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  • New Year's Resolution: Highest Availability at the Lowest Cost

    - by margaret.hamburger(at)oracle.com
    Don't miss this Webcast: Achieve 24/7 Cloud Availability Without Expensive Redundancy Event Date: 01/11/2011 10:00 AM Pacific Standard Time You'll learn how Oracle's Maximum Availability Architecture and Oracle Database 11g help you: Achieve the highest availability at the lowest cost Protect your systems from unplanned downtime Eliminate idle redundancy Register Now! var gaJsHost = (("https:" == document.location.protocol) ? "https://ssl." : "http://www."); document.write(unescape("%3Cscript src='" + gaJsHost + "google-analytics.com/ga.js' type='text/javascript'%3E%3C/script%3E")); try { var pageTracker = _gat._getTracker("UA-13185312-1"); pageTracker._trackPageview(); } catch(err) {}

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  • Kicking yourself because you missed the Oracle OpenWorld and Oracle Develop Call for Papers?

    - by charlie.berger
    Here's a great opportunity!If you missed the Oracle OpenWorld and Oracle Develop Call for Papers, here is another opportunity to submit a paper to present. Submit a paper and ask your colleagues, Oracle Mix community, friends and anyone else you know to vote for your session. As applications of data mining and predictive analytics are always interesting, your chances of getting accepted by votes is higher.  Note, only Oracle Mix members are allowed to vote. Voting is open from the end of May through June 20. For the most part, the top voted sessions will be selected for the program (although we may choose sessions in order to balance the content across the program). Please note that Oracle reserves the right to decline sessions that are not appropriate for the conference, such as subjects that are competitive in nature or sessions that cover outdated versions of products. Oracle OpenWorld and Oracle DevelopSuggest-a-Sessionhttps://mix.oracle.com/oow10/proposals FAQhttps://mix.oracle.com/oow10/faq

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Oracle????????????????????????~????????????????????

    - by Yusuke.Yamamoto
    RDBMS ???????·????????????????????????????????????????????????????????????????????????? ????????Oracle ?????????????????????????????????? Oracle Database ???????????????????????????????? ????????????????????? ????Oracle???????????????????????????????????????????????????????????????????????????? ?????????????? Oracle Database ???????????????????????? ??????????????????????????????????2????????????? 1. ??????(Query Transformation) Query Transformation ???????SQL??????????????????SQL????????????????????? Query Transformation ???Predicate Transformation ? Common Sub-expression Elimination (CSE), Order-BY Elimination (OBYE), Outer Join Elimination (OJE), Simple View Meging (SVM), Predicate Move around (PM), Complex View Merging (CVM), Sub-query Unnesting (SU), Join Predicate Push Down (JPPD) ???? OR Expansion, Star Transformation (ST) ????????????? ···???????????????????????????????????????????????????? Predicate Transformation ?????? Transitive Predicate Generation ????????????? ?????????????SQL???deptno ? 10 ????????????????????????????? select e.ename, d.loc from emp e, dept d where e.deptno=d.deptno and e.deptno=10; ???????????????emp ??? deptno=10 ??????????????dept ??? d.deptno=10 ??????????????????? emp ?? deptno=10 ????????????????????emp ?? deptno=10 ??????10???????10? dept ????????????dept ??20???????????????????????10?*20?=200?????(??????????·?????????)? ??SQL?? Transitive Predicate Generation ??????SQL????????????????? select e.ename, d.location from emp e, dept d where e.deptno=d.deptno and e.deptno=10 and d.deptno=10; ^^^^^^^^^^^ ??????dept ?????? deptno=10 ??????????????????????????10?*1?=10(dept.deptno ?unique????)?1/20????????????????1/20????????????????10??????????30???????????????Query Transformation ???????????????????????????? ?:??????????? dept ?? 1-row table ??????dept ?? driving ???(Outer Table)??? emp ?? probe ???(Inner Table)????????????1?*10?=10 ????????????????????????????????????????????????????????1/20????????????? ?????? Query Transformation ??????SQL????????????????????????????????? Transformation ??????????????????????????????????? 2. ????·????(Access Path Analysis) Access Path Analysis ??Query Transformation ??SQL????????????(Access Path)?????????(Join Method)?????(Join Order)?????????? ??????????????????(FTS)?ROWID?????????????????????????????·?????(Nested Loop Join)???????(Hash Join)????/?????(Sort Merge Join)????????????????????????????????????????????????????????????????????????? Oracle Database ????????? Query Transformation ???? Logical Optimizer?Access Path Analysis ???? Physical Optimizer ????????? ??????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????????????????????????????????????? Oracle Database ????????????????????? "Oracle ????????" ?????????? Sustaining Engineering?? ?(??? ???) ???????????????? Sustaining Engineering ????????????????????????Oracle Database ???????????????????????? ?????????????????????Ruby????????????????????????? Oracle????????????????????????! Oracle????????????? Oracle????????????????????????

