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  • Some non-generic collections

    - by Simon Cooper
    Although the collections classes introduced in .NET 2, 3.5 and 4 cover most scenarios, there are still some .NET 1 collections that don't have generic counterparts. In this post, I'll be examining what they do, why you might use them, and some things you'll need to bear in mind when doing so. BitArray System.Collections.BitArray is conceptually the same as a List<bool>, but whereas List<bool> stores each boolean in a single byte (as that's what the backing bool[] does), BitArray uses a single bit to store each value, and uses various bitmasks to access each bit individually. This means that BitArray is eight times smaller than a List<bool>. Furthermore, BitArray has some useful functions for bitmasks, like And, Xor and Not, and it's not limited to 32 or 64 bits; a BitArray can hold as many bits as you need. However, it's not all roses and kittens. There are some fundamental limitations you have to bear in mind when using BitArray: It's a non-generic collection. The enumerator returns object (a boxed boolean), rather than an unboxed bool. This means that if you do this: foreach (bool b in bitArray) { ... } Every single boolean value will be boxed, then unboxed. And if you do this: foreach (var b in bitArray) { ... } you'll have to manually unbox b on every iteration, as it'll come out of the enumerator an object. Instead, you should manually iterate over the collection using a for loop: for (int i=0; i<bitArray.Length; i++) { bool b = bitArray[i]; ... } Following on from that, if you want to use BitArray in the context of an IEnumerable<bool>, ICollection<bool> or IList<bool>, you'll need to write a wrapper class, or use the Enumerable.Cast<bool> extension method (although Cast would box and unbox every value you get out of it). There is no Add or Remove method. You specify the number of bits you need in the constructor, and that's what you get. You can change the length yourself using the Length property setter though. It doesn't implement IList. Although not really important if you're writing a generic wrapper around it, it is something to bear in mind if you're using it with pre-generic code. However, if you use BitArray carefully, it can provide significant gains over a List<bool> for functionality and efficiency of space. OrderedDictionary System.Collections.Specialized.OrderedDictionary does exactly what you would expect - it's an IDictionary that maintains items in the order they are added. It does this by storing key/value pairs in a Hashtable (to get O(1) key lookup) and an ArrayList (to maintain the order). You can access values by key or index, and insert or remove items at a particular index. The enumerator returns items in index order. However, the Keys and Values properties return ICollection, not IList, as you might expect; CopyTo doesn't maintain the same ordering, as it copies from the backing Hashtable, not ArrayList; and any operations that insert or remove items from the middle of the collection are O(n), just like a normal list. In short; don't use this class. If you need some sort of ordered dictionary, it would be better to write your own generic dictionary combining a Dictionary<TKey, TValue> and List<KeyValuePair<TKey, TValue>> or List<TKey> for your specific situation. ListDictionary and HybridDictionary To look at why you might want to use ListDictionary or HybridDictionary, we need to examine the performance of these dictionaries compared to Hashtable and Dictionary<object, object>. For this test, I added n items to each collection, then randomly accessed n/2 items: So, what's going on here? Well, ListDictionary is implemented as a linked list of key/value pairs; all operations on the dictionary require an O(n) search through the list. However, for small n, the constant factor that big-o notation doesn't measure is much lower than the hashing overhead of Hashtable or Dictionary. HybridDictionary combines a Hashtable and ListDictionary; for small n, it uses a backing ListDictionary, but switches to a Hashtable when it gets to 9 items (you can see the point it switches from a ListDictionary to Hashtable in the graph). Apart from that, it's got very similar performance to Hashtable. So why would you want to use either of these? In short, you wouldn't. Any gain in performance by using ListDictionary over Dictionary<TKey, TValue> would be offset by the generic dictionary not having to cast or box the items you store, something the graphs above don't measure. Only if the performance of the dictionary is vital, the dictionary will hold less than 30 items, and you don't need type safety, would you use ListDictionary over the generic Dictionary. And even then, there's probably more useful performance gains you can make elsewhere.

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  • How to make an arc'd, but not mario-like jump in python, pygame [duplicate]

    - by PythonInProgress
    This question already has an answer here: Arc'd jumping method? 2 answers Analysis of Mario game Physics [closed] 6 answers I have looked at many, many questions similar to this, and cannot find a simple answer that includes the needed code. What i am trying to do is raise the y value of a square for a certain amount of time, then raise it a bit more, then a bit more, then lower it twice. I cant figure out how to use acceleration/friction, and might want to do that too. P.S. - can someone tell me if i should post this on stackoverflow or not? Thanks all! Edit: What i am looking for is not mario-like physics, but a simple equation that can be used to increase then decrease height over the time over a few seconds.

