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  • XSLT and possible alternatives [on hold]

    - by wirrbel
    I had a look at XSLT for transforming one XML file into another one (HTML, etc.). Now while I see that there are benefits to XSLT (being a standardized and used tool) I am reluctant for a couple of reasons XSLT processors seem to be quite huge / resource hungry XML is a bad notation for programming and thats what XSLT is all about. It do not want to troll XSLT here though I just want to point out what I dislike about it to give you an idea of what I would expect from an alternative. Having some Lisp background I wonder whether there are better ways for tree-structure transformations based upon some lisp. I have seen references to DSSSL, sadly most links about DSSSL are dead so its already challenging to see some code that illustrates it. Is DSSSL still in use? I remember that I had installed openjade once when checking out docbook stuff. Jeff Atwood's blog post seems to hint upon using Ruby instead of XSLT. Are there any sane ways to do XML transformations similar to XSLT in a non-xml programming language? I would be open for input on Useful libraries for scripting languages that facilitate XML transformations especially (but not exclusively) lisp-like transformation languages, or Ruby, etc. A few things I found so far: A couple of places on the web have pointed out Linq as a possible alternative. Quite generally I any kind of classifications, also from those who have had the best XSLT experience. For scheme http://cs.brown.edu/~sk/Publications/Papers/Published/kk-sxslt/ and http://www.okmij.org/ftp/Scheme/xml.html

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Unit testing to prove balanced tree

    - by Darrel Hoffman
    I've just built a self-balancing tree (red-black) in Java (language should be irrelevant for this question though), and I'm trying to come up with a good means of testing that it's properly balanced. I've tested all the basic tree operations, but I can't think of a way to test that it is indeed well and truly balanced. I've tried inserting a large dictionary of words, both pre-sorted and un-sorted. With a balanced tree, those should take roughly the same amount of time, but an unbalanced tree would take significantly longer on the already-sorted list. But I don't know how to go about testing for that in any reasonable, reproducible way. (I've tried doing millisecond tests on these, but there's no noticeable difference - probably because my source data is too small.) Is there a better way to be sure that the tree is really balanced? Say, by looking at the tree after it's created and seeing how deep it goes? (That is, without modifying the tree itself by adding a depth field to each node, which is just wasteful if you don't need it for anything other than testing.)

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  • Pantheon Not Completely Installed?

    - by Simon
    I have just installed the pantheon shell today, and I have not found any help with this yet. I am not just a random noob, i use a bunch of other shells and i also have a few development applications on my copy of ubuntu. But ever since ive opened up pantheon, i cannot find settings or this thing called the launchpad. (if the launchpad is the app drawer up in the upper left corner, or if its the dock. i have it, if thats not what launchpad is, then i cant access it.) I can only change my wallpaper by going back to unity, gnome, or KDE. There is a system settings in the power menu (upper right), but it only has Language Support, Ubuntu One, Additional Drivers, And Printing. I can still access the full ubuntu settings in GNOME of Unity. But thats it. I installed in the terminal, uninstalled, and reinstalled using the software center. Please Help Me If Any Of You Can! Thanks!!!

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  • How to start a Software Company

    - by MeshMan
    I've always been interested in wondering how software companies happen. I find it extremely difficult once you're tied down with car, house, life etc. Funding is always the biggest concern. To make this a bit more specific, I see two types. Those offering a product/service or those offering a consultancy company. One things that bugs me about the product/service kind is that we all know how burning the candle at both ends is extremely exhausting. Coding for 8-10 hours in the day and then code in the evenings on your own stuff, doesn't last long. No matter how passionate you are about your idea, simply put, coding day and night is a recipe for burn out. Is this a defeatist attitude though? Can it be balanced? A consultancy kind isn't as tricky in my honest opinion. I think once you have spent years and years in the industry building up relationships, contacts from contracting or moving around, and of course, being involved in the community, then landing your first project as a consultant I'm sure is easier than the product/service kind. I'd imagine friends then could join you as you take on bigger company projects, like an Agile implementation or TDD training, then off you go gaining bigger things. Could you please specify which company type you're answering if you can't contribute to both. I'd like to hear everyone's experiences or ideas on any level for software company start-ups.