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  • WoW lua: Getting quest attributes before the QUEST_DETAIL event

    - by Matt DiTrolio
    I'd like to determine the attributes of a quest (i.e., information provided by functions such as QuestIsDaily and IsQuestCompletable) before the player clicks on the quest detail. I'm trying to write an add-on that handles accepting and completing of daily quests with a single click on the NPC, but I'm running into a problem whereby I can't find out anything about a given quest unless the quest text is currently being displayed, defeating the purpose of the add-on. Other add-ons of this nature seem to be getting around this limitation by hard-coding information about quests, an approach I don't much like as it requires constant maintenance. It seems to me that this information must be available somehow, as the game itself can properly figure out which icon to display over the head of the NPC without player interaction. The only question is, are add-on authors allowed access to this information? If so, how? EDIT: What I originally left out was that the situations I'm trying to address are when: An NPC has multiple quests The quest detail is not the first thing that shows up upon right-click Otherwise, the situation is much simpler, as I have the information I need provided immediately.

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  • Our Narrow Slice – Looking at History from a Different Perspective

    - by Akemi Iwaya
    When we learn about places, people, and events from history, we are usually taught about them in separate chunks or blocks, making them ‘seem’ rather separate and/or disconnected from each other. Vsauce provides a new perspective about some famous people, places, and events from history that you may not have known about or thought of as simultaneous/connected. Our Narrow Slice [YouTube]     

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  • How is time calculation performed by a computer?

    - by Jorge Mendoza
    I need to add a certain feature to a module in a given project regarding time calculation. For this specific case I'm using Java and reading through the documentation of the Date class I found out the time is calculated in milliseconds starting from January 1, 1970, 00:00:00 GMT. I think it's safe to assume there is a similar "starting date" in other languages so I guess the specific implementation in Java doesn't matter. How is the time calculation performed by the computer? How does it know exactly how many milliseconds have passed from that given "starting date and time" to the current date and time?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Kicking yourself because you missed the Oracle OpenWorld and Oracle Develop Call for Papers?

    - by Greg Kelly
    Here's a great opportunity! If you missed the Oracle OpenWorld and Oracle Develop Call for Papers, here is another opportunity to submit a paper to present. Submit a paper and ask your colleagues, Oracle Mix community, friends and anyone else you know to vote for your session. Note, only Oracle Mix members are allowed to vote. Voting is open from the end of May through June 20. For the most part, the top voted sessions will be selected for the program (although we may choose sessions in order to balance the content across the program). Please note that Oracle reserves the right to decline sessions that are not appropriate for the conference, such as subjects that are competitive in nature or sessions that cover outdated versions of products. Oracle OpenWorld and Oracle Develop Suggest-a-Session https://mix.oracle.com/oow10/proposals FAQ https://mix.oracle.com/oow10/faq

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  • Almost Realtime Data and Web application

    - by Chris G.
    I have a computer that is recording 100 different data points into an OPC server. I've written a simple OPC client that can read all of this data. I have a front-end website on a different network that I would like to consume this data. I could easily set the OPC client to send the data to a SQL server and the website could read from it, but that would be a lot of writes. If I wanted the data to be updated every 10 seconds I'd be writing to the database every 10 seconds. (I could probably just serialize the 100 points to get 1 write / 10 seconds but that would also limit my ability to search the data later). This solution wouldn't scale very well. If I had 100 of these computers the situation would quickly grow out of hand. Obviously I am well out of my league here and I have no experience with working with a large amount of data like this. What are my options and what should I research?

