Search Results

Search found 27142 results on 1086 pages for 'control structure'.

Page 438/1086 | < Previous Page | 434 435 436 437 438 439 440 441 442 443 444 445  | Next Page >

  • Best design for a memory resident tool

    - by Andrew S.
    I apologize if this tends more toward design that programming, but here goes. What design would you recommend for a database that is Memory resident Must run on windows, linux and (at a stretch) the mac Accept multiple queries simultaneously Have minimum overhead, since a search is expected to take <0.25s This program implements a domain-specific search. Think of it as a database, but one that takes advantage of domain specific information to outperform a convential database search (for example, with custom oracle indexing). We have a custom data structure for our data. Our protoype is a simple exe that constructs the database in memory each time it is run. We were thinking that perhaps this program would suffice, but augmented with sockets so it can listen for queries. This database will be static. Its contents will change infrequently. We expect queries, and the solution, to be delivered via a web service.

    Read the article

  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

    Read the article

  • Should I use rel=index or rel=contents in this instance?

    - by Martin Bean
    I’m creating an MMA website. There’s the home page, there’s a fighters section whose index page lists fighters in the organisation, and then each fighter has a profile page. The URL structure is like this: / /fighters/ /fighters/john-doe My question is: on the fighter’s profile page I want to link to the fighters index page (/fighters). In my HTML page, which meta tag would be the most appropriate? <link href="/fighters/" rel="index" /> Or: <link href="/fighters/" rel="contents" /> I’m having trouble distinguishing which would be best, and whether rel="index" would be the index for the whole site or the current page/section I’m viewing?

    Read the article

  • Which programming language do you think is the most beautiful and which the ugliest? [closed]

    - by user1598390
    I would like to hear opinions about what programming language do you consider to produce the most legible, self-documenting, intention-transparent, beautiful-looking code ? And which produces the most messy-looking, unintentionally obfuscated, ugly code, regardless of it being good code ? Let me clarify: I'm talking about the syntax, "noise vs signal", structure of the language. Assignment operators. De-referencing. Whether it's dot syntax or "-" syntax. What languages do you think are inherently harder to read than others, given all other things being equal like, say, code quality, absence of code smells, etc. ?

    Read the article

  • How Orchard works

    I just finished writing a long documentation topic on the Orchard project wiki that aims at being a good starting point for developers who want to understand the architecture, structure and general philosophy behind the Orchard CMS. It is not required reading for anyone who only wants to write Orchard modules and themes but hopefully it will help people who want to evaluate the platform and start writing patches. Read it here: http://orchardproject.net/docs/How-Orchard-works.ashx...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.

    Read the article

  • Multiplayer Game Listen Servers: Ensuring Integrity

    - by Ankit Soni
    I'm making a simple multiplayer game of Tic Tac Toe in Python using Bridge (its an RPC service built over a message queue - RabbitMQ) and I'd like to structure it so that the client and the server are just one file. When a user runs the game, he is offered a choice to either create a game or join an existing game. So when a user creates a game, the program will create the game and also join him as a player to the game. This is basically a listen server (as opposed to a dedicated server) - a familiar concept in multiplayer games. I came across a really interesting question while trying to make this - how can I ensure that the player hosting the game doesn't tamper with it (or atleast make it difficult)? The player hosting the game has access to the array used to store the board etc., and these must be stored in the process' virtual memory, so it seems like this is impossible. On the other hand, many multiplayer games use this model for LAN games.

    Read the article

  • Build a LEGO Creation without Leaving Your Cube

    - by Jason Fitzpatrick
    Just because you’re stuck at your desk doesn’t mean you can’t sneak in a little fun. At BuildWithChrome you can slap together virtual LEGO bricks with ease. The site, a collaboration between Google and LEGO, shows you a massive map of Australia and New Zealand covered in thousands of LEGO base plates. Zoom in, select a base plate, and get building. The block selection is fairly limited (you can work with the kind of blocks you’d find in a generic LEGO brick pack) but it’s still quite a bit of fun. When I took it for a test drive, I started simple by building a house-like structure: With the addition of a few more pieces it would be possible to pull off the wizard shop my wife and daughter just built: How to Banish Duplicate Photos with VisiPic How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