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  • Using R on your Oracle Data Warehouse

    - by jean-pierre.dijcks
    Since it is Predictive Analytics World in our backyard (or are we San Francisco’s backyard…?) I figured it is well worth the time to dust of some old but important news. With big data (should we start calling it “any data analytics” instead?) being the buzz word and analytics the key operative goal, not moving data around is becoming more and more critical to the business users. Why? Because instead of spending time on moving data around into your next analytics server you should be running analytics on those CPUs. You could always do this with Oracle Data Mining within the Oracle Database. But a lot of folks want to leverage R as their main tool. Well, this article describes how you can do this, since 2010… As Casimir Saternos concludes in the article; “There is a growing awareness of the need to effectively analyze astronomical amounts of data, much of which is stored in Oracle databases. Statistics and modeling techniques are used to improve a wide variety of business functions. ODM accessed using the R language increases the value of your data by uncovering additional information. RODM is a powerful tool to enable your organization to make predictions, classify data, and create visualizations that maximize effectiveness and efficiencies.” Happy Analysis!

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  • In MVC, why can't a model create a view?

    - by MUY Belgium
    I have a web application written in Perl with a controller, some "views" and some "Models". Each "Model" is corresponding to one "View". The controller (one file) creates an Model object corresponding to each view (view is a CGI argument) then retrieve the view from the module it has just created. Indeed, this should be bad thing but can you argue a bit more about it. My first idea was that since the object "Model" depends upon the "view", then the "model" is actually a view. But also the fact that ALL the cgi parameters are passed to the Model causes the "Model" to become not truelly a view but to loose all interest, since it is only related to the current implementation of the web apps. On other words, that the "Model" keep model but loose its "comprehensiveness" ("Model" is not easily understandable). I'm am quite new in project analysis, so please do not be too harsh. Why is this bad? I have made a prototype with the main structures I have understood of this web application, made as short as possible. #Model.pm package Model; import { # this requires an attribute called "view" # and this require an argument which is the cgi params } ... #View1.pm package View1; ... #Model1.pm package ModelView1 ; base Model; use View1; sub new { my $class = shift; my $arg = shift; Model::DoSomething($arg); $self->view = new View1($arg); ... } #controller.cgi my $model = 0; ... $model = new Model1( cgi_param => params() ); #there is severall models here ... print $model->get_view()->get_html();

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  • What to learn after standard C++?

    - by Luca Cerone
    I switched to C++ a few months ago, learning its syntax, the main features of the STL and what you can usually find in a "learn C++" manual. Now I would like to go further. What would be your recommendations? I would like to know what to learn next (not only about the language, but also debugging, frameworks etc. etc.) I know probably the answer depends on the specific needs of each user, so here is a list of mine: Cross Platform development Developing GUI for my programs Develop extendible software, allowing the use of plugins Use of scientific libraries Interact with databases (mainly MySQL) Having server/client functionalities (I'd like users of my programs to interact through internet.. as you might have guessed I am not a programmer by training so I might have used the wrong terms.. if so I apologize for that). Of course I know it takes time, but I would like to have a good list of references and resources to start (both books and websites are ok). Thanks a lot for your help!

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  • Effective and simple matching for 2 unequal small-scale point sets

    - by Pavlo Dyban
    I need to match two sets of 3D points, however the number of points in each set can be different. It seems that most algorithms are designed to align images and trimmed to work with hundreds of thousands of points. My case are 50 to 150 points in each of the two sets. So far I have acquainted myself with Iterative Closest Point and Procrustes Matching algorithms. Implementing Procrustes algorithms seems like a total overkill for this small quantity. ICP has many implementations, but I haven't found any readily implemented version accounting for the so-called "outliers" - points without a matching pair. Besides the implementation expense, algorithms like Fractional and Sparse ICP use some statistics information to cancel points that are considered outliers. For series with 50 to 150 points statistic measures are often biased or statistic significance criteria are not met. I know of Assignment Problem in linear optimization, but it is not suitable for cases with unequal sets of points. Are there other, small-scale algorithms that solve the problem of matching 2 point sets? I am looking for algorithm names, scientific papers or C++ implementations. I need some hints to know where to start my search.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Late feedback

