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  • Ideas for designing an automated content tagging system needed

    - by Benjamin Smith
    I am currently designing a website that amongst other is required to display and organise small amounts of text content (mainly quotes, article stubs, etc.). I currently have a database with 250,000+ items and need to come up with a method of tagging each item with relevant tags which will eventually allow for easy searching/browsing of the content for users. A very simplistic idea I have (and one that I believe is employed by some sites that I have been looking to for inspiration (http://www.brainyquote.com/quotes/topics.html)), is to simply search the database for certain words or phrases and use these words as tags for the content. This can easily be extended so that if for example a user wanted to show all items with a theme of love then I would just return a list of items with words and phrases relating to this theme. This would not be hard to implement but does not provide very good results. For example if I were to search for the month 'May' in the database with the aim of then classifying the items returned as realting to the topic of Spring then I would get back all occurrences of the word May, regardless of the semantic meaning. Another shortcoming of this method is that I believe it would be quite hard to automate the process to any large scale. What I really require is a library that can take an item, break it down and analyse the semantic meaning and also return a list of tags that would correctly classify the item. I know this is a lot to ask and I have a feeling I will end up reverting to the aforementioned method but I just thought I should ask if anyone knew of any pre-existing solution. I think that as the items in the database are short then it is probably quite a hard task to analyse any meaning from them however I may be mistaken. Another path to possibly go down would be to use something like amazon turk to outsource the task which may produce good results but would be expensive. Eventually I would like users to be able to (and want to!) tag content and to vote for the most relevant tags, possibly using a gameification mechanic as motivation however this is some way down the line. A temporary fix may be the best thing if this were the route I decided to go down as I could use the rough results I got as the starting point for a more in depth solution. If you've read this far, thanks for sticking with me, I know I'm spitballing but any input would be really helpful. Thanks.

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  • Windows Azure - access webrole local storage from separate workerrole

    - by Brett Smith
    I'm running an application on windows azure, the MVC views need to be dynamic, I started by storing them as records in the database, but am quite keen to move them to a physical location. My concept was to create the physical file via code... which worked great and speeds up the page load dramatically. This was of course before I realised that the files were only available for the duration of the role Next I looked at a start up task to create the files when the role was started - however I then realised that any separate instances weren't going to sync up unless I monitored the database for changes. So I moved from a start up task to a function in the run method of the role that checks the database every 10 minutes to see if changes have occurred. The problem is that this seems to choke up the application (at least in the warm up stage). Ideally I would like to move the run function to it's own worker role that can sit there and push files out to web role instances, but I'm unsure on how I would go about accessing the web roles local storage from the worker role. Can anybody tell me whether this is actually possible? and hopefully point me in the right direction to achieve this? Just to clarify what I'm trying to achieve -View is created in user interface running on web role and stored in database -Separate web role (front end) has clientside application with virtualpath provider pointing Views requests to local storage (localresource) -separate worker role to create View structure and load this into clientside web role local storage

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  • Android depth buffer issue: Advice for anyone experiencing problem

    - by Andrew Smith
    I've wasted around 30 hours this week writing and re-writing code, believing that I had misunderstood how the OpenGL depth buffer works. Everything I tried, failed. I have now resolved my problem by finding what may be an error in the Android implementation of OpenGL. See this API entry: http://www.opengl.org/sdk/docs/man/xhtml/glClearDepth.xml void glClearDepth(GLclampd depth); Specifies the depth value used when the depth buffer is cleared. The initial value is 1. Android's implementation has two versions of this command: glClearDepthx which takes an integer value, clamped 0-1 glClearDepthf which takes a floating point value, clamped 0-1 If you use glClearDepthf(1) then you get the results you would expect. If you use glClearDepthx(1), as I was doing then you get different results. (Note that 1 is the default value, but calling the command with the argument 1 produces different results than not calling it at all.) Quite what is happening I do not know, but the depth buffer was being cleared to a value different from what I had specified.

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  • GetRef to capture methods?

    - by Thom Smith
    I've just discovered VBScript's GetRef function, which gets a reference to the function named by its argument. Is there any way to get a reference to a method in this way? I have a hunch that VBScript doesn't offer the sophistication of binding needed to do so, but it would sure be nice.

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  • Given a Member Access lambda expression, convert it to a specific string representation with full ac

    - by Nathan
    Given an Expression<Func<T, object>> (e.g. x = x.Prop1.SubProp), I want to create a string "Prop1.SubProp" for as deep as necessary. In the case of a single access (e.g. x = x.Prop1), I can easily do this with: MemberExpression body = (expression.Body.NodeType == ExpressionType.Convert) ? (MemberExpression)((UnaryExpression)expression.Body).Operand : (MemberExpression)expression.Body; return body.Member.Name; However, if there is deeper nesting, e.g. x = x.Prop1.SubProp1, this only gets the most deeply nested name, e.g. "SubProp1" instead of "Prop1.SubProp1" Is there anyway to access the full property path of a lambda expression?

