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  • Will an online degree get you a job that requires "CS or equivalent 4-year degree"? [on hold]

    - by qel
    I'm a nerdy slacker type who didn't get my life together till I was 30. I've had a real job for a couple years doing C#/SQL. I've gotten several raises, but I'm making less than most developers, and the atmosphere is ... not positive. Looking for a new job, I think my applications get thrown out because I don't have a degree. And I want to finish a Bachelor's just to feel like less of a loser. I have a lot of college credits from 1996-2003 and a low GPA, so I don't know if that's worth much. An online degree looks like a good option, but I just don't know what I should be looking at for online schools because they all look like fake degrees. If they had programs equivalent to a real Comp Sci degree, I don't think they would have weird sounding names like they do. University of Phoenix has a B.S./Information Technology-Software Engineering. DeVry has a B.S./Computer Engineering Technology program. But that's not CS, and most other things I see have even more fake-sounding names. Are these useless degrees? Some people say DeVry and UoP are acceptable, some people say they're a joke. I have enough experience now, though, that maybe all I'm missing is being able to check the box that I have a 4-year degree. Harvard Extension seems like a real degree, even if it isn't a real Harvard degree, but I'd have to live there at least 3 months, which kinda defeats the purpose of an online degree fitting around work.

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  • opengl libraries for ubuntu running on Virtual Box

    - by vboxuser
    I am having Ubuntu 10.04 running on VirtualBox. Guest additions are installed successfully. But Guest additions do not provide the OpenGL library. To run open GL demo what needs to be installed. Some google links suggest Mesa utils. By my understanding is Mesa utils do not use vbox drivers to achieve hardware acceleration. Ubuntu 10.04 is running on VirtualBox and not on bare metal. The host comprise of Zx400 CPU with nvidia graphics driver. But this is not relevant since I would be using the vbox drivers provided by guest additions on VirtualBox. In this scenario how do I get OpenGL libraries on Ubuntu?. (Specially I am looking for solution other than Mesa, since mesa has support only for VMware and not for VirtualBox) How to get Opengl libraries which use vbox drivers for 3D hardware accleration?? As i already mentioned, ubuntu 10.04 is running on VirtualBox and not on bare metal. the host comprise of Zx400 CPU with nvidia graphics driver. but this is not relevant since i would be using the vbox drivers provided by guest additions on VirtualBox. In this scenario how to i get OpenGL libraries on Ubuntu. (Especially i am looking for solution other than Mesa, since mesa has support only for VMware and not for VirtualBox Thank you

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  • So now Google has said no to old browsers when can the rest of us follow suit?

    - by Richard
    Google recently announced that they will no longer support older browsers on Aug 1st: http://www.bbc.co.uk/news/technology-13639875 http://gmailblog.blogspot.com/2011/06/our-plans-to-support-modern-browsers.html For this reason, soon Google Apps will only support modern browsers. Beginning August 1st, we’ll support the current and prior major release of Chrome, Firefox, Internet Explorer and Safari on a rolling basis. Each time a new version is released, we’ll begin supporting the update and stop supporting the third-oldest version. There is nothing worse than looking at the patching of code that takes place to support older browsers. If we could all move towards a standards only web (I'm looking at you IE9) then surely we could spend more time programming good web apps and less trying to make them run equally on terrible non standards compliant older browsers. So when can the rest of us expect to be able to tell our clients that we no longer support older browsers? Because it seems that large corporates will continue to run older browsers and even if google chrome frame can be installed without admin privileges (it's coming soon, currently in beta) we can't expect all users to be motivated to do this. I appreciate any thoughts.

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  • Is there a shell-independent HUD-like menu search tool for Gnome?

    - by Redsandro
    The Ubuntu HUD - you love it or you hate it. Personally I rather like a classic desktop, so I use Xfce and Cinnamon, and I don't want to lose my menu in applications. But the HUD is pretty awesome when your menus are complex and you forgot where an option sits. This makes that search trick very interesting. I know the HUD is Unity specific. I am looking for a HUD-like tool to complement the menu in shells other than Unity. There is Appmenu Runner for KDE that does this. There is also appmenu-qt for KDE. Problem with the above is that it uses KDE libs, and it only works for KDE apps. This is Linux, there aught to be something like this for GNOME/GTK apps, right? Looking for any tool that can search the menus. I already use(d) Kupfer and Gnome-do, something like that would suffice if only it includes searching the menus for the currently focussed application.