    - by Sveta Smirnova
    MySQL Community team asked me to write about Devconf 2013 few months ago. Conference was in June, 2013, but I remembered about this my promise only now: month later after my participating in MySQL Connect and Expert Troubleshooting seminar (change country to United Kingdom if you see blank page). I think it is too late for the feedback, but I still have few thoughts which I want to record.DevConf (former PHPConf) always was a place where I tried new topics. At first, because I know audience there very well and they will be bored if I repeat a story which I was telling last year, but also because it is much easier to get feedback in your own native language. But last years my habit seems started to change and I presented improved version of my 2012 MySQL Connect talk about MySQL backups. Of course, I also had a seminar with unique topic, made for this conference first time: Troubleshooting MySQL Performance with EXPLAIN and Using Performance Schema to Troubleshoot MySQL. And these topics, improved, were presented at the expert seminar. It is interesting how my habit changes and one public speaking activity interferes next one.What is good about DevConf is it forces you to create new ideas and do it really well, because audience is not forgiving at all, so they catch everything you miss or prepared not good enough. This can be bad if you want to make a marketing-style topic for free, but allows to present technical features in really good details: all these sudden discussions really help.In year 2013 Oracle had a booth at the conference and was presented by a bunch of people. Dmitry Lenev presented topic "New features of replication in MySQL 5.6" and Victoria Reznichenko worked on the booth. What was new at the conference this year is greater interest in NoSQL, scale and fast development solutions. This, unfortunately, means not so huge interest in MySQL as it was earlier. However, at the same time, "Common" track was really MySQL track: not only Oracle, but people from other companies presented about it.

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • implementing dynamic query handler on historical data

    - by user2390183
    EDIT : Refined question to focus on the core issue Context: I have historical data about property (house) sales collected from various sources in a centralized/cloud data source (assume info collection is handled by a third party) Planning to develop an application to query and retrieve data from this centralized data source Example Queries: Simple : for given XYZ post code, what is average house price for 3 bed room house? Complex: What is estimated price for an house at "DD,Some Street,XYZ Post Code" (worked out from average values of historic data filtered by various characteristics of the house: house post code, no of bed rooms, total area, and other deeper insights like house building type, year of built, features)? In addition to average price, the application should support other property info ** maximum, or minimum price..etc and trend (graph) on a selected property attribute over a period of time**. Hence, the queries should not enforce the search based on a primary key or few fixed fields In other words, queries can be What is the change in 3 Bed Room house price (irrespective of location) over last 30 days? What kind of properties we can get for X price (irrespective of location or house type) The challenge I have is identifying the domain (BI/ Data Analytical or DB Design or DB Query Interface or DW related or something else) this problem (dynamic query on historic data) belong to, so that I can do further exploration My findings so far I could be wrong on the following, so please correct me if you think so I briefly read about BI/Data Analytics - I think it is heavy weight solution for my problem and has scalability issues. DB Design - As I understand RDBMS works well if you know Data model at design time. I am expecting attributes about property or other entity (user) that am going to bring in, would evolve quickly. hence maintenance would be an issue. As I am going to have multiple users executing query at same time, performance would be a bottleneck Other options like Graph DB (http://www.tinkerpop.com/) seems to be bit complex (they are good. but using those tools meant for generic purpose, make me think like assembly programming to solve my problem ) BigData related solution are to analyse data from multiple unrelated domains So, Any suggestion on the space this problem fit in ? (Especially if you have design/implementation experience of back-end for property listing or similar portals)

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  • Multilingual sites and Google search results, do subfolders really work?

    - by AWinter
    About three months ago we added an English version of our, previously Japanese only, site http://www.clubberia.com under the subfolder http://www.clubberia.com/en/ we've tried to follow the sometimes incomplete best practices laid out by Google by adding alternate tags to all pages that are currently translated. The top page for instance has the following meta tags for language. <link rel="canonical" href="/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> While the English main page under /en/ has <link rel="canonical" href="/en/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> We also have these alternate languages setup in the sitemap. (as per Google's recommendations) http://www.clubberia.com/sitemap.xml It seems however that Google absolutely refuses to show the English top page in results when the user is using English at google.com if you search for "clubberia" you'll, as of this post, get the Japanese description and a title that Google has apparently invented instead of the title and description in the meta-tags for the /en/ index page. Does anyone have any experience with subfolders actually working to affect search results? Am I being too impatient, or possibly doing something incorrect? Should we just give up on subfolders and push to subdomains (not the prettiest option)?

