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  • How to control messages to the same port from different emitters?

    - by Alex In Paris
    Scene: A company has many factories X, each emits a message to the same receive port in a Biztalk server Y; if all messages are processed without much delay, each will trigger an outgoing message to another system Z. Problem: Sometimes a factory loses its connection for a half-day or more and, when the connection is reestablished, thousands of messages get emitted. Now, the messages still get processed well by Y (Biztalk can easily handle the load) but system Z can't handle the flood and may lock up and severely delay the processing of all other messages from the other X. What is the solution? Creating multiple receive locations that permits us to pause one X or another would lose us information if the factory isn't smart enough to know whether the message was received or not. What is the basic pattern to apply in Biztalk for this problem? Would some throttling parameters help to limit the flow from any one X? Or are their techniques on the end part of Y which I should use instead ? I would prefer this last one since I can be confident that the message box will remember any failures, which could then be resumed.

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  • What is a good way to refactor a large, terribly written code base by myself? [closed]

    - by AgentKC
    Possible Duplicate: Techniques to re-factor garbage and maintain sanity? I have a fairly large PHP code base that I have been writing for the past 3 years. The problem is, I wrote this code when I was a terrible programmer and now it's tens of thousands of lines of conditionals and random MySQL queries everywhere. As you can imagine, there are a ton of bugs and they are extremely hard to find and fix. So I would like a good method to refactor this code so that it is much more manageable. The source code is quite bad; I did not even use classes or functions when I originally wrote it. At this point, I am considering rewriting the whole thing. I am the only developer and my time is pretty limited. I would like to get this done as quickly as possible, so I can get back to writing new features. Since rewriting the code would take a long time, I am looking for some methods that I can use to clean up the code as quickly as possible without leaving more bad architecture that will come back to haunt me later. So this is the basic question: What is a good way for a single developer to take a fairly large code base that has no architecture and refactor it into something with reasonable architecture that is not a nightmare to maintain and expand?

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  • Am I running out of memory or do I have two logical drives instead of one

    - by user30904
    I did a complete reinstall of Ubuntu 13.04 a couple of months ago. Since then, I have switched out my motherboard with another. I kept the same hard drive. I just did an upgrade to 13.10. Recently, after this install, I keep getting the message that I'm running out of memory. I just checked my system usage and was surprised by what I found. I believed that I installed Ubuntu as a fresh install but when I check the system usage, it seems like there are two logical drives. I just did the basic install, so I was only expecting to see one partition but instead I see two. One is a small 300mb partition, the other is a 300gb partition I was expecting. Can anyone tell me if I have two partitions and/or logical drives and if so how I can fix this? I seem to have been running on the smaller drive and now I'm obviously out of space. I want to be able to use the bigger one at least.

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  • How often do you look for code examples?

    - by Newly Insecure
    I am a comp sci student with several years of experience in C and C++, and for the last few years I've been constantly working with Java/Objective C doing app dev and now I have switched to web dev and am mainly focused on ruby on rails and I came to the realization that (as with app dev, really) I reference other code wayyyy too much. I constantly google functionality for lots of things I imagine I should be able to do from scratch and it's really cracked my confidence a bit. Basic fundamentals are not an issue, I hate to use this as an example but I can run through javabat in both java/python at a sprint - obviously not an accomplishment and but what I mean to say is I have a strong base for the fundamentals I think? I was wondering how often you guys reference other code and does it just boil down to a lack of memorization of intricate tasks on my part? I know what I need to use typically but reference syntax constantly. Would love some advice and input on this, as it has been holding me back pretty solidly in terms of looking for work in this field even though I'm finishing my degree. My main reason for asking is not really about employment, but more that I don't want to be the only guy at a hackathon not hammering out nonstop code and sitting there with 20 google/github tabs open, and I have refrained from attending any due to a slight lack of confidence... tl;dr: I google for code examples for basically ALL semi advanced/advanced functionality, how to fix this and do you do as well?

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  • What are most demanded web-development languages today for startups?