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • What criteria would I use SQL Stream Insight vs TPL Dataflow [closed]

    - by makerofthings7
    There is an add-in to the Task Parallel Library (TPL) called TPL Dataflow that allows a variety of data processing scenarios. It seems that there are some parallels to the SQL Stream Insight product, however since SQL's Stream Insight has some interesting licensing around it, and it has a better performance depending on what license I get... I found myself asking myself should I use TPL Dataflow and not have any licensing issues, and possibly better performance. Can anyone tell me if performance is a valid criteria for comparing SQL Stream Insight vs TPL Dataflow? What other criteria should I be looking at when comparing the two?

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  • Is realtime validation of username good or bad?

    - by iamserious
    I have a simple form for the user to sign up to my site; with email, username and password fields. We are now trying to implement an ajax validation so the user doesn't have to post the form to find out if the username is already taken. I can do this either on keyup event or on text blur event. My question is, which of these is really the best way to do? Keyup From the user POV, it would be good if the validation is done as and when they are typing, (on key up event) - of course, I am waiting for half a second to see if the user stops typing before firing off the request, and user can make any adjustments immediately. But this means I am sending way more requests than if I validated the username on Blur event. Blur The number of requests will be much lower when the validation is done on blur event, But this means the user has to actually go away from the textbox, look at the validation result, and if necessary go back to it to make any changes and repeat the whole process until he gets it right. I had a quick look at google, tumblr, twitter and no one actually does username validations on keyup events, (heck, tubmlr waits for the form to be posted) but I can swear I have seen keyup validations in a lot of places too. So, coming back to the question, will keyup validations be too many for server, is it an unnecessary overhead? or is it worth taking these hits to give user a better experience? ps: all my regex validations etc are already done on javascript and only when it passes all these other criteria does it send a request to server to check if a username already exists. (And the server is doing a select count(1) from user where username = '' - nothing substantial, but still enough to occupy some resource) pps: I'm on asp.net, MS SQL stack., if that matters.

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  • Oracle Exadata?????????? ??1

    - by takashi.hitomi
    2009?7?~2010?5????Oracle Exadata???????????????? 2010?4?15? ???? ???????????? ? ??????Exadata V2??????????????????????? 2010?4?13? ???? ??????????? ? ?????????????????????????? 2010?4?6? ?????·???????·??????? ? T???????????????????????????????????? 2010?3?1? ?????? ????? ?????????????????????????????????????? 2010?2?2? ???? ????????? ? ??????????????Intel???????????????Sun Oracle Database Machine??????? 2010?1?26? ???? ????(????·???) ? ?Oracle Exadata??????????·??????????????????????? 2009?7?14? ?????????? ? ???????????HP Oracle Database Machine????

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  • Oracle?????????????~????????????????????

    - by Yusuke.Yamamoto
    RDBMS ???????·????????????????????????????????????????????????????????????????????????? ????????Oracle ?????????????????????????????????? Oracle Database ???????????????????????????????? Oracle????????????? ??????????????????????????????????? ?????????????????????????????? ????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????? Oracle Database ?? Compile Time ???????? ?????????SQL??????Oracle Database ????????????????????????????????????????????????????????????????? ????????????????????????????????????????????? RDBMS ???????????????????? ???????????????? Oracle Database ????????????????????????? ?????????????Oracle Database ????????????????????????????RDBMS ???????????????????????????????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????? ?????????????????????????????????????????? ?????????????????????????????????????????????????? ?????????????? Oracle Database ???????????????????????? Oracle Database ????????????????????? "Oracle ????????" ?????????? Sustaining Engineering?? ?(??? ???) ???????????????? Sustaining Engineering ????????????????????????Oracle Database ???????????????????????? Oracle????????????????????????! Oracle?????????????

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  • ????!Platinum?????????Oracle Database ??????@??????