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • Computer Says No: Mobile Apps Connectivity Messages

    - by ultan o'broin
    Sharing some insight into connectivity messages for mobile applications. Based on some recent ethnography done my myself, and prompted by a real business case, I would recommend a message that: In plain language, briefly and directly tells the user what is wrong and why. Something like: Cannot connect because of a network problem. Affords the user a means to retry connecting (or attempts automatically). Mobile context of use means users use anticipate interruptibility and disruption of task, so they will try again as an effective course of action. Tells the user when connection is re-established, and off they go. Saves any work already done, implicitly. (Bonus points on the ADF critical task setting scale) The following images showing my experience reading ADF-EMG Google Groups notification my (Android ICS) Samsung Galaxy S2 during a loss of WiFi give you a good idea of a suitable kind of messaging user experience for mobile apps in this kind of scenario. Inline connection lost message with Retry button Connection re-established toaster message The UX possible is dependent on device and platform features, sure, so remember to integrate with the device capability (see point 10 of this great article on mobile design by Brent White and Lynn Hnilo-Rampoldi) but taking these considerations into account is far superior to a context-free dumbed down common error message repurposed from the desktop mentality about the connection to the server being lost, so just "Click OK" or "Contact your sysadmin.".

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  • Structure of a .NET Assembly

    - by Om Talsania
    Assembly is the smallest unit of deployment in .NET Framework.When you compile your C# code, it will get converted into a managed module. A managed module is a standard EXE or DLL. This managed module will have the IL (Microsoft Intermediate Language) code and the metadata. Apart from this it will also have header information.The following table describes parts of a managed module.PartDescriptionPE HeaderPE32 Header for 32-bit PE32+ Header for 64-bit This is a standard Windows PE header which indicates the type of the file, i.e. whether it is an EXE or a DLL. It also contains the timestamp of the file creation date and time. It also contains some other fields which might be needed for an unmanaged PE (Portable Executable), but not important for a managed one. For managed PE, the next header i.e. CLR header is more importantCLR HeaderContains the version of the CLR required, some flags, token of the entry point method (Main), size and location of the metadata, resources, strong name, etc.MetadataThere can be many metadata tables. They can be categorized into 2 major categories.1. Tables that describe the types and members defined in your code2. Tables that describe the types and members referenced by your codeIL CodeMSIL representation of the C# code. At runtime, the CLR converts it into native instructions

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  • Implementing my Entity System. Questions about some problems I have found.

    - by Notbad
    Hi!, Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision: 1) I don't have an entity class it is just an id. 2) I have systems that contain a list of components (the list is homegenous, I mean, RenderSystem will just have RenderComponents). 3) Compones will be just data. 4) There would be some kind of "entity prototypes" in a manager or something from we will create entity instances.Ideally they will define the type of components it has and initialization data. 5) Prototype code to create an entity (this is from the top of my head): int id=World::getInstance()->createEntity("entity template"); 6) This will notify all systems that a new entity has been created, and if the entity needs a component that the system handles it will add it to the entity. Ok, this are the ideas. Let's see if some can help with the problems: 1) The main problem is this templates that are sent to the systems in creation process to populate the entity with needed components. What would you use, an OR(ed) int?, a list of strings?. 2) How to do initialization for components when the entity has been created? How to store this in the template? I have thought about having a function in the template that is virtual and after entity is created an populated, gets the components and sets initialization values. 3) Don't you think this is a lot of work for just an entity creation?. Sorry for the long post, I have tried to expose my ideas and finding in order other could have a start beside exposing my problems. Thanks in advance, Notbad.

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  • Design in "mixed" languages: object oriented design or functional programming?