    - by Liston Catch
    What technologies are in demand nowaydas for web-development for web-startups? For frontend its all clear: HTML5, JS, AJAX, JQuery. But what about backend? What languages (and frameworks) should I consider using? I am not asking "which language is best", I just need a list of modern languages and frameworks (and not Pascal, Delphi or Basic) which are demanded and well-payed. UPD: I totally decline the "it's all about logic, not about language. language is just a tool" concept. While THEORETICALLY it's true, in reality the time you need to study required frameworks is counted by months, so language DOES matter indeed. That's why I made this topic UPD 2: Mason Wheeler, so you seriously advice me to go for Delphi? You think its DEMANDED nowadays? Or you just tell me an exception which only confirms the rule? It's like "one guy won 100,000,000$ in lottery. Just for you to know that lottery is not a bad way to earn money."

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  • opengl 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using openGl in c++ (vs2008). I am brand new to openGl and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (i think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic opengl implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • Identifying elements from data feeds generated by affiliate sites

    - by SPI
    I am working with data feeds from affiliate sites. The basic idea is to provide an interface where the user can paste a link to an XML datafeed (these are huge btw, around 60 mb) that would then be streamed, parsed into small chunks, and mined for the required data which would then be stored in the database. The problem is that different affiliate sites have different Schemas for their XML's. It is a little hard mapping the elements in an XML to your database attributes when you don't actually know which element contains what. My Solution: Use XPath to traverse through the first set of parent and it's descendent's, fetch the elements as well as the data and and ask the user to map this data to the attributes in the database by selecting from a set of radio buttons that represent the attributes from the database. This will be done just once for each new Feed, once the system know's what's what it will automatically upload the data from the XML to the database. Does this sound viable? Is there a better solution? I realize this leaves an uncomfortable opening for human error.. Thanks.

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  • Stumbling Through: Visual Studio 2010 (Part III)