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  • Secure login for a game that is open source

    - by David Park
    I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is how would i be sure that the client is the one that i put out for the end user to play with? Kind of a like of sv_pure for Team Fortress 2. I was thinking of different ways to combat this such as the server requesting the client's version or even it's md5 hash but people with simple java knowledge could just force a method to always return what the server wants.

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  • About the use of dotted hostname with avahi

    - by BenZen
    Hi I recently discovered avahi. It help you when you when to resolve hostname for the local network. But in my situation i've got a issue. I decided to host a machine called "a.alpha" and a another called "b.aplha". In a near futur i will also use some machine called "a.beta" and "b.beta". My probleme is that from "a.alpha" i can resolv "a.alpha.local" hostname, but currently i can't resolv "a.aplha.local" from b.alpha. So when i will decide to use the ".beta" extension, i will have some issues. Is it normal that the machine "a.alpha" doesn't expos the entire hostname to mdns ? I know i can change the naming method (saying use a-alpha instead of a.alpha). But i like it this way. So the quesiton is: Is it possible to use dotted name in the /etc/hostname and to resolve it using avahi?

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Programmers that need a lot of "Outside Help" - Is this bad?

    - by Zanneth
    Does anyone else think it's kind of tacky or poor practice when programmers use an unusual amount of libraries/frameworks to accomplish certain tasks? I'm working with someone on a relatively simple programming project involving geolocation queries. The guy seems like an amateur to me. For the server software, this guy used Python, Django, and a bunch of other crazy libraries ("PostGIS + gdal, geoip, and a few other spatial libraries" he writes) to create it. He wrote the entire program in one method (in views.py, nonetheless facepalm), and it's almost unreadable. Is this bad? Does anyone else think that this is really tacky and amateurish? Am I the only minimalist out there these days?

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  • Simple Project Templates

    - by Geertjan
    The NetBeans sources include a module named "simple.project.templates": In the module sources, Tim Boudreau turns out to be the author of the code, so I asked him what it was all about, and if he could provide some usage code. His response, from approximately this time last year because it's been sitting in my inbox for a while, is below. Sure - though I think the javadoc in it is fairly complete.  I wrote it because I needed to create a bunch of project templates for Javacard, and all of the ways that is usually done were grotesque and complicated.  I figured we already have the ability to create files from templates, and we already have the ability to do substitutions in templates, so why not have a single file that defines the project as a list of file templates to create (with substitutions in the names) and some definitions of what should be in project properties. You can also add files to the project programmatically if you want.Basically, a template for an entire project is a .properties file.  Any line which doesn't have the prefix 'pp.' or 'pvp.' is treated as the definition of one file which should be created in the new project.  Any such line where the key ends in * means that file should be opened once the new project is created.  So, for example, in the nodejs module, the definition looks like: {{projectName}}.js*=Templates/javascript/HelloWorld.js .npmignore=node_hidden_templates/npmignore So, the first line means:  - Create a file with the same name as the project, using the HelloWorld template    - I.e. the left side of the line is the relative path of the file to create, and the right side is the path in the system filesystem for the template to use       - If the template is not one you normally want users to see, just register it in the system filesystem somewhere other than Templates/ (but remember to set the attribute that marks it as a template)  - Include that file in the set of files which should be opened in the editor once the new project is created. To actually create a project, first you just create a new ProjectCreator: ProjectCreator gen = new ProjectCreator( parentFolderOfNewProject ); Now, if you want to programmatically generate any files, in addition to those defined in the template, you can: gen.add (new FileCreator("nbproject", "project.xml", false) {     public DataObject create (FileObject project, Map<String,String> substitutions) throws IOException {          ...     } }); Then pass the FileObject for the project template (the properties file) to the ProjectCreator's createProject method (hmm, maybe it should be the string path to the project template instead, to save the caller trouble looking up the FileObject for the template).  That method looks like this: public final GeneratedProject createProject(final ProgressHandle handle, final String name, final FileObject template, final Map<String, String> substitutions) throws IOException { The name parameter should be the directory name for the new project;  the map is the strings you gathered in the wizard which should be used for substitutions.  createProject should be called on a background thread (i.e. use a ProgressInstantiatingIterator for the wizard iterator and just pass in the ProgressHandle you are given). The return value is a GeneratedProject object, which is just a holder for the created project directory and the set of DataObjects which should be opened when the wizard finishes. I'd love to see simple.project.templates moved out of the javacard cluster, as it is really useful and much simpler than any of the stuff currently done for generating projects.  It would also be possible to do much richer tools for creating projects in apisupport - i.e. choose (or create in the wizard) the templates you want to use, generate a skeleton wizard with a UI for all the properties you'd like to substitute, etc. Here is a partial project template from Javacard - for example usage, see org.netbeans.modules.javacard.wizard.ProjectWizardIterator in javacard.project (or the much simpler one in contrib/nodejs). #This properties file describes what to create when a project template is#instantiated.  The keys are paths on disk relative to the project root. #The values are paths to the templates to use for those files in the system#filesystem.  Any string inside {{ and }}'s will be substituted using properties#gathered in the template wizard.#Special key prefixes are #  pp. - indicates an entry for nbproject/project.properties#  pvp. - indicates an entry for nbproject/private/private.properties #File templates, in format [path-in-project=path-to-template]META-INF/javacard.xml=org-netbeans-modules-javacard/templates/javacard.xmlMETA-INF/MANIFEST.MF=org-netbeans-modules-javacard/templates/EAP_MANIFEST.MF APPLET-INF/applet.xml=org-netbeans-modules-javacard/templates/applet.xmlscripts/{{classnamelowercase}}.scr=org-netbeans-modules-javacard/templates/test.scrsrc/{{packagepath}}/{{classname}}.java*=Templates/javacard/ExtendedApplet.java nbproject/deployment.xml=org-netbeans-modules-javacard/templates/deployment.xml#project.properties contentspp.display.name={{projectname}}pp.platform.active={{activeplatform}} pp.active.device={{activedevice}}pp.includes=**pp.excludes= I will be using the above info in an upcoming blog entry and provide step by step instructions showing how to use them. However, anyone else out there should have enough info from the above to get started yourself!

