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  • grub workaround for cannot find UUID in dual boot system fails and now grub won't boot anything

    - by keepitsimpleengineer
    New clean install of x86 11.10 desktop. Dual boot with windows XP and Linux on separate drives. After install grub will not boot Windows, but by changing boot drive boots fine. When I go to fix this I find from http://bootinfoscript.sourceforge.net/ and a link to http://sourceforge.net/apps/mediawiki/bootinfoscript/index.php?title=Boot_Problems:search my problem, the message on the grub boot error screen: error: no such device: 6??????? So I follow the Step2 and compare the output of: sudo blkid and sudo nano /boot/grub/grub.cfg The UUIDs in both match for the Windows drive, so I do the fix in Step 4 "remove the search lines for …" in /usr/lib/grub/grub-mkconfig_lib, commenting out the three lines as before? # if fs_uuid="`${grub_probe} --device ${device} --target=fs_uuid 2> /dev/null`" ; then # echo "search --no-floppy --fs-uuid --set ${fs_uuid}" # fi I run sudo update-grub and check /etc/default/grub.cfg and see that it now identifies the Windows partition not by UUID, which I suppose is the workaround. But now when I try to boot 11.10 Desktop, I get: error: no such partition… … and when I try to boot Windows, I get: error: invalid signature. So Now, how do I fix this… The boot problem and find a workaround that works?

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  • Ubuntu 12.04 Faster boot, Hibernate & other questions

    - by Samarth Shukla
    I've recently started exploring Ubuntu (my 1st distro). I fresh installed precise without a swap (4GB ram). The only issues are, slow boot (regardless of the swap) and instability after a few days of installation. The runtime performance is immaculate otherwise. Even though not needed, I still set swappiness = 10. I've tried the quiet splash profile to GRUB; already have preload installed. But it still is pretty slow. I am not too confident on recompiling the kernel yet. But you could please advice me on that too. I've also added the following to fstab: #Move /tmp to RAM: tmpfs /tmp tmpfs defaults,noexec,nosuid 0 0 (Also if you could please tell me the exact implication/scope of this tweak on physical ram & the swap.) But nothing has happened really. So what alternatives are there to make it boot faster? Also, right after fresh install, though no swap partition, the system still showed /dev/zram0 of arond 2GB which was never used (probably because of the above fstab edit). Finally, I experimented with Hibernate a little, but many claim that it doesn't work on 12.04. (Not to mention, I made a swap file of 4GB for it). What I did was: sudo gedit /var/lib/polkit-1/localauthority/50-local.d/hibernate.pkla Then I added the following lines, saved the file, and closed the text editor: [Re-enable Hibernate] Identity=unix-user:* Action=org.freedesktop.upower.hibernate ResultActive=yes I also edited the upower policy for hibernate: gksudo gedit /usr/share/polkit-1/actions/org.freedesktop.upower.policy I added these lines: < allow_inactive >no< /allow_inactive > < allow_active >yes< /allow_active > But it did not work. So is there an alternate method perhaps that can make it work on 12.04?

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • Data recovery on Ubuntu 11.10?! (after crashing with Seagate 320GB)

    - by Sam
    Just installed 11.10 last week and decided to transfer iTunes music (from Windows dual boot) to my Seagate 320GB. I left it in, restarted, clicked Ubuntu at the boot screen, and then it froze after a few lines of code! I think I got to 3.7086 or something before I pressed CTRL+ALT+DEL and the system restarted after another few lines of code. I am completely new to Ubuntu so after Googling, I made a live CD with 10.04, the most stable release I've heard, and I'm typing this from there now. However, when I go to mount my partition, only the Windows Vista partition (308GB) is there! It has all my Windows files but my Ubuntu 11.10 ones are nowhere to be found. I need to restore these pictures I transferred from my camera using Shotwell the other day... any help is appreciated! p.s. 11.10 has never crashed on me in my trial week, so I'm guessing it's the Seagate hard drive's fault. However, now I'm running it on 10.04 and it works fine.

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  • How do I theme the Nautilus background image?

    - by Kesymaru
    I want to change the background image in the Nautilus file browser. My idea is to put my own style in the background. I'm using Ubuntu 11.10 and Nautilus is version 3. I know that I have to change the nautilus.css file of the theme, but the problem is that there is not a parameter for the background. I just want to apply an image but I can't find the file or parameter to change it. The CSS file is in the directory /home/UserName/.theme/MyTheme/gtk-3.0/apps. I've changed the nautilus.css file. I wrote two new lines using CSS style but I don't know where the correct place is to put it. The lines are: background-image: url("carbon.jpg"); background-repeat: repeat; Obviously I put the image called carbon.jpg in the same directory of nautilus.css, but this change doesn't work because I need to know whichs class displays the Nautilus file browsing frame. If I find this class I guess that this code will work. If someone knows how to do it, please tell me because I really want to make this change.

