts often talked about? (with consideration given to using new frameworks and working with medium to large applications).

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  • OpenSource License Validation [closed]

    - by Macmade
    I'm basically looking for some kind of FLOSS/OpenSource license validation service. I have special needs for some projects I'd like to open-source. I know there's actually tons of different FLOSS/OpenSource licenses, each one suitable for some specific purpose, and that creating a «new» one is not something recommended, usually. Anyway, even if I'm not an expert in the legal domain, I've got some experience with FLOSS/OpenSource, at a legal level, and it seems there's just no license covering my needs. I actually wrote the license terms I'd like to use, and contacted the FSF, asking them to review that license, as it seems (at least that's written on their website) they can do such review work. No answer. I tried repetitively, but no luck. So I'm currently looking for an alternate legal expertise about that specific license. I don't mind paying such a service, as long as I can be sure the license can be recognised as a FLOSS/OpenSource license. About the license, it's basically a mix of a BSD (third-clause) with a BOOST software license. The difference is about redistribution. Source code redistribution shall retain the copyright novices. The same applies for binary redistribution (like BSD), unless it's distributed as a library (more like BOOST). I hope this question is OK for programmers.stackexchange. I'm usually more active on StackOverflow, but it just seems the right place for such a question. So thank you for your time and enlightened advices. : )

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance update: is for high performance, but isn't released yet. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Duplicating someone's content legitimately & writing HTML to support that

    - by Codecraft
    I want to add content from other blogs to my own (with the authors permission) to help build additional relevant content and support articles I've found useful that others have written. I'm looking into how to do this responsibly - ie, by giving the original content author a boost and not competing against them for search traffic which should go to their site. In order to keep my duplicate content out of search, and to hint to the search engines where the original content is to be found i've implemented: <head> <meta name='robots' content='noindex, follow'> <link rel='canonical' href='http://www.originalblog.com/original-post.html' /> </head> Additionally, to boost the original article and to let readers know where it came from i'll be adding something like this: <div> Article originally written by <a href='http://www.authorswebsite.com'>Authors Name</a> and reproduced with permission.<br/> <a href='http://www.originalblog.com/original-post.html' target='new'> Read the original article here. </a> </div> All that remains is a way to 'officially' credit the original author in the HTML for the search spiders to see. Can anyone tell me a way to do this possibly using rel="author" (as far as I can see thats only good for my own original content), or perhaps it doesn't matter given that the reproduced pages will be kept out of search engines? Also, have I overlooked anything in the approach?

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  • Differentiating between Hard and Soft Dependencies - Fedora Yum [closed]

    - by Sujit
    I will ask this with an example - I have installed gnash-plugin on fedora 64 bit with Yum. It pulled in following packages - Installing : agg-2.5-9.fc13.x86_64 1/6 Installing : gtkglext-libs-1.2.0-10.fc12.x86_64 2/6 Installing : boost-thread-1.44.0-7.fc14.x86_64 3/6 Installing : boost-date-time-1.44.0-7.fc14.x86_64 4/6 Installing : 1:gnash-0.8.8-4.fc14.x86_64 5/6 Installing : 1:gnash-plugin-0.8.8-4.fc14.x86_64 6/6 Now, I tested the plugin and I didn't like it. I want to remove all these above packages which got installed with the plugin as I don't longer going to need them. How can I do this? I checked remove-with-plugin for yum but it pulls in all the packages which are currently depending on the packages. I understand the thought process behind showing what packages are getting affected - but I am wondering if there is any way of looking at the history with what package got installed when I installed a certain package. When gnash-plugin wasn't there firefox was running fine with but after I installation firefox is now depends on this new plugin. Has any one worked on differentiating hard-dependencies(hard means the program will break if that package is not there) and soft-dependencies ( soft means the program may not get affected fatally) ?

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Is having functionality in DB a road block to scalability?

    - by Estefany Velez
    I may not be able to give the right title to the question. But here it is, We are developing financial portal for wealth management. We are expecting over 10000 clients to use the application. The portal calculates various performance analytics based on the the technical analysis of the stock market. We developed lot of the functionality through Stored procedures, user defined functions, triggers etc. through Database. We thought we can gain huge performance boost doing stuff directly in database than through C# code. And we actually did get a huge performance boost. When I tried to brag about the achievement to our CTO, he counter questioned my decision of having functionality implemented in database rather than code. According to him such applications suffer scalability problems. In his words "These days things are kept in memory/cache. Clustered data is hard to manage over time. Facebook, Google have nothing in database. It is the era of thin servers and thick clients. DB is used only to store plain data and functionality should be completely decoupled from the database." Can you guys please give me some suggestions as to whether what he says is right. How to go about architect such an application?

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