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  • Bumblebee : Module bbswitch could not be loaded

    - by StepTNT
    I've upgraded to 12.04 and I had to switch from Ironhide to the latest version of Bumblebee. Now, when I try to run bumblebeed, I get this error: FATAL: Module bbswitch not found. [ERROR]Module bbswitch could not be loaded (timeout?) [WARN]No switching method available. The dedicated card will always be on. I don't really need to use the secondary VGA on Kubuntu, so I would like to find a way to definitely shut the discrete GPU down and avoid wasting battery. I can't disable it from the BIOS because I use it on Windows. My card is an nvidia 540M.

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  • Tutorial (or livedisk) for multiseat setup with dual-head display supporting openGL direct rendering?

    - by Tobias Kienzler
    I'm currently running Ubuntu 10.10 (64 bit), the GPU is an ATI Radeon HD 4290 onboard a ASUS M4A89GTD PRO/USB3 mainboard. The Ubuntu wiki doesn't cover 10.10 yet and I also don't know if that method would support direct rendering. I heard mentions of xephyr and xgl, what are the differences? Where should I start? I tried the mdm livedisk but that doesn't boot. I'm also willing to try a different distribution if necessary. Edit: 1 Will the HowTo: A well performing, full eye-candy, accelerated pseudo-multiseat setup on a single dualhead GPU. for Ubuntu 9.04 still work? I'm afraid it omits how to setup two input devices and sound however... Edit: 2 http://multiseatonlinux.blogspot.com/2010/06/part-1-setting-up-base.html covers 10.10 but requires pinning gdm. Is that circumvenatable? Also how does that setup have to be modified for dual-head?

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  • Flattening a Jagged Array with LINQ

    - by PSteele
    Today I had to flatten a jagged array.  In my case, it was a string[][] and I needed to make sure every single string contained in that jagged array was set to something (non-null and non-empty).  LINQ made the flattening very easy.  In fact, I ended up making a generic version that I could use to flatten any type of jagged array (assuming it's a T[][]): private static IEnumerable<T> Flatten<T>(IEnumerable<T[]> data) { return from r in data from c in r select c; } Then, checking to make sure the data was valid, was easy: var flattened = Flatten(data); bool isValid = !flattened.Any(s => String.IsNullOrEmpty(s)); You could even use method grouping and reduce the validation to: bool isValid = !flattened.Any(String.IsNullOrEmpty); Technorati Tags: .NET,LINQ,Jagged Array