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  • Dojo and Separate JavaScript File

    - by Bunch
    For a project I needed to use the ArcGIS API for some mapping. To use this you need to use Dojo but in this case all it really comes down to is adding some require lines and a addOnLoad on your web page. At first everything was working great, the maps rendered and the various layers would populate as needed. Once it was working I started moving the various javascript functions into their own files to keep everything nice and neat. Then the problems started, mainly the map would not show up any more. So that was a pretty big problem. Luckily the fix was pretty simple, just move the dojo.addOnLoad line into it’s own script tag. If I had the dojo.addOnLoad in the same script block as the various require lines it would not work as expected. Works: <script type="text/javascript" language="javascript" src="javascript/test.js" />     <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");  </script>  <script type="text/javascript">      dojo.addOnLoad(init);  </script> Does not work: <script type="text/javascript" language="javascript" src="javascript/test.js" /> <script type="text/javascript">       dojo.require("esri.map");       dojo.require("esri.tasks.locator");       dojo.require("esri.tasks.query");       dojo.require("esri.tasks.geometry");       dojo.addOnLoad(init); </script> Technorati Tags: JavaScript,Dojo

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  • Overloading methods that do logically different things, does this break any major principles?

    - by siva.k
    This is something that's been bugging me for a bit now. In some cases you see code that is a series of overloads, but when you look at the actual implementation you realize they do logically different things. However writing them as overloads allows the caller to ignore this and get the same end result. But would it be more sound to name the methods more explicitly then to write them as overloads? public void LoadWords(string filePath) { var lines = File.ReadAllLines(filePath).ToList(); LoadWords(lines); } public void LoadWords(IEnumerable<string> words) { // loads words into a List<string> based on some filters } Would these methods better serve future developers to be named as LoadWordsFromFile() and LoadWordsFromEnumerable()? It seems unnecessary to me, but if that is better what programming principle would apply here? On the flip side it'd make it so you didn't need to read the signatures to see exactly how you can load the words, which as Uncle Bob says would be a double take. But in general is this type of overloading to be avoided then?

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  • Code Clone Analysis on Rawr &ndash; Part 1

    - by Dylan Smith
    In this post we’ll take a look at the first result from the Code Clone Analysis, and do some refactoring to eliminate the duplication.  The first result indicated that it found an exact match repeated 14 times across the solution, with 18 lines of duplicated code in each of the 14 blocks.   Net Lines Of Code Deleted: 179     In this case the code in question was a bunch of classes representing the various Bosses.  Every Boss class has a constructor that initializes a whole bunch of properties of that boss, however, for most bosses a lot of these are simply set to 0’s.     Every Boss class inherits from the class MultiDiffBoss, so I simply moved all the initialization of the various properties to the base class constructor, and left it up to the Boss subclasses to only set those that are different than the default values. In this case there are actually 22 Boss subclasses, however, due to some inconsistencies in the code structure Code Clone only identified 14 of them as identical blocks.  Since I was in there refactoring the 14 identified already, it was pretty straightforward to identify the other 8 subclasses that had the same duplicated behavior and refactor those also.   Note: Code Clone Analysis is pretty slow right now.  It takes approx 1 min to build this solution, but it takes 9 mins to run Code Clone Analysis.  Personally, if the results are high quality I’m OK with it taking a long time to run since I don’t expect it’s something I would be running all that often.  However, it would be nice to be able to run it as part of a nightly build, but at this time I don’t believe it’s possible to run outside of Visual Studio due to a dependency on the meta-data available in the VS environment.

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  • My GLSL shader isn't compiling even though it should. What should I investigate?

    - by reapz
    I'm porting an iOS game to Android. One of the shaders I'm using wouldn't compile until I reduced the number of uniform variables. Here are the uniform definitions: uniform highp mat4 ViewProjMatrix; uniform mediump vec3 LightDirWorld; uniform mediump int BoneCount; uniform highp mat4 BoneMatrixArray[8]; uniform highp mat3 BoneMatrixArrayIT[8]; uniform mediump int LightCount; uniform mediump vec3 LightPos[4]; // This used to be 12, but now 4, next lines also uniform lowp vec3 LightColour[4]; uniform mediump vec3 LightInnerOuterFalloff[4]; My issue is that the GLSL shader wouldn't compile until I reduced the count of the above arrays from 12 to 4. My understanding is that if those 3 lines were arrays of 12 then I would be using 56 vertex uniform vectors. I query the system at startup (GL_MAX_VERTEX_UNIFORM_VECTORS) and it says that 128 are available. Why wouldn't it compile with 56? I'm having issues on the Kindle Fire.