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  • Costs/profit of/when starting an indie company

    - by Jack
    In short, I want to start a game company. I do not have much coding experience (just basic understanding and ability to write basic programs), any graphics design experience, any audio mixing experience, or whatever else technical. However, I do have a lot of ideas, great analytical skills and a very logical approach to life. I do not have any friends who are even remotely technical (or creative in regards to games for that matter). So now that we've cleared that up, my question is this: how much, minimally, would it cost me to start such a company? I know that a game could be developed in under half a year, which means it would have to operate for half a year prior, and that's assuming that the people working on the first project do their jobs good, don't leave game breaking bugs, a bunch of minor bugs, etc.. So how much would it cost me, and what would be the likely profit in half a year? I'm looking at minimal costs here, as to do it, I would have to sell my current apartment and buy a new, smaller one, pay taxes, and likely move to US/CA/UK to be closer to technologically advanced people (and be able to speak the language of course). EDIT: I'm looking at a small project for starters, not a huge AAA title.

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  • How does a single programmer make a game?

    - by Mike
    I have always been a software developer, but lately I've been wanting to get into games. The only thing stopping me is the fact that I'm a programmer, not an artist. I've made some simple stuff, Tetris, 2D chess things like that but I can't do much art and that's really what holds me back. Now the problem is, I've yet to go to college so most commercial projects wouldn't accept me even to work for free and learn a bit especially with my lack of experience in games and any indie projects I've looked into really have an issue with responding to people interested, or actually completing (or starting really, most don't get past the ideas on paper) the project they want to do. I've looked around locally for artists, anyone who can do modeling, textures or animating or even anyone with some ability to make some more advanced 2D assets to get something like a side-scrolling RPG or something but haven't been able to find anyone. So how do you guys do it? Do I really just have to wait until I can go to college to see if I like working with games or is there some way I can get art (for free, anything I do is just going to be for fun so I don't want to have to sink money into it) and just start messing around on my own? Or am I just having bad luck and not looking in the right places for other people interested in having me help? I'm not looking for anything in particular, just something to fill some time with and see if I like making games. If not, well I'll go back to my software projects. I just have one more year of highschool and I'd like to try a few different areas before I go to college.

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  • Need Help Hiring a Perfectionist Programmer [closed]

    - by Bryan Hadaway
    I understand my question may be in the gray area, but I'm not able to use the Meta to ask if this question is appropriate or not so I'll simply have to risk it. My project is complete in the sense that it's a fully functional, ready to go 1.0 version. However, that's not good enough for my standards. My expertise is in HTML/CSS, not jQuery and PHP. I'm looking for someone to refine every character of my code for quality, speed, security and compatibility. I want everything to be as bug free as possible for launch. So I need an expert programmer who's a perfectionist in their coding who cares about the quality of their work (not just making it work) to review and refine my code. I'm sure I can't outright post the project's details and hope for interested parties to contact me as that wouldn't be beneficial to the community so instead I'm looking for advice from programmers about where some of best places to hire quality programmers are and the best strategies to hire the right programmer. In other words, screening applicants off of craigslist isn't going to cut it for this project. Thanks

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  • JDeveloper News &ndash; Did You Know

    - by shay.shmeltzer
    There have been a few issues lately with access to blogs.oracle.com to write new messages – and as a result I’m a little behind on reporting the latest and greatest in JDeveloper. (I’m also unable to approve comments :-( ) But just in case you missed it here are a few note worthy things you should know: ADF Mobile Client went production – this is a solution that let you use ADF to develop on-device applications for mobile devices. You develop once and run on various devices (right now Blackberry and Windows Mobile with other platforms coming soon). For more information check out the ADF Mobile page on OTN. ADF Developer Certification goes production – you can now take the official test and get an official certification that you can include in your resume.Should be a must for any consultant looking to get ADF related gigs. Learn more about the ADF Certification Exam. ADF Vision Stencils Released – If you are looking for a quick way to draw prototypes of ADF screens you probably can’t get any faster and more accurate results than this. This is a set of Vision components that you can drag over and design a page visually. You can also set properties for components and do other advance things. You do need a license for Visio to use this, but the ADF stencils are free. We’ve been using these internally at Oracle for some time now and we thought the ADF community would enjoy these too. Download the ADF Visio Stencils here (and watch a youtube demo of how they work).