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  • opengl problem works on droid but not droid eris and others.

    - by nathan
    This GlRenderer works fine on the moto droid, but does not work well at all on droid eris or other android phones does anyone know why? package com.ntu.way2fungames.spacehockeybase; import java.io.DataInputStream; import java.io.IOException; import java.nio.Buffer; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.ntu.way2fungames.LoadFloatArray; import com.ntu.way2fungames.OGLTriReader; import android.content.res.AssetManager; import android.content.res.Resources; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; import android.os.Handler; import android.os.Message; public class GlRenderer extends Thread implements Renderer { private float drawArray[]; private float yoff; private float yoff2; private long lastRenderTime; private float[] yoffs= new float[10]; int Width; int Height; private float[] pixelVerts = new float[] { +.0f,+.0f,2, +.5f,+.5f,0, +.5f,-.5f,0, 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134.55f,826.76f,-0.50f,134.55f,836.34f,-0.50f,145.09f,795.41f,-2f,134.55f,826.76f,-0.50f,145.09f,795.41f,-2f,145.09f,786.78f,-2f, 345.45f,826.76f,-0.50f,345.45f,836.34f,-0.50f,334.91f,795.41f,-2f,345.45f,826.76f,-0.50f,334.91f,795.41f,-2f,334.91f,786.78f,-2f, 355.04f,829.63f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,355.04f,829.63f,-0.50f,438.44f,789.37f,-2f,343.53f,789.37f,-2f, 460.49f,24.37f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,460.49f,24.37f,-0.50f,343.53f,64.63f,-2f,438.44f,64.63f,-2f, 345.45f,27.24f,-0.50f,345.45f,17.66f,-0.50f,334.91f,58.59f,-2f,345.45f,27.24f,-0.50f,334.91f,58.59f,-2f,334.91f,67.22f,-2f, 134.55f,27.24f,-0.50f,134.55f,17.66f,-0.50f,145.09f,58.59f,-2f,134.55f,27.24f,-0.50f,145.09f,58.59f,-2f,145.09f,67.22f,-2f, 463.36f,826.76f,-0.50f,463.36f,27.24f,-0.50f,441.03f,67.22f,-2f,463.36f,826.76f,-0.50f,441.03f,67.22f,-2f,441.03f,786.78f,-2f, 16.64f,27.24f,-0.50f,16.64f,826.76f,-0.50f,38.97f,786.78f,-2f,16.64f,27.24f,-0.50f,38.97f,786.78f,-2f,38.97f,67.22f,-2f, 124.96f,24.37f,-0.50f,19.51f,24.37f,-0.50f,41.56f,64.63f,-2f,124.96f,24.37f,-0.50f,41.56f,64.63f,-2f,136.47f,64.63f,-2f, 124.96f,24.37f,-0.50f,134.55f,27.24f,-0.50f,145.09f,67.22f,-2f,124.96f,24.37f,-0.50f,145.09f,67.22f,-2f,136.47f,64.63f,-2f, 19.51f,24.37f,-0.50f,16.64f,27.24f,-0.50f,38.97f,67.22f,-2f,19.51f,24.37f,-0.50f,38.97f,67.22f,-2f,41.56f,64.63f,-2f, 345.45f,27.24f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,345.45f,27.24f,-0.50f,343.53f,64.63f,-2f,334.91f,67.22f,-2f, 463.36f,27.24f,-0.50f,460.49f,24.37f,-0.50f,438.44f,64.63f,-2f,463.36f,27.24f,-0.50f,438.44f,64.63f,-2f,441.03f,67.22f,-2f, 463.36f,826.76f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,463.36f,826.76f,-0.50f,438.44f,789.37f,-2f,441.03f,786.78f,-2f, 355.04f,829.63f,-0.50f,345.45f,826.76f,-0.50f,334.91f,786.78f,-2f,355.04f,829.63f,-0.50f,334.91f,786.78f,-2f,343.53f,789.37f,-2f, 134.55f,826.76f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,134.55f,826.76f,-0.50f,136.47f,789.37f,-2f,145.09f,786.78f,-2f, 16.64f,826.76f,-0.50f,19.51f,829.63f,-0.50f,41.56f,789.37f,-2f,16.64f,826.76f,-0.50f,41.56f,789.37f,-2f,38.97f,786.78f,-2f, }; private float[] backgroundData = new float[] { // # ,Scale, Speed, 300 , 1.05f, .001f, 150 , 1.07f, .002f, 075 , 1.10f, .003f, 040 , 1.12f, .006f, 20 , 1.15f, .012f, 10 , 1.25f, .025f, 05 , 1.50f, .050f, 3 , 2.00f, .100f, 2 , 3.00f, .200f, }; private float[] triangleCoords = new float[] { 0, -25, 0, -.75f, -1, 0, +.75f, -1, 0, 0, +2, 0, -.99f, -1, 0, .99f, -1, 0, }; private float[] triangleColors = new float[] { 1.0f, 1.0f, 1.0f, 0.05f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, }; private float[] drawArray2; private FloatBuffer drawBuffer2; private float[] colorArray2; private static FloatBuffer colorBuffer; private static FloatBuffer triangleBuffer; private static FloatBuffer quadBuffer; private static FloatBuffer drawBuffer; private float[] backgroundVerts; private FloatBuffer backgroundVertsWrapped; private float[] backgroundColors; private Buffer backgroundColorsWraped; private FloatBuffer backgroundColorsWrapped; private FloatBuffer arenaWallsWrapped; private FloatBuffer arenaColorsWrapped; private FloatBuffer arena2VertsWrapped; private FloatBuffer arena2ColorsWrapped; private long wallHitStartTime; private int wallHitDrawTime; private FloatBuffer pixelVertsWrapped; private float[] wallHit; private FloatBuffer pixelColorsWrapped; //private float[] pitVerts; private Resources lResources; private FloatBuffer pitVertsWrapped; private FloatBuffer pitColorsWrapped; private boolean arena2; private long lastStartTime; private long startTime; private int state=1; private long introEndTime; protected long introTotalTime =8000; protected long introStartTime; private boolean initDone= false; private static int stateIntro = 0; private static int stateGame = 1; public GlRenderer(spacehockey nspacehockey) { lResources = nspacehockey.getResources(); nspacehockey.SetHandlerToGLRenderer(new Handler() { @Override public void handleMessage(Message m) { if (m.what ==0){ wallHit = m.getData().getFloatArray("wall hit"); wallHitStartTime =System.currentTimeMillis(); wallHitDrawTime = 1000; }else if (m.what ==1){ //state = stateIntro; introEndTime= System.currentTimeMillis()+introTotalTime ; introStartTime = System.currentTimeMillis(); } }}); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(.01f, .01f, .01f, .1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } private float SumOfStrideI(float[] data, int offset, int stride) { int sum= 0; for (int i=offset;i<data.length-1;i=i+stride){ sum = (int) (data[i]+sum); } return sum; } public void onDrawFrame(GL10 gl) { if (state== stateIntro){DrawIntro(gl);} if (state== stateGame){DrawGame(gl);} } private void DrawIntro(GL10 gl) { startTime = System.currentTimeMillis(); if (startTime< introEndTime){ float ptd = (float)(startTime- introStartTime)/(float)introTotalTime; float ptl = 1-ptd; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*(90+(ptl*250))) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); //gl.glTranslatef(0, -(Height/2), 0); //gl.glScalef(1f, 1f+(ptl*2), 1f); //gl.glTranslatef(0, +(Height/2), 0); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }else{state = stateGame;} } private void DrawGame(GL10 gl) { lastStartTime = startTime; startTime = System.currentTimeMillis(); long moveTime = startTime-lastStartTime; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*moveTime) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } //arena frame gl.glPushMatrix(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arenaWallsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, arenaColorsWrapped); gl.glColor4f(.1f, .5f, 1f, 1f); gl.glTranslatef(0, 0, 50); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(arenaWalls.length / 3)); gl.glPopMatrix(); //arena2 frame if (arena2 == true){ gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pitVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pitColorsWrapped); gl.glTranslatef(0, -Height, 40); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(pitVertsWrapped.capacity() / 3)); } if (wallHitStartTime != 0) { float timeRemaining = (wallHitStartTime + wallHitDrawTime)-System.currentTimeMillis(); if (timeRemaining>0) { gl.glPushMatrix(); float percentDone = 1-(timeRemaining/wallHitDrawTime); gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pixelVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pixelColorsWrapped); gl.glTranslatef(wallHit[0], wallHit[1], 0); gl.glScalef(8, Height*percentDone, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); gl.glPopMatrix(); } else { wallHitStartTime = 0; } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } public void init(GL10 gl) { if (arena2 == true) { AssetManager assetManager = lResources.getAssets(); try { // byte[] ba = {111,111}; DataInputStream Dis = new DataInputStream(assetManager .open("arena2.ogl")); pitVertsWrapped = LoadFloatArray.FromDataInputStream(Dis); pitColorsWrapped = MakeFakeLighting(pitVertsWrapped.array(), .25f, .50f, 1f, 200, .5f); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if ((Height != 854) || (Width != 480)) { arenaWalls = ScaleFloats(arenaWalls, Width / 480f, Height / 854f); } arenaWallsWrapped = FloatBuffer.wrap(arenaWalls); arenaColorsWrapped = MakeFakeLighting(arenaWalls, .03f, .16f, .33f, .33f, 3); pixelVertsWrapped = FloatBuffer.wrap(pixelVerts); pixelColorsWrapped = MakeFakeLighting(pixelVerts, .03f, .16f, .33f, .10f, 20); initDone=true; } public void onSurfaceChanged(GL10 gl, int nwidth, int nheight) { Width= nwidth; Height = nheight; // avoid division by zero if (Height == 0) Height = 1; // draw on the entire screen gl.glViewport(0, 0, Width, Height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, Width, Height, 0, 100, -100); // gl.glOrthof(-nwidth*2, nwidth*2, nheight*2,-nheight*2, 100, -100); // GLU.gluPerspective(gl, 180.0f, (float)nwidth / (float)nheight, // 1000.0f, -1000.0f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); System.gc(); if (initDone == false){ SetupStars(); init(gl); } } public void SetupStars(){ backgroundVerts = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleCoords.length]; backgroundColors = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleColors.length]; int iii=0; int vc=0; float ascale=1; for (int i=0;i<backgroundColors.length-1;i=i+1){ if (iii==0){ascale = (float) Math.random();} if (vc==3){ backgroundColors[i]= (float) (triangleColors[iii]*(ascale)); }else if(vc==2){ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.2)); }else{ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.3)); } iii=iii+1;if (iii> triangleColors.length-1){iii=0;} vc=vc+1; if (vc>3){vc=0;} } int ii=0; int i =0; int set =0; while(ii<backgroundVerts.length-1){ float scale = (float) backgroundData[(set*3)+1]; int length= (int) backgroundData[(set*3)]; for (i=0;i<length;i=i+1){ if (set ==0){ AddVertsToArray(ScaleFloats(triangleCoords, scale,scale*.25f), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii); }else{ AddVertsToArray(ScaleFloats(triangleCoords, scale), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii);} ii=ii+triangleCoords.length; } set=set+1; } backgroundVertsWrapped = FloatBuffer.wrap(backgroundVerts); backgroundColorsWrapped = FloatBuffer.wrap(backgroundColors); } public void AddVertsToArray(float[] sva,float[]dva,float ox,float oy,int start){ //x for (int i=0;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+ox;} } //y for (int i=1;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+oy;} } //z for (int i=2;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i];} } } public FloatBuffer MakeFakeLighting(float[] sa,float r, float g,float b,float a,float multby){ float[] da = new float[((sa.length/3)*4)]; int vertex=0; for (int i=0;i<sa.length;i=i+3){ if 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  • WCF Rest services for use with the repository pattern?