    The last post ended with us just getting started on stumbling into text template file customization, a task that required a Visual Studio extension (Tangible T4 Editor) to even have a chance at completing.  Despite the benefits of the Tangible T4 Editor, I still had a hard time putting together a solid text template that would be easy to explain.  This is mostly due to the way the files allow you to mix code (encapsulated in <# #>) with straight-up text to generate.  It is effective to be sure, but not very readable.  Nevertheless, I will try and explain what was accomplished in my custom tt file, though the details of which are not really the point of this article (my way of saying dont criticize my crappy code, and certainly dont use it in any somewhat real application.  You may become dumber just by looking at this code.  You have been warned really the footnote I should put at the end of all of my blog posts). To begin with, there were two basic requirements that I needed the code generator to satisfy:  Reading one to many entity framework files, and using the entities that were found to write one to many class files.  Thankfully, using the Entity Object Generator as a starting point gave us an example on how to do exactly that by using the MetadataLoader and EntityFrameworkTemplateFileManager you include references to these items and use them like so: // Instantiate an entity framework file reader and file writer MetadataLoader loader = new MetadataLoader(this); EntityFrameworkTemplateFileManager fileManager = EntityFrameworkTemplateFileManager.Create(this); // Load the entity model metadata workspace MetadataWorkspace metadataWorkspace = null; bool allMetadataLoaded =loader.TryLoadAllMetadata("MFL.tt", out metadataWorkspace); EdmItemCollection ItemCollection = (EdmItemCollection)metadataWorkspace.GetItemCollection(DataSpace.CSpace); // Create an IO class to contain the 'get' methods for all entities in the model fileManager.StartNewFile("MFL.IO.gen.cs"); Next, we want to be able to loop through all of the entities found in the model, and then each property for each entity so we can generate classes and methods for each.  The code for that is blissfully simple: // Iterate through each entity in the model foreach (EntityType entity in ItemCollection.GetItems<EntityType>().OrderBy(e => e.Name)) {     // Iterate through each primitive property of the entity     foreach (EdmProperty edmProperty in entity.Properties.Where(p => p.TypeUsage.EdmType is PrimitiveType && p.DeclaringType == entity))     {         // TODO:  Create properties     }     // Iterate through each relationship of the entity     foreach (NavigationProperty navProperty in entity.NavigationProperties.Where(np => np.DeclaringType == entity))     {         // TODO:  Create associations     } } There really isnt anything more advanced than that going on in the text template the only thing I had to blunder through was realizing that if you want the generator to interpret a line of code (such as our iterations above), you need to enclose the code in <# and #> while if you want the generator to interpret the VALUE of code, such as putting the entity name into the class name, you need to enclose the code in <#= and #> like so: public partial class <#=entity.Name#> To make a long story short, I did a lot of repetition of the above to come up with a text template that generates a class for each entity based on its properties, and a set of IO methods for each entity based on its relationships.  The two work together to provide lazy-loading for hierarchical data (such getting Team.Players) so it should be pretty intuitive to use on a front-end.  This text template is available here you can tweak the inputFiles array to load one or many different edmx models and generate the basic xml IO and class files, though it will probably only work correctly in the simplest of cases, like our MFL model described in the previous post.  Additionally, there is no validation, logging or error handling which is something I want to handle later by stumbling through the enterprise library 5.0. The code that gets generated isnt anything special, though using the LINQ to XML feature was something very new and exciting for me I had only worked with XML in the past using the DOM or XML Reader objects along with XPath, and the LINQ to XML model is just so much more elegant and supposedly efficient (something to test later).  For example, the following code was generated to create a Player object for each Player node in the XML:         return from element in GetXmlData(_PlayerDataFile).Descendants("Player")             select new Player             {                 Id = int.Parse(element.Attribute("Id").Value)                 ,ParentName = element.Parent.Name.LocalName                 ,ParentId = long.Parse(element.Parent.Attribute("Id").Value)                 ,Name = element.Attribute("Name").Value                 ,PositionId = int.Parse(element.Attribute("PositionId").Value)             }; It is all done in one line of code, no looping needed.  Even though GetXmlData loads the entire xml file just like the old XML DOM approach would have, it is supposed to be much less resource intensive.  I will definitely put that to the test after we develop a user interface for getting at this data.  Speaking of the data where IS the data?  Weve put together a pretty model and a bunch of code around it, but we dont have any data to speak of.  We can certainly drop to our favorite XML editor and crank out some data, but if it doesnt totally match our model, it will not load correctly.  To help with this, Ive built in a method to generate xml at any given layer in the hierarchy.  So for us to get the closest possible thing to real data, wed need to invoke MFL.IO.GenerateTeamXML and save the results to file.  Doing so should get us something that looks like this: <Team Id="0" Name="0">   <Player Id="0" Name="0" PositionId="0">     <Statistic Id="0" PassYards="0" RushYards="0" Year="0" />   </Player> </Team> Sadly, it is missing the Positions node (havent thought of a way to generate lookup xml yet) and the data itself isnt quite realistic (well, as realistic as MFL data can be anyway).  Lets manually remedy that for now to give us a decent starter set of data.  Note that this is TWO xml files Lookups.xml and Teams.xml: <Lookups Id=0>   <Position Id="0" Name="Quarterback"/>   <Position Id="1" Name="Runningback"/> </Lookups> <Teams Id=0>   <Team Id="0" Name="Chicago">     <Player Id="0" Name="QB Bears" PositionId="0">       <Statistic Id="0" PassYards="4000" RushYards="120" Year="2008" />       <Statistic Id="1" PassYards="4200" RushYards="180" Year="2009" />     </Player>     <Player Id="1" Name="RB Bears" PositionId="1">       <Statistic Id="2" PassYards="0" RushYards="800" Year="2007" />       <Statistic Id="3" PassYards="0" RushYards="1200" Year="2008" />       <Statistic Id="4" PassYards="3" RushYards="1450" Year="2009" />     </Player>   </Team> </Teams> Ok, so we have some data, we have a way to read/write that data and we have a friendly way of representing that data.  Now, what remains is the part that I have been looking forward to the most: present the data to the user and give them the ability to add/update/delete, and doing so in a way that is very intuitive (easy) from a development standpoint.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • At what point does programming become a useful skill?