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  • Grid Based Lighting in XNA/Monogame

    - by sm81095
    I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting system soon. How I want to do lighting is to have a grid that is 4 times wider and higher, basically splitting each world tile into a 4x4 system of "subtiles". I would like to use a flow like system to spread light across the tiles by reducing the light by a small amount each time. This is kind of the effect I was going for: http://i.imgur.com/rv8LCxZ.png The black grid lines are the light grid, and the red lines are the actual tile grid, and the light drop-off is very exaggerated. I plan to render the world by drawing the unlit grid to a separate RenderTarget2D, then rendering the lighting grid to a separate target and overlaying the two. Basically, my questions are: What would be the algorithm for a flow style lighting system like this? Would there be a more efficient way of rendering this? How would I handle the darkening of the light with colors, reducing the RGB values in each grid, or reducing the alpha in each grid, assuming that I render the light map over the grid using blending? Even assuming the former are possible, what BlendState would I use for that?

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  • CoffeeScript - inability to support progressive adoption

    - by Renso
    First if, what is CoffeeScript?Web definitionsCoffeeScript is a programming language that compiles statement-by-statement to JavaScript. The language adds syntactic sugar inspired by Ruby and Python to enhance JavaScript's brevity and readability, as well as adding more sophisticated features like array comprehension and pattern matching.The issue with CoffeeScript is that it eliminates any progressive adoption. It is a purist approach, kind of like the Amish, if you're not borne Amish, tough luck. So for folks with thousands of lines of JavaScript code will have a tough time to convert it to CoffeeScript. You can use the js2coffee API to convert the JavaScript file to CoffeeScript but in my experience that had trouble converting the files. It would convert the file to CoffeeScript without any complaints, but then when trying to generate the CoffeeScript file got errors with guess what: INDENTATION!Tried to convince the CoffeeScript community on github but got lots of push-back to progressive adoption with comments like "stupid", "crap", "child's comportment", "it's like Ruby, Python", "legacy code" etc. As a matter of interest one of the first comments were that the code needs to be re-designed before converted to CoffeeScript. Well I rest my case then :-)So far the community on github has been very reluctant to even consider introducing some way to define code-blocks, obviously curly braces is not an option as they use it for json object definitions. They also have no consideration for a progressive adoption where some, if not all, JavaScript syntax will be allowed which means all of us in the real world that have thousands of lines of JavaScript will have a real issue converting it over. Worst, I for one lack the confidence that tools like js2coffee will provide the correct indentation that will determine the flow of control in your code!!! Actually it is hard for me to find enough justification for using spaces or tabs to control the flow of code. It is no wonder that C#, C, C++, Java, all enterprise-scale frameworks still use curly braces. Have never seen an enterprise app built with Ruby or PhP.Let me know what your concerns are with CoffeeScript and how you dealt with large scale JavaScript conversions to CoffeeScript.

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  • Being stupid to get better productivity?

    - by loki2302
    I've spent a lot of time reading different books about "good design", "design patterns", etc. I'm a big fan of the SOLID approach and every time I need to write a simple piece of code, I think about the future. So, if implementing a new feature or a bug fix requires just adding three lines of code like this: if(xxx) { doSomething(); } It doesn't mean I'll do it this way. If I feel like this piece of code is likely to become larger in the nearest future, I'll think of adding abstractions, moving this functionality somewhere else and so on. The goal I'm pursuing is keeping average complexity the same as it was before my changes. I believe, that from the code standpoint, it's quite a good idea - my code is never long enough, and it's quite easy to understand the meanings for different entities, like classes, methods, and relations between classes and objects. The problem is, it takes too much time, and I often feel like it would be better if I just implemented that feature "as is". It's just about "three lines of code" vs. "new interface + two classes to implement that interface". From a product standpoint (when we're talking about the result), the things I do are quite senseless. I know that if we're going to work on the next version, having good code is really great. But on the other side, the time you've spent to make your code "good" may have been spent for implementing a couple of useful features. I often feel very unsatisfied with my results - good code that only can do A is worse than bad code that can do A, B, C, and D. Are there any books, articles, blogs, or your ideas that may help with developing one's "being stupid" approach?