    Read the article

  • Cloud hosting vs self hosting price

    - by yes123
    I was looking at some cloud hosting price. Consider an entry level self hosted server: PRICE: 40€ ---------- CPU: i5 (4x 2.66 GHz) RAM: 16GB hard disk: 2TB Bandwidth: 10TB/month with 100Mbps Now consider an equivalent on a cloud structure... (for example phpfog) PRICE: 29$ -------------- RAM: 613MB (LOL WUT?) CPU: 2 Burst ECUs Storage: 10GB (WUT?) Basically with cloud, to have the same hardware of your entry level dedicated server you have to pay 300-400€... Is it normal? I am missing something?

    Read the article

  • Possibility of recovering files from a dd zero-filled hard disk

    - by unknownthreat
    I have "zero filled" (complete wiped) an external hard disk using dd, and from what I have heard: people said you should at least "zero fill" 3 times to be sure that the data are really wiped and no one can recover anything. So I decided to scan the disk once again after I've zero filled the disk. I was expecting the disk to still have some random binary left. It turned out that it has only a few sequential bytes in the very beginning. This is probably the file structure type and other headers stuff. Other than that, it's all zeros and nothing else. So if we have to recover any file from a zero filled disk, ...how? From what I've heard, even you zero fill the disk, you should still have some data left. ...or could dd really completely annihilate all data?

    Read the article

  • Multi-platform Map Application

    - by Mahdi
    I'm working on a web project (PHP, jQuery) which currently using Google Maps powering up the map functionality of the application, however we need to make it multi-platform like you can go to the dashboard and choose one from 5-10 map providers (which Goolge Maps is just one of them) to underlying your map functionality. So, as the application is supposed to show the data on map, almost in every single place we have to deal with the API provided by that specific map provider. Currently we are thinking about revising our modular structure and/or making something like an adapter for each provider to deal with their native syntax but via our standard methods. I wish to have your ideas and your experiences, specially if you ever made an interface for dealing via 2-3 different map providers. That would helps much and I really appreciate that. If you need any further information, just ask me to update the question. Update: As Vicky Chijwani suggested Mapstraction, now I'm also wondering which one is more better (pros & cons), having an adapter implemented on Javascript or PHP?

    Read the article

  • How do I copy an existing hard disc to a new one so I can boot off the new disc?

    - by Brian Hooper
    I currently have a failing hard drive which is the only hard drive in the machine. I have just bought a new hard drive to replace it, and my plan is to copy the contents of the old drive onto the new one, and then replace the old drive in the machine with the new one. I presumably can't just copy the whole directory structure (or can I)? What do I need to do to manage this, assuming it is possible? Is there a utility to do this for me? (The old drive is hopefully good for a few more hours.) (I hope by this means to keep all the software and configuration files as they are, to avoid having to re-install everything. Can that be done?)

    Read the article

  • Is it any good to use binary arithmetic in a C++ code like "C style"?

    - by user827992
    I like the fact that the C language lets you use binary arithmetic in an explicit way in your code, sometimes the use of the binary arithmetic can also give you a little edge in terms of performance; but since I started studying C++ i can't really tell how much i have seen the explicit use of something like that in a C++ code, something like a pointer to pointer structure or an instruction for jumping to a specific index value through the binary arithmetic. Is the binary arithmetic still important and relevant in the C++ world? How i can optimize my arithmetic and/or an access to a specific index? What about the C++ and the way in which the bits are arranged according to the standard? ... or i have taken a look at the wrong coding conventions ... ?

    Read the article

  • Should data structures be integrated into the language (as in Python) or be provided in the standard library (as in Java)?

    - by Anto
    In Python, and most likely many other programming languages, common data structures can be found as an integrated part of the core language with their own dedicated syntax. If we put LISP's integrated list syntax aside, I can't think of any other languages that I know which provides some kind of data structure above the array as an integrated part of their syntax, though all of them (but C, I guess) seem to provide them in the standard library. From a language design perspective, what are your opinions on having a specific syntax for data structures in the core language? Is it a good idea, and does the purpose of the language (etc.) change how good this could be of a choice? Edit: I'm sorry for (apparently) causing some confusion about which data structures I mean. I talk about the basic and commonly used ones, but still not the most basic ones. This excludes trees (too complex, uncommon), stacks (too seldom used), arrays (too simple) but includes e.g. sets, lists and hashmaps.