    - by Elip
    This is probably a very difficult question to answer, because of its subjectivity, but even a vague guess would help me out: Now that Khan Academy is beginning to offer Computer Science lectures I'm getting an itch to learn programming again. I maybe am a bit more technical than your average computer user, using Ubuntu as my OS, LaTeX for writing and I know some small tricks like regular expressions or boolean search for google. However from my previous attempts to learn programming, I realized I do not have a natural aptitude for it and I also don't seem to enjoy the process. But I am fairly certain that a basic proficiency in programming could prove to be very beneficial for me career wise; I also often get ideas for little scripts that I cannot implement. My question is: Let's say you study programming 1 hour / day on average. At what point will you become good enough so that programming can be used for automating tasks and actually saving time? Do you think programming is worth picking up if you never have the ambition to make it your career or even your hobby, but use it strictly for utility purposes?

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  • How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?

    - by ssb
    I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this issue on this site, but most of them either have no clear, good answer or have a solution based on checking grid positions. To restate the problem that I and many others are having, if you have a tiled surface, like a wall or a floor, consisting of several smaller component rectangles, and you traverse along them with another rectangle with force being applied into that structure, there are cases where the object gets caught on a false collision on an edge that faces the inside of the shape. I have spent a lot of time thinking about how I could possibly solve this without having to resort to a grid-based system, and I realized that physics engines do this properly. What I want to know is how they do this. What do physics engines do beyond basic SAT that allows this kind of proper collision resolution in complex environments? I've been looking through the source code to Box2D trying to find out how they do it but it's not quite as easy as looking at a Collision() method. I think I'm not good enough at physics to know what they're doing mathematically and not good enough at programming to know what they're doing programmatically. This is what I aim to fix.

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  • Artificial Intelligence ... how to make an object roam freely/avoid other objects, and model consciousness? [on hold]

    - by help bonafide pigeons
    Say a simple free roam battle scene in which a player runs around freely and engages in battle with other enemies/objects, as shown below: The dragon/dinosaur (or whatever that thing I drew appears to be) will, by some measure, try and avoid attacks so it is modeled to appear to have a conscious desire to avoid pain. My question is ... since this is very complex, many possible strategies for solving this, algorithms, etc., what is the basic idea behind how this would be accomplished in any sort? Like, we can assume the enemy in the picture is not just going to aimlessly hop around and avoid, but freely be modeled to behave as if it were really exploring/fighting. For the best example I can give, witness the behavior of the enemies in Final Fantasy 12 in this video: http://www.youtube.com/watch?v=mO0TkmhiQ6w How do the pros, or how would anyone attempt solve/implement this? PS: I have tried several times to give an image the "illusion" that is has a conciousness, but aside from emulating a real animal's consciousness in complete, I fall short and get choppy moving images that follow predictable patterns, error-prone movements, and the worst imaginable scenario of a battle engagement.

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  • NFS mount of /var/www to OS X

    - by ploughguy
    I have spent 2 hours trying to create an NFS mount from my Ubuntu 10.04 LTS server to my OS X desktop system. Objective: three way file compare between the code base on the Mac, the development system on the local Linux test system, and the hosted website. The hosted service uses cpanel so I can mount a webdisk - easy as pie - took 10 seconds. The local Ubuntu box, on the other hand - nothing but pain and frustration. Here is what I have tried: In File Browser, navigate to /var/www/site and right-click. Select share this folder. Enter sharename wwwsite and a comment. Click button "Create Share". Message says - you can only share file systems you own. There is a message on how to fix this, but the killer is that this is sharing by SMB. It will change the LFs to CR-LFs which will affect the file comparison. So forget this option. In a terminal window, run shares-admin (I have not been able to convince it to give me the "Shared Folders" option in the System Administration window - Maybe it is somewhere else in the menu, but I cannot find it) define an NFS export. Enter the path /var/www/site, select NFS enter the ip address of the iMac and save. On the mac, try to mount the file system using the usual methods - finder, command line "mount" command - not found. Nothing. Tried restarting the linux box in case there is a daemon that needs restarting - nothing. So I have run out of stuff to do. I have tried searching the documentation - it is pretty basic. The man page documentation is as opaque as ever. Please, oh please, will someone help me to get this @38&@^# thing to work! Thanks for reading this far... PG.