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Developing Good Contacts

    There are millions of was you can develop good networking contacts, but you must be open to meeting new people. In the information technology industry, everyone is a potential client. So any place you can meet people is a good place to develop good networking contacts. Here are a few examples Online Discussion Forums – Online forums are a great place to show your knowledge of a subject and allow you to meet people that share your same interests Blog Networks – Allowing others to read your thoughts and comment on them. In addition, you can so the same on other blogs with in the network. Networking Sites – Networking sites are a great way to find new contacts based on your current contacts because you can share common friends, and possibly common interests Volunteering – Volunteering is a great way to meet new contacts, and you can help others at the same time Civic Organizations – Participating in organizations or clubs like the Lions Club, Rotary Club, and religious affiliated organizations because you can meet people of all walks of life, and can share and contribute ideas for common goals Chamber of Commerce – This is another great way to meet contacts especially if you are interested in starting your own business. The chamber is a great way to meet other business oriented people who are always looking to collaborate and improve their business. Family and Friends – Family and friends are another excellent to meet new contacts, because they can always be on the lookout for opportunities for you. For example your brother hears that a friend of his needs a new website, so he gives him your number and highly recommends you. This is really good because the potential client is looking for the service you can perform, and you where already highly recommend.

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  • F# &ndash; Converting your C# brain to the F# way

    - by MarkPearl
    My brain still thinks in C#!!! I have been looking at F# and trying to figure out the basics of it, but all the time in the back of my mind I am going – what is the C# equivalent to this or that… It’s frustrating because I almost want a F# to C# dictionary the whole time – and simply translate my C# code to F# – which would negate the main motivation for learning F# – as I want learn functional programming - if I was simply doing C# code in a F# syntax I would be gaining nothing! So I am experiencing pain while my brain forms some new neural networks… but luckily I live in a country where we have 11 official spoken languages, and plenty more unofficial languages so I have gone through the pain of learning how to speak a new language before – and I am finding the process is almost identical in learning a programming language that promotes a different way of looking at problems (from Object Orientated to Functional). That beings said… the first thing to learn is the basic syntax… I have searched the web for appropriate places to get a translation – and have been quite disappointed with what is out there for F#. Luckily, OCaml came to the rescue. There are some really good tutorials on getting started with OCaml syntax, one in particular that stood out was the OCamal-Tutorial. What I particularly like about it is that it is doing comparisons between C based languages and OCaml. Give it a read sometime – it’s well worth it and has definitely helped me understand F# a little better.

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  • What are some good tips for a developer trying to design a scalable MySQL database?

    - by CFL_Jeff
    As the question states, I am a developer, not a DBA. I have experience with designing good ER schemas and am fairly knowledgeable about normalization and good schema design. I have also worked with data warehouses that use dimensional modeling with fact tables and dim tables. However, all of the database-driven applications I've developed at previous jobs have been internal applications on the company's intranet, never receiving "real-world traffic". Furthermore, at previous jobs, I have always had a DBA or someone who knew much more than me about these things. At this new job I just started, I've been asked to develop a public-facing application with a MySQL backend and the data stored by this application is expected to grow very rapidly. Oh, and we don't have a DBA. Well, I guess I am the DBA. ;) As far as designing a database to be scalable, I don't even know where to start. Does anyone have any good tips or know of any good educational materials for a developer who has been sort of shoved into a DBA/database designer role and has been tasked with designing a scalable database to support an application like this? Have any other developers been through this sort of thing? What did you do to quickly become good at this role? I've found some good slides on the subject here but it's hard to glean details from slides. Wish I could've attended that guy's talk. I also found a good blog entry called 5 Ways to Boost MySQL Scalability which had some good information, though some of it was over my head. tl;dr I just want to make sure the database doesn't have to be completely redesigned when it scales up, and I'm looking for tips to get it right the first time. The answer I'm looking for is a "list of things every developer should know about making a scalable MySQL database so your application doesn't perform like crap when the data gets huge".