    - by Yusuke.Yamamoto
    ?ORACLE MASTER Platinum??????????????????????????????????????????? ?????????????????????????????????PS??????????????????? 12???????????????????????????????????????? ??????????????????????18?30?~??? 4????????????????????? ????? Oracle Database ????????????????????????????????????????????????????? ???????·????????? SQL??? ??????????? ?????? ??? ???? ???? 2011?03?11?(?)18:30~20:30 ?? ORACLE MASTER Platinum ?????????Oracle Database ??????

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  • Error while compiling Hello world program for CUDA

    - by footy
    I am using Ubuntu 12.10 and have sucessfully installed CUDA 5.0 and its sample kits too. I have also run sudo apt-get install nvidia-cuda-toolkit Below is my hello world program for CUDA: #include <stdio.h> /* Core input/output operations */ #include <stdlib.h> /* Conversions, random numbers, memory allocation, etc. */ #include <math.h> /* Common mathematical functions */ #include <time.h> /* Converting between various date/time formats */ #include <cuda.h> /* CUDA related stuff */ __global__ void kernel(void) { } /* MAIN PROGRAM BEGINS */ int main(void) { /* Dg = 1; Db = 1; Ns = 0; S = 0 */ kernel<<<1,1>>>(); /* PRINT 'HELLO, WORLD!' TO THE SCREEN */ printf("\n Hello, World!\n\n"); /* INDICATE THE TERMINATION OF THE PROGRAM */ return 0; } /* MAIN PROGRAM ENDS */ The following error occurs when I compile it with nvcc -g hello_world_cuda.cu -o hello_world_cuda.x /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `main': /home/adarshakb/Documents/hello_world_cuda.cu:16: undefined reference to `cudaConfigureCall' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `__cudaUnregisterBinaryUtil': /usr/include/crt/host_runtime.h:172: undefined reference to `__cudaUnregisterFatBinary' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `__sti____cudaRegisterAll_51_tmpxft_000033f1_00000000_4_hello_world_cuda_cpp1_ii_b81a68a1': /tmp/tmpxft_000033f1_00000000-1_hello_world_cuda.cudafe1.stub.c:1: undefined reference to `__cudaRegisterFatBinary' /tmp/tmpxft_000033f1_00000000-1_hello_world_cuda.cudafe1.stub.c:1: undefined reference to `__cudaRegisterFunction' /tmp/tmpxft_000033f1_00000000-13_hello_world_cuda.o: In function `cudaError cudaLaunch<char>(char*)': /usr/lib/nvidia-cuda-toolkit/include/cuda_runtime.h:958: undefined reference to `cudaLaunch' collect2: ld returned 1 exit status I am also making sure that I use gcc and g++ version 4.4 ( As 4.7 there is some problem with CUDA)

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  • Should a C++ constructor do real work?

    - by Wade Williams
    I'm strugging with some advice I have in the back of my mind but for which I can't remember the reasoning. I seem to remember at some point reading some advice (can't remember the source) that C++ constructors should not do real work. Rather, they should initialize variables only. The advice when on to explain that real work should be done in some sort of init() method, to be called separately after the instance was created. The situation is I have a class that represents a hardware device. It makes logical sense to me for the constructor to call the routines that query the device in order to build up the instance variables that describe the device. In other words, once new instantiates the object, the developer receives an object which is ready to be used, no separate call to object-init() required. Is there a good reason why constructors shouldn't do real work? Obviously it could slow allocation time, but that wouldn't be any different if calling a separate method immediately after allocation. Just trying to figure out what gotchas I not currently considering that might have lead to such advice.

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  • JPA - Real primary key generated ID for references