    Read the article

  • Demantra 7.3.1.3 Controlling MDP_MATRIX Combinations Assigned to Forecasting Tasks Using TargetTaskSize

    - by user702295
    New 7.3.1.3 parameter: TargetTaskSize Old parameter: BranchID  Multiple, deprecated  7.3.1.3 onwards Parameter Location: Parameters > System Parameters > Engine > Proport   Default: 0   Engine Mode: Both   Details: Specifies how many MDP_MATRIX combinations the analytical engine attempts to assign to each forecasting task.  Allocation will be affected by forecsat tree branch size.  TaskTargetSize is automcatically calculated.  It holds the perferred branch size, in number of combinations in the lowest level. This parameter is adjusted to a lower value for smaller schemas, depending on the number of available engines.   - As the forecast is generated the engine goes up the tree using max_fore_level and not top_level -1.  Max_fore_level has     to be less than or equal to top_level -1.  Due to this requirement, combinations falling under the same top level -1     member must be in the same task.  A member of the top level -1 of the forecast tree is known as a branch.  An engine     task is therefore comprised of one or more branches.     - Reveal current task size       go to Engine Administrator --> View --> Branch Information and run the application on your Demantra schema.  This will be deprecated in 7.3.1.3 since there is no longer a means of adjusting the brach size directly.  The focus is now on proper hierarchy / forecast design.     - Control of tasks       The number of tasks created is the lowest of number of branches, as defined by top level -1 members in forecast       tree, and engine sessions and the value of TargetTaskSize.  You are used to using the branch multiplier in this       calculation.  As of 7.3.1.3, the branch ID multiple is deprecated.     - Discovery of current branch size       To resolve this you must review the 2nd highest level in the forecast tree (below highest/highest) as this is the       level which determines the size of the branches.  If a few resulting tasks are too large it is recommended that       the forecast tree level driving branches be revised or at times completely removed from the forecast tree.     - Control of foreacast tree branch size         - Run the following sql to determine how even the branches are being split by the engine:             select count(*),branch_id from mdp_matrix where prediction_status = 1 and do_fore = 1 group by branch_id;             This will give you an understanding if some of the individual branches have an unusually large number of           rows and thus might indicate that the engine is not efficiently dividing up the parallel tasks.         - Based on the results of this sql, we may want to adjust the branch id multiplier and/or the number of engines           (both of these settings are found in the Engine Administrator)           select count(*), level_id from mdp_matrix where prediction_status = 1 and do_fore = 1 group by level_id;           This will give us an understanding at which level of the Forecast tree where the forecast is being generated.            Having a majority of combinations higher on the forecast tree might indicate either a poorly designed forecast           tree and/or engine parameters that are too strict           Based on the results of this we would adjust the Forecast Tree to see if choosing a different hierarchy might           produce a forecast, with more combinations, at a lower level.           For example:             - Review the 2nd highest level in the forecast tree, below highest/highest, as this is the level which               determines the size of the branches.             - If a few resulting tasks are too large it is recommended that the forecast tree level driving branches               be revised or at times completely removed from the forecast tree.               - For example, if the highest level of the forecast tree is set to Brand/All Locations.             - You have 10 brands but 2 of the brands account for 67% and 29% of all combinations.             - There is a distinct possibility that the tasks resulting from these 2 branches will be too large for               a single engine to process.  Some possible solutions could be to remove the Brand level and instead               use a different product grouping which has a more even distribution, possibly Product Group.               - It is also possible to add a location dimension to this forecast tree level, for example Customer.                This will also reduce forecast tree branch size and will deliver a balanced task allocation.             - A correctly configured Forecast Tree is something that is done by the Implementation team and is               not the responsibility of Oracle Support.  Allocation will be affected by forecast tree branch size.  When TargetTaskSize is set to 0, the default value, the system automatically calculates a value for 'TargetTaskSize' depending on the number of engines.   - QUESTION:  Does this mean that if TargetTaskSize is 1, we use tree branch size to allocate branches to tasks instead                of automatically calculating the size?     ANSWER: DEV Strongly recommends that the setting of TargetTaskSize remain at the DEFAULT of ZERO (0).   - How to control the number of engines?     Determine how many CPUs are on the machine(s) that is (are) running the engine.  As mentioned earlier, the general     rule is that you should designate 2 engines per each CPU that is available.  So for example, if you are running the     engine on a machine that has 4 CPU then you can have up to 8 engines designated in the Engine Administrator.  In this     type of architecture then instead of having one 'localhost' in your Engine Settings Screen, you would have 'localhost'     repeated eight times in this field.     Where do I set the number of engines?                 To add multiples computers where engine will run, please do a back-up of Settings.xml file under         Analytical Engines\bin\ folder, then edit it and add there the selected machines.                 Example, this will allow 3 engines to start:         - <Entry>           <Key argument="ComputerNames" />           <Value type="string" argument="localhost,localhost,localhost" />           </Entry Otherwise, if there are no additional engines defined, the calculated value of 'TargetTaskSize' is used. (Oracle does not recommend changing the default value.) The TargetTaskSize holds the engines prefered branch size, in number of level 1 combinations.   - Level 1 combinations, known as group size The engine manager will use this parameter to attempt creating branches with similar size.   * The engine manager will not create engines that do not have a branch. The engine divider algorithm uses the value of 'TargetTaskSize' as a system-preferred branch size to create branches that are more equal in size which improves engine performance.  The engine divider will try to add as many tasks as possible to an existing branch, up to the limit of 'TargetTaskSize' level 1 combinations, before adding new branches. Coming up next: - The engine divider - Group size - Level 1 combinations - MAX_FORE_LEVEL - Engine Parameters  