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  • Form development optimization

    - by Juan
    Like many web developers I do forms all the time. I found myself doing the same all the time: placing input fields, assigning a name to each, ajax the form, then create the PHP which involves to assign a PHP var to each $_REQUEST['var'], escape and validate data, build the html and emailing the results. So I found that 70% of the work is duplicated but I just can't duplicate a page and change the fields. I end up wasting more time reformatting, deleting and adding different fields than creating from scratch. I started planing to program a "list of IDs to html+php" converter in which I'd input all the IDs and this would output the basic html and php. Then I thought: there's got to be thousands of developers that go through this, I'd be reinventing the wheel. So this is my question, I'm trying to find that wheel that somebody must have invented already. I found this: http://www.trirand.com/blog/jqform/ which does more or less what I'm looking for but it's an expensive solution and it has too much functionality for what I'd be using it. Which tools do you use to optimize repetitive task about HTML and PHP?

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  • How can I get a gnome environment in my VNC session?

    - by adante
    When I start VNC I have an empty desktop without the ability to manage windows or start apps etc). I'd like to have a desktop environment to be able to basic desktop things (someone asked me why I wanted this - I can't really say except that I would like my computer to be useful). My focus at the moment is basically having a working environment with as little time/effort expenditure as possible, as opposed to spending a full-time week learning the most trivial and arcane details of x, vnc, gnome or whatever passes for the current desktop architecture standard of the hour. What command or series of hoops do I have to jump to to achieve this? I have tried running gnome-session but it looks like it is attempting to run compiz and fails spectacularly. I've also tried running metacity but this simply gives me a titlebars to my windows (this is great! But I'd also like the taskbar and other stuff). I considered trying to start gnome-session in a way that it uses metacity instead of compiz. But I don't know how to do this. Tutorials on the net exist for changing to metacity - once you already have compiz running. Not so useful if compiz does not run.

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  • Two Hidden NetBeans Keyboard Shortcuts for Opening & Toggling between Views

    - by Geertjan
    The following are two really basic shortcuts for working with NetBeans editor windows that will be added to the Keyboard Shortcuts card for NetBeans IDE 7.2: Ctrl-Alt-PgUp/PgDown: Shortcuts for switching between editor types (e.g. Source, Design, History buttons). Switching between the editor types is a frequent operation sometimes, e.g., when using GUI builder, and while it can be done easily via mouse, or from View | Editors menu, it is very handy to know the shortcuts as well. Ctrl-PgUp/PgDown: Similarly, these are shortcuts for switching to next/previous opened document (tab). Note this is not like Ctrl-Tab that cycles in the last used order, but going through the tabs as they appear in the editor. Both shortcuts should fit into the "Opening and Toggling between Views" section. These are important to mention on the card because they are not visible anywhere else in the UI (as there are no menu items like "Go to next/previous editor type" or "Go to next/previous document"). Reported by Tomas Pavek from the NetBeans Team, here: http://netbeans.org/bugzilla/show_bug.cgi?id=213815

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  • Thinking about open-sourcing quiz project [closed]

    - by user72727
    I was thinking about starting an open source project. I have a few projects that might work ok as an open project but thought I might dip my toe into the water with a simple quiz project. The idea is you can add questions to a quiz, arrange questions by topic, difficulty or location. Users would hopefully get an interesting quiz, tuned to their ability. At the end they'd get a score and hopefully they might provide either some feedback on the questions or even supply a few questions of their own. I couldn't see a similar project (fame's last words). I have a basic version of the project that gives the user a bunch of questions to answer in 10 minutes. It doesn't currently group the questions into topics, and no feedback is taken. I've also been told the graphical questions don't work on Ipads for some reason. Would this be a suitable project to go open source? I did find various quiz's out there but all seemed rather narrowly focused. I really wanted something that could cover any type of question on any type of subject. I prefer to keep the questions in MySQL but I could see how this might make it more difficult for others to get on board - should I move to data files? How do I proceed? http://www.checkmypages.com/numbers

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  • Is there a better strategy than relying on the compiler to catch errors?

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being an expert. For some time, I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC, I typed in long blocks before finding they would not run and they were a nightmare to debug. So I learned to write a small bit and then test it. These days, I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Should I indicate that the user exists or was deleted on the error page?