    - by Val
    I have ~10 classes, each of them, have composite key, consist of 2-4 values. 1 of the classes is a main one (let's call it "Center") and related to other as one-to-one or one-to-many. Thinking about correct way of describing this in JPA I think I need to describe all the primary keys using @Embedded / @PrimaryKey annotations. Question #1: My concern is - does it mean that on the database level I will have # of additional columns in each table referring to the "Center" equal to number of column in "Center" PK? If yes, is it possible to avoid it by using some artificial unique key for references? Could you please give an idea how real PK and the artificial one needs to be described in this case? Note: The reason why I would like to keep the real PK and not just use the unique id as PK is - my application have some data loading functionality from external data sources and sometimes they may return records which I already have in local database. If unique ID will be used as PK - for new records I won't be able to do data update, since the unique ID will not be available for just downloaded ones. At the same time it is normal case scenario for application and it just need to update of insert new records depends on if the real composite primary key matches. Question #2: All of the 10 classes have common field "date" which I described in an abstract class which each of them extends. The "date" itself is never a key, but it always a part of composite key for each class. Composite key is different for each class. To be able to use this field as a part of PK should I describe it in each class or is there any way to use it as is? I experimented with @Embedded and @PrimaryKey annotations and always got an error that eclipselink can't find field described in an abstract class. Thank you in advance! PS. I'm using latest version of eclipselink & H2 database.

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  • ADT-like polymorphism in Java (without altering class)

    - by ffriend
    In Haskell I can define following data type: data Tree = Empty | Leaf Int | Node Tree Tree and then write polymorphic function like this: depth :: Tree -> Int depth Empty = 0 depth (Leaf n) = 1 depth (Node l r) = 1 + max (depth l) (depth r) In Java I can emulate algebraic data types with interfaces: interface Tree {} class Empty implements Tree {} class Leaf implements Tree { int n; } class Node implements Tree { Tree l; Tree r; } But if I try to use Haskell-like polymorphism, I get an error: int depth(Empty node) { return 0; } int depth(Leaf node) { return 1; } int depth(Node node) { return 1 + Math.max(depth(node.l), depth(node.r)); // ERROR: Cannot resolve method 'depth(Tree)' } Correct way to overcome this is to put method depth() to each class. But what if I don't want to put it there? For example, method depth() may be not directly related to Tree and adding it to class would break business logic. Or, even worse, Tree may be written in 3rd party library that I don't have access to. In this case, what is the simplest way to implement ADT-like polymorpism? Just in case, for the moment I'm using following syntax, which is obviously ill-favored: int depth(Tree tree) { if (tree instanceof Empty) depth((Empty)tree) if (tree instanceof Leaf) depth((Leaf)tree); if (tree instanceof Node) depth((Node)tree); else throw new RuntimeException("Don't know how to find depth of " + tree.getClass()); }

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  • Non-Mainstream Languages, Bad for your resume?

    - by Joe
    Hi folks, I got my BS in Computer Science about seven years ago. I spent two years in neuroscience research and the next three providing what amounts to tech support. But I love computer programming - and I have since written, as a freelancer, non-trivial commercial code in Haskell, Smalltalk, and Objective-C. I used these languages because I find them rewarding, they make me a better programmer and thus, I thought, more attractive to companies. However the polar opposite has occured and I am now unhireable. The freelance market has bottomed out and I am looking for regular employment. But I am being repeatedly turned down, even for entry-level positions, because I don't specifically fit the requirements - eg. Java programmer with 2+ years with JUnit, JavaMail, Servlets etc. And none of the hiring managers, let alone the recruiters, have heard of either Haskell or Smalltalk and more disturbing is their thinly veiled contempt for my background. My question is , how should I market myself to these positions? Is anyone here in a similar position? What should I be doing different professionally? More broadly is this contempt for non-mainstream experience occurring everywhere or just my town? And if there are any hiring managers reading this, I'd love to hear your side. Please be brutally honest. thanks, joe

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  • Is functional GUI programming possible?

    - by eman
    I've recently caught the FP bug (trying to learn Haskell), and I've been really impressed with what I've seen so far (first-class functions, lazy evaluation, and all the other goodies). I'm no expert yet, but I've already begun to find it easier to reason "functionally" than imperatively for basic algorithms (and I'm having trouble going back where I have to). The one area where current FP seems to fall flat, however, is GUI programming. The Haskell approach seems to be to just wrap imperative GUI toolkits (such as GTK+ or wxWidgets) and to use "do" blocks to simulate an imperative style. I haven't used F#, but my understanding is that it does something similar using OOP with .NET classes. Obviously, there's a good reason for this--current GUI programming is all about IO and side effects, so purely functional programming isn't possible with most current frameworks. My question is, is it possible to have a functional approach to GUI programming? I'm having trouble imagining what this would look like in practice. Does anyone know of any frameworks, experimental or otherwise, that try this sort of thing (or even any frameworks that are designed from the ground up for a functional language)? Or is the solution to just use a hybrid approach, with OOP for the GUI parts and FP for the logic? (I'm just asking out of curiosity--I'd love to think that FP is "the future," but GUI programming seems like a pretty large hole to fill.)