    - by dema80
    In the past few years, the languages I like to use are becoming more and more "functional". I now use languages that are a sort of "hybrid": C#, F#, Scala. I like to design my application using classes that correspond to the domain objects, and use functional features where this makes coding easier, more coincise and safer (especially when operating on collections or when passing functions). However the two worlds "clash" when coming to design patterns. The specific example I faced recently is the Observer pattern. I want a producer to notify some other code (the "consumers/observers", say a DB storage, a logger, and so on) when an item is created or changed. I initially did it "functionally" like this: producer.foo(item => { updateItemInDb(item); insertLog(item) }) // calls the function passed as argument as an item is processed But I'm now wondering if I should use a more "OO" approach: interface IItemObserver { onNotify(Item) } class DBObserver : IItemObserver ... class LogObserver: IItemObserver ... producer.addObserver(new DBObserver) producer.addObserver(new LogObserver) producer.foo() //calls observer in a loop Which are the pro and con of the two approach? I once heard a FP guru say that design patterns are there only because of the limitations of the language, and that's why there are so few in functional languages. Maybe this could be an example of it? EDIT: In my particular scenario I don't need it, but.. how would you implement removal and addition of "observers" in the functional way? (I.e. how would you implement all the functionalities in the pattern?) Just passing a new function, for example?

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • Are specific types still necessary?

    - by MKO
    One thing that occurred to me the other day, are specific types still necessary or a legacy that is holding us back. What I mean is: do we really need short, int, long, bigint etc etc. I understand the reasoning, variables/objects are kept in memory, memory needs to be allocated and therefore we need to know how big a variable can be. But really, shouldn't a modern programming language be able to handle "adaptive types", ie, if something is only ever allocated in the shortint range it uses fewer bytes, and if something is suddenly allocated a very big number the memory is allocated accordinly for that particular instance. Float, real and double's are a bit trickier since the type depends on what precision you need. Strings should however be able to take upp less memory in many instances (in .Net) where mostly ascii is used buth strings always take up double the memory because of unicode encoding. One argument for specific types might be that it's part of the specification, ie for example a variable should not be able to be bigger than a certain value so we set it to shortint. But why not have type constraints instead? It would be much more flexible and powerful to be able to set permissible ranges and values on variables (and properties). I realize the immense problem in revamping the type architecture since it's so tightly integrated with underlying hardware and things like serialization might become tricky indeed. But from a programming perspective it should be great no?

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  • HTML Tidy in NetBeans IDE (Part 2)

    - by Geertjan
    This is what I was aiming for in the previous blog entry: What you can see above (especially if you click to enlarge it) is that I have HTML Tidy integrated into the NetBeans analyzer functionality, which is pluggable from 7.2 onwards. Well, if you set an implementation dependency on "Static Analysis Core", since it's not an official API yet. Also, the scopes of the analyzer functionality are not pluggable. That means you can 'only' set the analyzer's scope to one or more projects, one or more packages, or one or more files. Not one or more folders, which means you can't have a bunch off HTML files in a folder that you access via the Favorites window and then run the analyzer on that folder (or on multiple folders). Thus, to try out my new code, I had to put some HTML files into a package inside a Java application. Then I chose that package as the scope of the analyzer. Then I ran all the analyzers (i.e., standard NetBeans Java hints, FindBugs, as well as my HTML Tidy extension) on that package. The screenshot above is the result. Here's all the code for the above, which is a port of the Action code from the previous blog entry into a new Analyzer implementation: import java.io.IOException; import java.io.PrintWriter; import java.io.StringWriter; import java.util.ArrayList; import java.util.Collections; import java.util.List; import javax.swing.JComponent; import javax.swing.text.Document; import org.netbeans.api.fileinfo.NonRecursiveFolder; import org.netbeans.modules.analysis.spi.Analyzer; import org.netbeans.modules.analysis.spi.Analyzer.AnalyzerFactory; import org.netbeans.modules.analysis.spi.Analyzer.Context; import org.netbeans.modules.analysis.spi.Analyzer.CustomizerProvider; import org.netbeans.modules.analysis.spi.Analyzer.WarningDescription; import org.netbeans.spi.editor.hints.ErrorDescription; import org.netbeans.spi.editor.hints.ErrorDescriptionFactory; import org.netbeans.spi.editor.hints.Severity; import org.openide.cookies.EditorCookie; import org.openide.filesystems.FileObject; import org.openide.loaders.DataObject; import org.openide.util.Exceptions; import org.openide.util.lookup.ServiceProvider; import org.w3c.tidy.Tidy; public class TidyAnalyzer implements Analyzer {     private final Context ctx;     private TidyAnalyzer(Context cntxt) {         this.ctx = cntxt;     }     @Override     public Iterable<? extends ErrorDescription> analyze() {         List<ErrorDescription> result = new ArrayList<ErrorDescription>();         for (NonRecursiveFolder sr : ctx.getScope().getFolders()) {             FileObject folder = sr.getFolder();             for (FileObject fo : folder.getChildren()) {                 for (ErrorDescription ed : doRunHTMLTidy(fo)) {                     if (fo.getMIMEType().equals("text/html")) {                         result.add(ed);                     }                 }             }         }         return result;     }     private List<ErrorDescription> doRunHTMLTidy(FileObject sr) {         final List<ErrorDescription> result = new ArrayList<ErrorDescription>();         Tidy tidy = new Tidy();         StringWriter stringWriter = new StringWriter();         PrintWriter errorWriter = new PrintWriter(stringWriter);         tidy.setErrout(errorWriter);         try {             Document doc = DataObject.find(sr).getLookup().lookup(EditorCookie.class).openDocument();             tidy.parse(sr.getInputStream(), System.out);             String[] split = stringWriter.toString().split("\n");             for (String string : split) {                 //Bit of ugly string parsing coming up:                 if (string.startsWith("line")) {                     final int end = string.indexOf(" c");                     int lineNumber = Integer.parseInt(string.substring(0, end).replace("line ", ""));                     string = string.substring(string.indexOf(": ")).replace(":", "");                     result.add(ErrorDescriptionFactory.createErrorDescription(                             Severity.WARNING,                             string,                             doc,                             lineNumber));                 }             }         } catch (IOException ex) {             Exceptions.printStackTrace(ex);         }         return result;     }     @Override     public boolean cancel() {         return true;     }     @ServiceProvider(service = AnalyzerFactory.class)     public static final class MyAnalyzerFactory extends AnalyzerFactory {         public MyAnalyzerFactory() {             super("htmltidy", "HTML Tidy", "org/jtidy/format_misc.gif");         }         public Iterable<? extends WarningDescription> getWarnings() {             return Collections.EMPTY_LIST;         }         @Override         public <D, C extends JComponent> CustomizerProvider<D, C> getCustomizerProvider() {             return null;         }         @Override         public Analyzer createAnalyzer(Context cntxt) {             return new TidyAnalyzer(cntxt);         }     } } The above only works on packages, not on projects and not on individual files.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Is wrapping a third party code the only solution to unit test its consumers? [closed]