    - by animuson
    On an ordinary public website, the user's profile is always publicly visible to all visitors (such as Stack Overflow), where they can limit certain pieces of information via privacy settings or just removing the information. Now the user has decided to delete their account (in my case deactivate) so that their account doesn't technically "exist" anymore. The way my system is set up, when their account is deactivated, their username for any content connected to them just becomes "Anonymous User" as if it were a guest that posted. I feel like this could cause some confusion for other users. I'm also concerned about what kind of error to display when someone attempts to view their profile page. My gut tells me to just display a standard 404 page to hide the fact that they ever existed, but then you also have to consider that, since usernames must be unique, anyone can go to the register page and type in the username to see if it really exists or not. I have a similar problem with another website, which gives users the ability to hide their profiles from the public and only allow registered users to view it. Again it's with the dilemma of what kind of error message to display when an unregistered users attempts to view their profile with invalid permissions. So, would it be acceptable to display basic errors such as "user has been deactivated" or "you must be logged in to view this profile" in order to give other visitors some idea of why the page can't be displayed, or should I attempt to cover the user's privacy a little and just display a standard 404 without indicating in any way that the user might exist? Are there any other issues that I'm not realizing about either route? To go back to the beginning, should I even bother changing the user's name to "Anonymous User" when their account is deactivated? Would it be acceptable to just display a non-linked version of their username in place of the normal linked display name?

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  • Customer Reviews on Company Listings [closed]

    - by GSTAR
    I'm not sure if this is the right place but I am after some general advice on a feature I am looking to implement on my website. The website I have is a Wedding Directory. Here, companies can advertise in the form of a directory listing. This listing contains the company details - such as what they do and how you can contact them. There are three packages available - Basic package is free and Silver and Gold packages are charged for. Now in order to further enhance the directory, I want to enable customer reviews for each listing. This is basically whereby customers who have used a particular company's service can write a review (and rate out of 5) of their experience. The dilemma I face is that if customers are to be paying for their listings then surely they will expect to not have content on their listing that would tarnish their reputation (i.e. negative reviews). But at the same time I want to be impartial and help my site visitors to make informed choices on which companies to book when arranging their weddings. Of course I will exercise my ability to remove offensive or fake reviews but I do not want to be removing reviews just to satisfy my clients. Suppose a client pays me a premium fee to have their listing on my front page and at the top of the listings. Now suppose that client gets lost of negative reviews - the fact that they have increased visibility means that they will also get increased bad publicity. This in turn means they won't renew their package and will most likely request the listing to be taken down. So, how can I get the right balance here and keep everyone happy?

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • 1 ASPX Page, Multiple Master Pages

    - by csmith18119
    So recently I had an ASPX page that could be visited by two different user types.  User type A would use Master Page 1 and user type B would use Master Page 2.  So I put together a proof of concept to see if it was possible to change the MasterPage in code.  I found a great article on the Microsoft ASP.net website. Specifying the Master Page Programmatically (C#) by Scott Mitchell So I created a MasterPage call Alternate.Master to act as a generic place holder.  I also created a Master1.Master and a Master2.Master.  The ASPX page, Default.aspx will use this MasterPage.  It will also use the Page_PreInit event to programmatically set the MasterPage.  1: protected void Page_PreInit(object sender, EventArgs e) { 2: var useMasterPage = Request.QueryString["use"]; 3: if (useMasterPage == "1") 4: MasterPageFile = "~/Master1.Master"; 5: else if (useMasterPage == "2") 6: MasterPageFile = "~/Master2.Master"; 7: }   In my Default.aspx page I have the following links in the markup: 1: <p> 2: <asp:HyperLink runat="server" ID="cmdMaster1" NavigateUrl="~/Default.aspx?use=1" Text="Use Master Page 1" /> 3: </p> 4: <p> 5: <asp:HyperLink runat="server" ID="cmdMaster2" NavigateUrl="~/Default.aspx?use=2" Text="Use Master Page 2" /> 6: </p> So the basic idea is when a user clicks the HyperLink to use Master Page 1, the default.aspx.cs code behind will set the property MasterPageFile to use Master1.Master.  The same goes with the link to use Master Page 2.  It worked like a charm!  To see the actual code, feel free to download a copy here: Project Name: Skyhook.MultipleMasterPagesWeb http://skyhookprojectviewer.codeplex.com

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