    - by mark smith
    Hi there, I am considering moving my Service Layer and my data layer (repository pattern) to a WCF Rest service. So basically i would have my software installed locally (WPF client) which would call the Service Layer that exists via a Rest Service... The service layer would then call my data layer using a WCF Rest Service also OR maybe just call it via the DLL assembly I was hoping to understand what the performance would be like. Currently I have my datalayer and servicelayer installed locally via DLL Assemblies locally on the pc. Also i presume the WCF REST services won't support method overloading hance the same name but with a different signature?? I would really appreciate any feedback anyone can give. Thanks

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  • Attachment_fu: can't disable :partition option

    - by Nathan Long
    I'm trying to use the Attachment_Fu plugin in a Rails project, and want to customize the paths where uploaded files are saved. The documentation shows this option: :partition # Whether to partiton files in directories like /0000/0001/image.jpg. Default is true. (The 0001 part is an ID from a table.) I don't want that, so I set the partition option to false, like so: class Photo < ActiveRecord::Base has_attachment :content_type => :image, :storage => :file_system, :max_size => 500.kilobytes, :resize_to => '320x200', :thumbnails => {:thumb => '100x100>' }, :partition => false validates_as_attachment end ...but the :partition => false option has no effect. Has anybody else encountered this problem? How did you fix it?