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  • Disabling Navigation Flicks in WPF

    - by Brian Genisio's House Of Bilz
    I am currently working on a multi-touch application using WPF.  One thing that has been irritating me with this development is an automatic navigation forward/back command that is bound to forward and backwards flicks.  Many of my touch-based interactions were being thwarted by gestures picked up by WPF as navigation.  I just wanted to disable this behavior. My programmatic back/forward calls are not affected by this change, which is nice.  Here is how I did it:  In my main window, I added the following command bindings:<NavigationWindow.CommandBindings> <CommandBinding Command="NavigationCommands.BrowseBack" Executed="DoNothing" /> <CommandBinding Command="NavigationCommands.BrowseForward" Executed="DoNothing" /> </NavigationWindow.CommandBindings> Then, the DoNothing method in the code-behind does nothing:private void DoNothing(object sender, ExecutedRoutedEventArgs e) { } There may be a better way to do this, but I haven’t found one.

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  • Python 2.4 on Ubuntu 12.04

    - by veepsk
    I want to develop a Python application on Ubuntu 12.04 using python 2.4, but since the default version of python on ubuntu is 2.7. I cannot get the libraries and packages to work for python 2.4. I have tried using virtualenv but even with virtualenv I was not successful in installing packages for python2.4. So I would like to know if there is any reliable method to get python 2.4 to work with Ubuntu. I know that I shouldnt mess with the default version of python on ubuntu and hence I am looking for a better alternative. Thanks in advance.

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  • Reuse the data CRUD methods in data access layer, but they are updated too quickly

    - by ValidfroM
    I agree that we should put CRUD methods in a data access layer, However, in my current project I have some issues. It is a legacy system, and there are quite a lot CRUD methods in some concrete manager classes. People including me seem to just add new methods to it, rather than reuse the existing methods. Because We don't know whether the existing method is what we need Even if we have source code, do we really need read other's code then make decision? It is updated too quickly. Do not have time get familiar with the DAO API. Back to the question, how do you solve that in your project? If we say "reuse", it really needs to be reusable rather than just an excuse.

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  • Is this how dynamic language copes with dynamic requirement?

    - by Amumu
    The question is in the title. I want to have my thinking verified by experienced people. You can add more or disregard my opinion, but give me a reason. Here is an example requirement: Suppose you are required to implement a fighting game. Initially, the game only includes fighters, who can attack each other. Each fighter can punch, kick or block incoming attacks. Fighters can have various fighting styles: Karate, Judo, Kung Fu... That's it for the simple universe of the game. In an OO like Java, it can be implemented similar to this way: abstract class Fighter { int hp, attack; void punch(Fighter otherFighter); void kick(Fighter otherFighter); void block(Figther otherFighter); }; class KarateFighter extends Fighter { //...implementation...}; class JudoFighter extends Fighter { //...implementation... }; class KungFuFighter extends Fighter { //...implementation ... }; This is fine if the game stays like this forever. But, somehow the game designers decide to change the theme of the game: instead of a simple fighting game, the game evolves to become a RPG, in which characters can not only fight but perform other activities, i.e. the character can be a priest, an accountant, a scientist etc... At this point, to make it more generic, we have to change the structure of our original design: Fighter is not used to refer to a person anymore; it refers to a profession. The specialized classes of Fighter (KaraterFighter, JudoFighter, KungFuFighter) . Now we have to create a generic class named Person. However, to adapt this change, I have to change the method signatures of the original operations: class Person { int hp, attack; List<Profession> skillSet; }; abstract class Profession {}; class Fighter extends Profession { void punch(Person otherFighter); void kick(Person otherFighter); void block(Person otherFighter); }; class KarateFighter extends Fighter { //...implementation...}; class JudoFighter extends Fighter { //...implementation... }; class KungFuFighter extends Fighter { //...implementation ... }; class Accountant extends Profession { void calculateTax(Person p) { //...implementation...}; void calculateTax(Company c) { //...implementation...}; }; //... more professions... Here are the problems: To adapt to the method changes, I have to fix the places where the changed methods are called (refactoring). Every time a new requirement is introduced, the current structural design has to be broken to adapt the changes. This leads to the first problem. Rigid structure makes it hard for code reuse. A function can only accept the predefined types, but it cannot accept future unknown types. A written function is bound to its current universe and has no way to accommodate to the new types, without modifications or rewrite from scratch. I see Java has a lot of deprecated methods. OO is an extreme case because it has inheritance to add up the complexity, but in general for statically typed language, types are very strict. In contrast, a dynamic language can handle the above case as follow: ;;fighter1 punch fighter2 (defun perform-punch (fighter1 fighter2) ...implementation... ) ;;fighter1 kick fighter2 (defun perform-kick (fighter1 fighter2) ...implementation... ) ;;fighter1 blocks attacks from fighter2 (defun perform-block (fighter1 fighter2) ...implementation... ) fighter1 and fighter2 can be anything as long as it has the required data for calculation; or methods (duck typing). You don't have to change from the type Fighter to Person. In the case of Lisp, because Lisp only has a single data structure: list, it's even easier to adapt to changes. However, other dynamic languages can have similar behaviors as well. I work primarily with static languages (mainly C and Java, but working with Java was a long time ago). I started learning Lisp and some other dynamic languages this year. I can see how it helps improving my productivity.