    Read the article

  • URL SEO : Using directories or exact keyword phrase in the URL [duplicate]

    - by rahul14gt
    This question already has an answer here: What is the best stucture of SEO friendly URL? 3 answers I am trying to understand how to best optimise a url for a page to rank high for specific keywords. Example: a top keyword search is "rental properties in new york". Question is does this keyword need to appear as this exact phrase in the url or should it be broken up into different directories for a better structure e.g.: www.abc.com/en/properties/new-york/rental OR www.abc.com/en/rental-properties-in-new-york Which will help the page rank higher (given all other things on the page are exactly the same)? Thanks!

    Read the article

  • Embed IF text parser in another game?

    - by DragonFax
    Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and verbs from my own side. It will parse the sentences from the user and give me back some sort of structure/AST describing what the user asked for. Then my own code can then act upon that request. I don't need something SIRI level. The simple sentences and actions that current IF games support is fine. But I'm not looking to write a whole text/sentence parser myself. This isn't an If game and I can't write it entirely in an interactive-fiction language like inform 7. Unfortunatly, I can't seem to find any examples of anyone using the text parsing capabilities of these engines without writing the entire game in that engine's language.

    Read the article

  • Comprehensive redesigns

    - by Chris Skardon
    So, last night I realised that I’d made some bad decisions with the database, structure and naming, so… I’ve now refactored it all, and I’m feeling… hmmm… meh about it. I suspect I will redo it all later, but for now it will do…. I’ve also come to the conclusion that I was maybe trying too much for the initial release, so as a consequence I have removed one part of the project… (which, by-the-by, I intend to have published in a month or so – and yes Andy, that is one month longer than I mentioned to you in that email :)) @Html.DisplayFor() I find myself using DisplayFor a lot at the moment, is this correct? I mean – it works, but is that really only for forms? Do I need to use it? Should I use it?