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  • Twinview broken on upgrade to ubuntu 10.10

    - by mapkyca
    I have been on 9.10 for over a year on the grounds that if it ain't broke, don't fix it. However, I had a spare weekend and figured it was probably about time... I performed an upgrade to 10.4, and everything seemed to proceed smoothly, so I took the plunge and went for 10.10. Disaster. My twinview Nvidia display which had been working perfectly is now broken. On boot everything seems fine, but when X starts and the second monitor springs into life the primary winks out and switches off - almost as if its been put into an unsupported display mode. The system seems to think there's a second monitor - the nvidia logo is split across the two screens, but it can't seem to start. Things I've tried: Swapping the monitors (one is older than the other, and its definitely the port not the actual monitor) Rolling back to an old Xorg conf from prior to the upgrade Installing a non-beta driver direct from Nvidia (this seems to start both monitors but then apparently stops boot and causes the second display to 'wink'. Twinview seems non-functional, both displays are mirrors) Disabling EDID Disabling twinview, logging in and attempting to use the Nvidia config to re-detect the monitors (second monitor is falsely detected and won't go higher than 1024x768. Selecting 'apply' causes one screen to go blank and the other to display garbage) googling for about 5 hours looking for similar problems, none of the offered solutions seemed to work I'm at a loss, and it is looking very much like I'm going to have to go through a time consuming reinstall to downgrade back to the working 10.4. Any thoughts?

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  • The advantages & disadvantages to be had from using a Web Framework?

    - by JHarley1
    Hello, This question is focused on extracting the advantages and disadvantages of using Web based Frameworks: such as Cake PHP, Zend, jQuery, ASP.NET). This question is completely language agnostic. Let me start with the notion of "Standing on the shoulders of Giants". Advantages: Empowers Developers - by taking features that would have previously have taken 100's of lines of code and compressing them into one simple function call empowers developers to integrate more complex features into their Web Sites. Allow for Quicker development of applications - this is very relevant for people that need websites created in a very small window (has anyone any examples of this?) Lower Costs - allows programmers to pass cost savings onto the customer, a whole new range of customers generated that wanted a website but previously could not afford the higher development costs. Disadvantages: Lost Understanding - by relying on the features of a framework a developer is in danger of loosing understanding on how things work (underneath the hood). The configuration cliff - once you go further than the configuration of your framework your productivity drops right off, it can be difficult to implement features outside of a frameworks configuration. Developer tramlines - you (the developer) has to do things the way that the developer want you to do things. Security issues - giving people these tools to develop professional looking websites fast is a potential risk, people can quickly create professional looking websites for fraudulent companies. I wonder what people make of my points, and whether any body disagrees with them? Also if people have additional points I would be grateful. Many Thanks, J

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • A few questions about how JavaScript works

    - by KayoticSully
    I originally posted on Stack Overflow and was told I might get some better answers here. I have been looking deeply into JavaScript lately to fully understand the language and have a few nagging questions that I can not seem to find answers to (Specifically dealing with Object Oriented programming. I know JavaScript is meant to be used in an OOP manner I just want to understand it for the sake of completeness). Assuming the following code: function TestObject() { this.fA = function() { // do stuff } this.fB = testB; function testB() { // do stuff } } TestObject.prototype = { fC : function { // do stuff } } What is the difference between functions fA and fB? Do they behave exactly the same in scope and potential ability? Is it just convention or is one way technically better or proper? If there is only ever going to be one instance of an object at any given time, would adding a function to the prototype such as fC even be worthwhile? Is there any benefit to doing so? Is the prototype only really useful when dealing with many instances of an object or inheritance? And what is technically the "proper" way to add methods to the prototype the way I have above or calling TestObject.prototype.functionName = function(){} every time? I am looking to keep my JavaScript code as clean and readable as possible but am also very interested in what the proper conventions for Objects are in the language. I come from a Java and PHP background and am trying to not make any assumptions about how JavaScript works since I know it is very different being prototype based. Also are there any definitive JavaScript style guides or documentation about how JavaScript operates at a low level? Thanks!