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  • Issues with ILMerge, Lambda Expressions and VS2010 merging?

    - by John Blumenauer
    A little Background For quite some time now, it’s been possible to merge multiple .NET assemblies into a single assembly using ILMerge in Visual Studio 2008.  This is especially helpful when writing wrapper assemblies for 3rd-party libraries where it’s desirable to minimize the number of assemblies for distribution.  During the merge process, ILMerge will take a set of assemblies and merge them into a single assembly.  The resulting assembly can be either an executable or a DLL and is identified as the primary assembly. Issue During a recent project, I discovered using ILMerge to merge assemblies containing lambda expressions in Visual Studio 2010 is resulting in invalid primary assemblies.  The code below is not where the initial issue was identified, I will merely use it to illustrate the problem at hand. In order to describe the issue, I created a console application and a class library for calculating a few math functions utilizing lambda expressions.  The code is available for download at the bottom of this blog entry. MathLib.cs using System; namespace MathLib { public static class MathHelpers { public static Func<double, double, double> Hypotenuse = (x, y) => Math.Sqrt(x * x + y * y); static readonly Func<int, int, bool> divisibleBy = (int a, int b) => a % b == 0; public static bool IsPrimeNumber(int x) { { for (int i = 2; i <= x / 2; i++) if (divisibleBy(x, i)) return false; return true; }; } } } Program.cs using System; using MathLib; namespace ILMergeLambdasConsole { class Program { static void Main(string[] args) { int n = 19; if (MathHelpers.IsPrimeNumber(n)) { Console.WriteLine(n + " is prime"); } else { Console.WriteLine(n + " is not prime"); } Console.ReadLine(); } } } Not surprisingly, the preceding code compiles, builds and executes without error prior to running the ILMerge tool.   ILMerge Setup In order to utilize ILMerge, the following changes were made to the project. The MathLib.dll assembly was built in release configuration and copied to the MathLib folder.  The following folder hierarchy was used for this example:   The project file for ILMergeLambdasConsole project file was edited to add the ILMerge post-build configuration.  The following lines were added near the bottom of the project file:  <Target Name="AfterBuild" Condition="'$(Configuration)' == 'Release'"> <Exec Command="&quot;..\..\lib\ILMerge\Ilmerge.exe&quot; /ndebug /out:@(MainAssembly) &quot;@(IntermediateAssembly)&quot; @(ReferenceCopyLocalPaths->'&quot;%(FullPath)&quot;', ' ')" /> <Delete Files="@(ReferenceCopyLocalPaths->'$(OutDir)%(DestinationSubDirectory)%(Filename)%(Extension)')" /> </Target> The ILMergeLambdasConsole project was modified to reference the MathLib.dll located in the MathLib folder above. ILMerge and ILMerge.exe.config was copied into the ILMerge folder shown above.  The contents of ILMerge.exe.config are: <?xml version="1.0" encoding="utf-8" ?> <configuration> <startup useLegacyV2RuntimeActivationPolicy="true"> <requiredRuntime safemode="true" imageVersion="v4.0.30319" version="v4.0.30319"/> </startup> </configuration> Post-ILMerge After compiling and building, the MathLib.dll assembly will be merged into the ILMergeLambdasConsole executable.  Unfortunately, executing ILMergeLambdasConsole.exe now results in a crash.  The ILMerge documentation recommends using PEVerify.exe to validate assemblies after merging.  Executing PEVerify.exe against the ILMergeLambdasConsole.exe assembly results in the following error:    Further investigation by using Reflector reveals the divisibleBy method in the MathHelpers class looks a bit questionable after the merge.     Prior to using ILMerge, the same divisibleBy method appeared as the following in Reflector: It’s pretty obvious something has gone awry during the merge process.  However, this is only occurring when building within the Visual Studio 2010 environment.  The same code and configuration built within Visual Studio 2008 executes fine.  I’m still investigating the issue.  If anyone has already experienced this situation and solved it, I would love to hear from you.  However, as of right now, it looks like something has gone terribly wrong when executing ILMerge against assemblies containing Lambdas in Visual Studio 2010. Solution Files ILMergeLambdaExpression