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  • How can I implement a splay tree that performs the zig operation last, not first?

    - by Jakob
    For my Algorithms & Data Structures class, I've been tasked with implementing a splay tree in Haskell. My algorithm for the splay operation is as follows: If the node to be splayed is the root, the unaltered tree is returned. If the node to be splayed is one level from the root, a zig operation is performed and the resulting tree is returned. If the node to be splayed is two or more levels from the root, a zig-zig or zig-zag operation is performed on the result of splaying the subtree starting at that node, and the resulting tree is returned. This is valid according to my teacher. However, the Wikipedia description of a splay tree says the zig step "will be done only as the last step in a splay operation" whereas in my algorithm it is the first step in a splay operation. I want to implement a splay tree that performs the zig operation last instead of first, but I'm not sure how it would best be done. It seems to me that such an algorithm would become more complex, seeing as how one needs to find the node to be splayed before it can be determined whether a zig operation should be performed or not. How can I implement this in Haskell (or some other functional language)?

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  • 3D game engine for networked world simulation / AI sandbox

    - by Martin
    More than 5 years ago I was playing with DirectSound and Direct3D and I found it really exciting although it took much time to get some good results with C++. I was a college student then. Now I have mostly enterprise development experience in C# and PHP, and I do it for living. There is really no chance to earn money with serious game development in our country. Each day more and more I find that I miss something. So I decided to spend an hour or so each day to do programming for fun. So my idea is to build a world simulation. I would like to begin with something simple - some human-like creatures that live their life - like Sims 3 but much more simple, just basic needs, basic animations, minimum graphic assets - I guess it won't be a city but just a large house for a start. The idea is to have some kind of a server application which stores the world data in MySQL database, and some client applications - body-less AI bots which simulate movement and some interactions with the world and each other. But it wouldn't be fun without 3D. So there are also 3D clients - I can enter that virtual world and see the AI bots living. When the bot enters visible area, it becomes material - loads a mesh and animations, so I can see it. When I leave, the bots lose their 3d mesh bodies again, but their virtual life still continues. With time I hope to make it like some expandable scriptable sandbox to experiment with various AI algorithms and so on. But I am not intended to create a full-blown MMORPG :D I have looked for many possible things I would need (free and open source) and now I have to make a choice: OGRE3D + enet (or RakNet). Old good C++. But won't it slow me down so much that I won't have fun any more? CrystalSpace. Formally not a game engine but very close to that. C++ again. MOgre (OGRE3D wrapper for .NET) + lidgren (networking library which is already used in some gaming projects). Good - I like C#, it is good for fast programming and also can be used for scripting. XNA seems just a framework, not an engine, so really have doubts, should I even look at XNA Game Studio :( Panda3D - full game engine with positive feedback. I really like idea to have all the toolset in one package, it has good reviews as a beginner-friendly engine...if you know Python. On the C++ side, Panda3D has almost non-existent documentation. I have 0 experience with Python, but I've heard it is easy to learn. And if it will be fun and challenging then I guess I would benefit from experience in one more programming language. Which of those would you suggest, not because of advanced features or good platform support but mostly for fun, easy workflow and expandability, and so I can create and integrate all the components I need - the server with the database, AI bots and a 3D client application?

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  • Problem -- My Android "Hello World" App Won't Say 'Hello"

    - by keith
    Hello, I hope that I have come to the right post for a beginner’s question abut Android programming. If not, please feel free to direct me to a better forum. I created a hello world application, and the system generated most of the Android language below. When running the app without the system.out statement, there is no “hello” in the emulator. Then, using the Eclipse tutorial, I read that I can add the system.out.println statement to main. Again the app runs, but there is no output. What am I not understanding here? android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" System.out.println =" Hello world!" / Thank you, Keith

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