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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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  • Influence Maps for Pathfinding?

    - by james
    I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze I have 300 or so enemies and a player. The outcome I'm looking for is all the enemies work their way towards the player position. Originally I did this using an A* path finding algorithm but with 300 enemies it was taking forever to path find each one individually. After some research I found that an influence map / collaborative diffusion would be the best way to go. But I'm having a real hard time working out how this is actually done. Firstly.. How do you create a influence map? From what I understand each of my walls with have a scent of 0 so that makes them impassable.. then basically a radial effect from my player position to each other cell (So my player starts at 100 and then going outwards from that each other cell will be reduced value) Is that correct? If so,.. How would you do that (Math magic?) My next problem is if that is correct how would my "enemies" stop from getting stuck if they have gone down the wrong way? As say if my player was standing on the otherside of a wall if the enemy is just looking for larger numbers wont it keep getting stuck? I'm doing this in JavaScript so performance is key. Thanks for any help! EDIT: Or if anyones got a better solution? I've been reading about navmeshs, steering pathing, pre calculating all paths on load etc etc

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  • Do the benefits of Resin/Quercus outweigh the overhead?

    - by Craige
    Lately, I've been looking more and more into Resin + Quercus as a technology to develop an application of mine. The reason I started looking into it was that this application has high reporting needs, a lot of which cannot (or realistically, should not) be created in real-time. Java would offer a nice backend to queue and generate reports. Also, with Quercus I would be able to develop my data models in Hibernate, and use them "from PHP", thus effectively stretching these models across front and back-end. This same concept would also apply to any front/back-end common business logic, which could be developed in Java libraries. Now, the downside is that whichever front-end (PHP) MVC Framework I choose (my goal was Symfony 2), it is unlikely to work without some heavy modification, if it can work at all. Quercus is a pretty close implementation of PHP, and is supposed to be compatible with PHP5.3, so namespaces and closures SHOULDN'T be a problem, but when I tried to run an existing Symfony 1.4 app, I failed miserably. So, my question to you is, do you think the benefits of Resin + Quercus outweigh the overhead of using a not-so-perfect/stable implementation of PHP? If this were your application, and your goal was and end-product, rather than educational purposes, what would you decide?

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  • Methods for getting static data from obj-c to Parse (database)

    - by Phil
    I'm starting out thinking out how best to code my latest game on iOS, and I want to use parse.com to store pretty much everything, so I can easily change things. What I'm not sure about is how to get static data into parse, or at least the best method. I've read about using NSMutableDictionary, pLists, JSON, XML files etc. Let's say for example in AS3 I could create a simple data object like so... static var playerData:Object = {position:{startX:200, startY:200}}; Stick it in a static class, and bingo I've got my static data to use how I see fit. Basically I'm looking for the best method to do the same thing in Obj-c, but the data is not to be stored directly in the iOS game, but to be sent to parse.com to be stored on their database there. The game (at least the distribution version) will only load data from the parse database, so however I'm getting the static data into parse I want to be able to remove it from being included in the eventual iOS file. So any ideas on the best methods to sort that? If I had longer on this project, it might be nice to use storyboards and create a simple game editor to send data to parse....actually maybe that's a good idea, it's just I'm new to obj-c and I'm looking for the most straightforward (see quickest) way to achieve things. Thanks for any advice.

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  • Is C# development effectively inseparable from the IDE you use?

    - by Ghopper21
    I'm a Python programmer learning C# who is trying to stop worrying and just love C# for what it is, rather than constantly comparing it back to Python. I'm really get caught up on one point: the lack of explicitness about where things are defined, as detailed in this Stack Overflow question. In short: in C#, using foo doesn't tell you what names from foo are being made available, which is analogous to from foo import * in Python -- a form that is discouraged within Python coding culture for being implicit rather than the more explicit approach of from foo import bar. I was rather struck by the Stack Overflow answers to this point from C# programmers, which was that in practice this lack of explicitness doesn't really matter because in your IDE (presumably Visual Studio) you can just hover over a name and be told by the system where the name is coming from. E.g.: Now, in theory I realise this means when you're looking with a text editor, you can't tell where the types come from in C#... but in practice, I don't find that to be a problem. How often are you actually looking at code and can't use Visual Studio? This is revelatory to me. Many Python programmers prefer a text editor approach to coding, using something like Sublime Text 2 or vim, where it's all about the code, plus command line tools and direct access and manipulation of folders and files. The idea of being dependent on an IDE to understand code at such a basic level seems anathema. It seems C# culture is radically different on this point. And I wonder if I just need to accept and embrace that as part of my learning of C#. Which leads me to my question here: is C# development effectively inseparable from the IDE you use?