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  • CSS naming guildlines with elements with multiple classes

    - by ryanzec
    Its seems like there are 2 ways someone can handle naming classes for elements that are designed to have multiple classes. One way would be: <span class="btn btn-success"></span> This is something that twitter bootstrap uses. Another possibility I would think would be: <span class="btn success"></span> It seems like the zurb foundation uses this method. Now the benefits of the first that I can see is that there less chance of outside css interfering with styling as the class name btn-success would not be as common as the class name success. The benefit of the second as I can see is that there is less typing and potential better style reuse. Are there any other benefits/disadvantages of either option and is one of them more popular than the other?

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  • Should *'s go next to the type or the variable name? [closed]

    - by derekerdmann
    Possible Duplicate: int* i; or int *i; or int * i; When working in C or C++, how should pointers be declared? Like this: char* derp; or this: char *derp; I typically use the first method, because the variable is a character pointer, but I know that it can create confusion when declaring multiple variables at once: char* herp, derp; herp becomes a character pointer, while derp is just a character. I know it often comes down to coding style, but which one is "better?" Should I sacrifice clarity to eliminate potential confusion?

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  • [YYYY].[MM].[DD].[hh][mm] vs. [major].[minor].[revision] [closed]

    - by ef2011
    Possible Duplicate: What “version naming convention” do you use? I am currently debating between the traditional versioning convention [major].[minor].[revision] and my own, almost whimsical, [YYYY].[MM].[DD].[hh][mm] for a new project I am starting. I understand that [major].[minor].[revision] is probably the most popular versioning method on the planet and it is indeed pretty straightforward and reasonable, except that determining which changes merit the label "major", "minor" or even "revision" could be... subjective. A versioning system based on a timestamp is purely non-subjective and guarantees uniqueness. Which one would you choose for your project and why?

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  • Should I demand unit-testing from programmers?

    - by Morten
    I work at a place, where we buy a lot of IT-projects. We are currently producing a standard for systems-requirements for the requisition of future projects. In that process, We are discussing whether or not we can demand automated unit testing from our suppliers. I firmly believe, that proper automated unit-testing is the only way to document the quality and stability of the code. Everyone else seems to think that unit-testing is an optional method that concerns the supplier alone. Thus, we will make no demands of automated unit-testing, continous testing, coverage-reports, inspections of unit-tests or any of the kind. I find this policy extremely frustrating. Am I totally out of line here? Please provide me with arguments for any of the oppinions.

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  • Conditions for a traditional friends system vs. open following system

    - by Dan
    I'm just curious for everyone who is developing social sites out there. When you build a method for connecting users, do you prefer to use a following-style system (follow me, you can see all of my information and I can just choose to follow you back), or instead do you choose to have a friends-style system (I have to allow you see all of my information on your homepage, even if it is open to the public, vise versa). Why and under what circumstances do you use each? How do you manage privacy between your users? Have you use another way to connect your users? Examples of what methods you've choose and how you manage the user's privacy (private by default vs open to the web) are awesome; it could show correlation and provides an actual look.

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • The First Microsoft Dynamics NAV Builds on TFS 2010 Server

    - by ssmantha
    We are now successfully, able build Dynamics NAV solutions using the TFS Build workflow mechanisms. Lots of test builds were made, the builds can restore the NAV Database and start from a fresh solution, take latest of the NAV objects and then import it to Navision and call the compile method. The workflow is also able to generate FOB files as output which can be directly shipped to the customers. I think this is the First in the world implementation of the TFS build concepts in conjunction with NAV. I think this is a time to change the thinking caps and try to approach ERP development and include the practises of ALM into ERP Product Development.

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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