    - by Songo
    I'm doing unit testing and in one of my classes I need to send a mail from one of the methods, so using constructor injection I inject an instance of Zend_Mail class which is in Zend framework. Now some people argue that if a library is stable enough and won't change often then there is no need to wrap it. So assuming that Zend_Mail is stable and won't change and it fits my needs entirely, then I won't need a wrapper for it. Now take a look at my class Logger that depends on Zend_Mail: class Logger{ private $mailer; function __construct(Zend_Mail $mail){ $this->mail=$mail; } function toBeTestedFunction(){ //Some code $this->mail->setTo('some value'); $this->mail->setSubject('some value'); $this->mail->setBody('some value'); $this->mail->send(); //Some } } However, Unit testing demands that I test one component at a time, so I need to mock the Zend_Mail class. In addition I'm violating the Dependency Inversion principle as my Logger class now depends on concretion not abstraction. Now is wrapping Zend_Mail the only solution or is there a better approach to this problem? The code is in PHP, but answers doesn't have to be. This is more of a design issue than a language specific feature

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  • Diving into a computer science career [closed]

    - by Willis
    Well first I would like to say thank you for taking the time to read my question. I'll give you some background. I graduated two years ago from a local UC in my state with a degree in cognitive psychology and worked in a neuroscience lab. During this time I was exposed to some light Matlab programming and other programming tidbits, but before this I had some basic understanding of programming. My father worked IT for a company when I was younger so I picked up his books and took learned things along the way growing up. Naturally I'm an inquisitive person, constantly learning, love challenges, and have had exposure to some languages. Yet at this point I was fully pursue it as a career and always had this in the back of my head. Where do I start? I'm 25 and feel like I still have time to make a switch. I've immersed myself in the terminal/command prompt to start, but which language do I focus on? I've read the A+ book and planning to take on the exam, then the networking exam, but I want to deal with more programming, development, and troubleshooting. I understand to get involved in open source, but where? I took the next step and got a small IT assistant job, but doesn't really deal with programming, development, just troubling shooting and small network issues. Thank you!

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