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • Advanced TSQL training

    - by Dave Ballantyne
    Over the past few years, Ive had it on my to do list to write and deliver and full-scale SQLServer training course and not just an hour long bite size session at user groups and conferences.  To me, SQLServer development is not just knowing and remembering the syntax of commands.  Sometimes I semi-jest that i have “Written a merge statement without looking up the syntax”, but I know from my interactions on and off line that I am far from alone in this.  In any case we have an awesome tool in the internet which is great at looking things up. When developing SQL Server based solutions,  of more importance is knowing the internals of the engine.  SQL Server is a complex piece of software and we need to be able to understand to a fairly low level ( you can always dive deeper ) the choices that it makes and why it makes them in order to deliver performant, reliable, predictable and scalable systems to our customers and end-users. This is the view i shall be taking over two days in March (19th and 20th) in London and ,TBH, one I dont see taken often enough. Early bird discounts are available until 31Dec. Full details of the course and a high level view of the bullet points we shall be covering are available at the Technitrain site ( http://tinyurl.com/TSQLTraining )

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  • Single complex or multiple simple autoload functions [on hold]

    - by Tyson of the Northwest
    Using the spl_autoload_register(), should I use a single autoload function that contains all the logic to determine where the include files are or should I break each include grouping into it's own function with it's own logic to include the files for the called function? As the places where include files may reside expands so too will the logic of a single function. If I break it into multiple functions I can add functions as new groupings are added, but the functions will be copy/pastes of each other with minor alterations. Currently I have a tool with a single registered autoload function that picks apart the class name and tries to predict where it is and then includes it. Due to naming conventions for the project this has been pretty simple. if has namespace if in template namespace look in Root\Templates else look in Root\Modules\Namespace else look in Root\System if file exists include But we are starting to include Interfaces and Traits into our codebase and it hurts me to include the type of a thing in it's name. So we are looking at instead of a single autoload function that digs through the class name and looks for the file and has increasingly complex logic to it, we are looking at having multiple autoload functions registered. But each one follows the same pattern and any time I see that I get paranoid about code copying. function systemAutoloadFunc logic to create probable filename if filename exists in system include it and return true else return false function moduleAutoloadFunc logic to create probable filename if filename exists in modules include it and return true else return false Every autoload function will follow that pattern and the last of each function if filename exists, include return true else return false is going to be identical code. This makes me paranoid about having to update it later across the board if the file_exists include pattern we are using ever changes. Or is it just that, paranoia and the multiple functions with some identical code is the best option?

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  • Advice and resources on collaborative environments

    - by Tjaart
    I need some advice on collaborative software environments. More specifically, I am looking for books and reference materials that can aid me in understanding team and code structures and the interactions thereof. In other words books, blogs or white papers explaining: Different strategies for structuring teams that share common code between each other but have distinct individual functions? To summarise my question I would like to know what would be a good source of knowledge if I were to set up teams in an organisation that shared code but each unit still remained autonomous. I have done some research on this subject and explored: code review tools, distributed VCS, continuous integration tools, Unit testing automation. The tough part about implementing these tools are to determine where a good place would be to start, which tools are low hanging fruit, which tools or methods provide higher success rates. If someone asks me about code quality reference I point them to Code Complete. I am looking for an equivalent guide on software team structures and tools to make this equation work better. I realise that this question is quite vague but it arose as "we need to share code between teams without breaking each others stuff and causing management headaches and reams of red tape" The answer is definitely not simple and requires changes on many levels, hence the question. If the question is too vague please vote to close or delete. I would accept any good starting point as an answer.

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