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  • Developing Job References

    - by Joe Smith
    How do you develop references for jobs? I have 6 years of programming experience spanning two jobs, but sadly I don't have a lot of people I can draw on as references. It's been several years since I left my last job, which was at a small company, and I've lost touch with the few people I knew there. I now work at another small company. I think I've gone as far as I can in my current position, and would like to look for greener pastures, but I can't exactly use my current boss as a reference, even though I have a very good repore with him. I'm sure he'd make a great reference down the road, but I'm afraid I'd insult him or jeopardize my current job by mentioning that I'm thinking of leaving and would like him to help me. I've applied to some jobs, and I have gotten several replies like, "Oh, you're exactly what we're looking for. Send us a couple references and we'll schedule an interview. Oh, no references? You must be a psychopath, nevermind." I've tried doing some small freelance work on the side, just so I can have a contact who can vouch for my work, but the competition for even small projects is pretty fierce and I can rarely devote adequate time to freelancing while holding a full time job. In addition, I often encounter a Catch-22 where a lot of freelancing jobs also require references. So how do programmers maintain existing references and develop new ones, especially while holding a full time job?

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  • Compare two Xcode build settings

    - by John Smith
    I have a project where I use two build settings predominantly. Unfortunately today something went wrong. One compiles and the other doesn't. How can I compare the two build settings in XCode to see what the differences are? (For those interested, the error I get in one build is jump to case label crosses initialization of 'const char* selectorName' if you know what this means I'll be very grateful )

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  • NHibernate - get List<long> representing primary keys?

    - by Nathan
    I have a situation where I definitely don't want to get the whole domain object. Basically, the entity has a primary key of long (.NET)/bigint(sql server 2005). I simply need to pass the primary key to an external system which will access the database directly - and since the list of ids could be large, I don't want to rehydrate the entire domain object just to get the Id. In linq2sql, I could accomplish this with a projection, but I am restricted to NHibernate 1.2.1.4000, which doesn't support Linq. Is there a way to accomplish this using NHibernate 1.2.1.4000? (I am open to using a named-query if that will work)

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  • How can I check that I didn't break anything when refactoring?

    - by Nathan Fellman
    I'm about to embark on a bout of refactoring of some functions in my code. I have a nice amount of unit tests that will ensure I didn't break anything, but I'm not sure about the coverage they give me. Are there any tools that can analyze the code and see that the functionality remains the same? I plan to refactor some rather isolated code, so I don't need to check the entire program, just the areas that I'm working on. For context, the code I'm working on is in C/C++, and I work in Linux with GCC and VIM.

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  • Fast way to perform addition of 2 LARGE float arrays in Android. Optional JNI or Opengl ES

    - by nathan
    I simply need to add floatArray1 to floatArray2 storing the result in floatArray2.. no third array.. all arrays are one dimensional but are very large... probibly as large as the os will let me get away with. Max i would need is two float arrays with 40,000 floats each... but i could get away with 1/10th that i suppose minimum. Would love to do this in 1/30th or 1/60th of a second but that does not seem possible? Also if the code is JNI,NDK or OpenGL ES thats fine.. does android have an assembly language or like machine code i could use somehow?

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  • Jakarta Regexp 1.5 Backreferences?

    - by Matt Smith
    Why does this match: String str = "099.9 102.2" + (char) 0x0D; RE re = new RE("^([0-9]{3}.[0-9]) ([0-9]{3}.[0-9])\r$"); System.out.println(re.match(str)); But this does not: String str = "099.9 102.2" + (char) 0x0D; RE re = new RE("^([0-9]{3}.[0-9]) \1\r$"); System.out.println(re.match(str)); The back references don't seem to be working... What am I missing?

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  • Interrupt On GAS

    - by Nathan Campos
    I'm trying to convert my simple program from Intel syntax to the AT&T(to compile it with GAS). I've successfully converted a big part of my application, but I'm still getting an error with the int(the interrupts). My function is like this: printf: mov $0x0e, %ah mov $0x07, %bl nextchar: lodsb or %al, %al jz return int 10 jmp nextchar return: ret msg db "Welcome To Track!", 0Ah But when I compile it, I got this: hello.S: Assembler messages: hello.S:13: Error: operand size mismatch for int' hello.S:19: Error: no such instruction:msg db "Hello, World!",0Ah' What I need to do?

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  • NSString stringWithFormat question

    - by John Smith
    I am trying to build a small table using NSString. I cannot seem to format the strings properly. Here is what I have [NSString stringWithFormat:@"%8@: %.6f",e,v] where e is an NSString from somewhere else, and v is a float. What I want is output something like this: Grapes: 20.3 Pomegranates: 2.5 Oranges: 15.1 What I get is Grapes:20.3 Pomegranates:2.5 Oranges:15.1 How can I fix my format to do something like this?

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