    Read the article

  • File system implementation in MongoDB with GridFS

    - by Ralph
    I am working on two projects that will both implement a Webdav server backed by a MongoDB GridFS. In each case, there is the potential for the system to store tens of millions of files spread across thousands of hierarchical directories. I can come up with two different ways of storing the directory structure: As a "true" hierarchical file system, with directories containing the IDs (_id) of subdirectories and regular files. The paths will be separated by slashes (/) as in a POSIX-compliant file system. The path /a/b/c will be represented as a directory a containing a directory b containing a file c. As a flat file system, where file names include the slashes. The path /a/b/c will be stored as a single file with the name /a/b/c What are the advantages and disadvantages of each, with respect to a "real" folder-based file system?

    Read the article

  • Naming: objectAction or actionObject?

    - by DocSalvage
    The question, Stored procedure Naming conventions?, and Joel's excellent Making Wrong Code Look Wrong article come closest to addressing my question, but I'm looking for a more general set of criteria to use in deciding how to name modules containing code (classes, objects, methods, functions, widgets, or whatever). English (my only human language) is structured as action-object (i.e closeFile, openFile, saveFile) and since almost all computer languages are based on English, this is the most common convention. However, in trying to keep related code close together and still be able to find things, I've found object-action (i.e. fileClose, fileOpen, fileSave) to be very attractive. Quite a number of non-English human languages follow this structure as well. I doubt that one form is universally superior, but when should each be used in the pursuit of helping to make sure bad code looks bad?

    Read the article

  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

    Read the article

  • Getting out of my head

    - by BenCole
    (I put this on SO, but it got a couple close votes saying it belonged here instead...) I've spent the last year as a single person team developing a rich-client application (35,000+ LoC, for what it's worth). It's currently stable and in production. However, I know that my skills were rusty at the beginning of the project, so without a doubt there are major issues to the code. At this point, most of the issues are in architecture, structure, or interactions - the easy problems, even architecture/design problems, have already been weeded out. Unfortunately, I've spent so much time with this project that I'm having a hard time thinking outside of it - approaching it from a new perspective to see the flaws deeply buried or inherent in the design. How do I step outside my head and outside my code so I can get a fresh look at this code so I can make it better? Is this less of an issue than I think it is, or is this a problem for other people as well?

    Read the article

  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

    Read the article

  • What are the preferred documentation tools for the major programming languages?

    - by Dave Peck
    I'm interested in compiling a list of major programming languages and their preferred documentation toolsets. To scope this a bit: The exact structure of the answer may vary from language to language, but there appear to be two aspects common to all languages: (1) in-code syntax for documentation, and (2) documentation generators that make use of said syntax. There are also cases where generators are used independent of code. For example, tutorial-style documentation is common in the Python world and is often disconnected from underlying code. Many languages have multiple commonly-used documentation strategies and tool chains, and I'd love to capture this. Finally, there are cross-language tools like Doxygen that also have some traction and would be worth noting here. Here are some obvious target languages to start with: Python, Ruby, Java, C#, PHP, Objective-C, C/C++, Haskell, Erlang, Scala, Clojure If this question catches on, I'll try and keep this section updated with the most recent list. Thanks!

    Read the article

  • How can I ensure our project gets developed successfully, without having any project management experience? [migrated]

    - by Raven13
    I'm a web developer who is part of a three-man team that has been tasked with a rather large and complex development project. Other than some direction and impetus from management, we're pretty much on our own to develop the new website. None of us have any project management experience nor do my two coworkers seem like they would be interested in taking on that role, so I feel like it's up to me to implement some kind of structure to the development process in order to avoid issues down the road. What can I do as a developer without project management experience to ensure that our project gets developed successfully and avoid the pitfalls of developing a project without a plan?

    Read the article

  • Need to redirect Wordpress category archives

    - by Scott
    I recently changed my Wordpress category structure a bit, changing some of the names and placing some under different parent categories. I don't use category name in my post URLs, so that's not a problem. But my category archive pages are indexed and have page rank I don't want to lose. So I need to redirect: "/category/old_cat_name" to "/category/new_cat_name". Or in some cases to /new_cat_name/new_sub_cat. I gather that I can't do this though the WP Redirection plugin and that I have to modify my .htaccess. Can someone show me what lines to add there--or is there another better way to do this? Thanks.

    Read the article

< Previous Page | 434 435 436 437 438 439 440 441 442 443 444 445  | Next Page >