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  • New to emacs -- my key bindings are different from what is described in the tutorials. How to fix this?

    - by MountainX
    I'm using emacs v24 [GNU Emacs 24.0.94.1 (x86_64-pc-linux-gnu, GTK+ Version 3.3.20) of 2012-03-26 on meitnerium, modified by Debian] on Kubuntu 12.04. My basic problem is that emacs is not behaving the same as the tutorials I'm reading. I either need different tutorials or I need to make my emacs work as described in the tutorials. Being new to emacs and KDE, I don't know where to start because of this incongruence. My specific problem is this: When I shift-left-mouse-click, I get a buffer dialog popup. That differs from my understanding of the documenation: shift mouse-1 Draws lines, rectangles or poly-lines, erases, cuts, copies or pastes. I also want to use CUA mode. The CUA mode documents seem to indicate that shift-left-mouse-click produces: rectangle highlighting by dragging the mouse while holding down the shift key. I don't get that result either. In fact, I can't select using any modifier keys together with a drag action. Maybe this is a KDE issue. I don't know.

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  • Why does my VertexDeclaration apparently not contain Position0?

    - by Phil
    I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the error: The current vertex declaration does not include all the elements required by the current vertex shader. Position0 is missing. Which makes absolutely no sense to me, as my VertexDeclaration is: public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); Which clearly contains the information. I am attempting to draw with the following lines: VertexBuffer vb = new VertexBuffer(GraphicsDevice, VertexPositionColorNormal.VertexDeclaration, c.VertexList.Count, BufferUsage.WriteOnly); IndexBuffer ib = new IndexBuffer(GraphicsDevice, typeof(int), c.IndexList.Count, BufferUsage.WriteOnly); vb.SetData<VertexPositionColorNormal>(c.VertexList.ToArray()); ib.SetData<int>(c.IndexList.ToArray()); GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vb.VertexCount, 0, c.IndexList.Count/3); Where c is a Chunk class containing an 8x8x8 array of boxes. Full code is available at https://github.com/mrbaggins/Box/tree/ProperMeshing/box/box. Relevant locations are Chunk.cs (Contains the VertexDeclaration) and Game1.cs (Draw() is in Lines 230-250). Not much else of relevance to this problem anywhere else. Note that large commented sections are from old version of drawing.

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • OpenGL - Rendering from part of an index and vertex array depending on an element count

    - by user1423893
    I'm currently drawing my shapes as lines by using a VAO and then assigning the dynamic vertices and indices each frame. // Bind VAO glBindVertexArray(m_vao); // Update the vertex buffer with the new data (Copy data into the vertex buffer object) glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); // Update the index buffer with the new data (Copy data into the index buffer object) glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned short), indices.data(), GL_DYNAMIC_DRAW); glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // Unbind VAO glBindVertexArray(0); What I would like to do is draw the lines using only part of the data stored in the index and vertex buffer objects. The vertex buffer has its vertices set from an array of defined maximum size: std::array<VertexPosition, maxVertices> m_vertices; The index buffer has its elements set from an array of defined maximum size: std::array<unsigned short, maxIndices> indices = { 0 }; A running total is kept of the number of vertices and indices needed for each draw call numVertices numIndices Can I not specify that the buffer data contain the entire array and only read from part of it when drawing? For example using the vertex buffer object glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); m_vertices.data() = Entire array is stored numVertices * sizeof(VertexPosition) = Amount of data to read from the entire array Is this not the correct way to approach this? I do not wish to use std::vector if possible.

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  • Payables Master Generic Datafix (MGD) Now Checks For Even More EBTax Corruption!!

    - by MargaretW
    The Payables MGD is a vital diagnostic that all R12/12.1 customers need to run regularly to check the data integrity of their Payables system. This script does not make any changes to your system, so it’s risk free and it produces a HTML formatted output showing which data corruption issues have been detected and provides the Doc ID’s that will be needed to fix them. This MGD diagnostic (version 120.92 and above) is even better than it used to be as it now checks for 11 new EBTax corruption signatures that Support was seeing on a consistent basis. These lengthy Service Requests could have been avoided with one run of the MGD which tells you right away if you have data corruption. It’s the first thing our Payables support engineers will have you run when you log an SR so why not be one step ahead? The new EBTax signatures that were included in this latest update to the MGD are pulled from the following common solutions documents: R12 E-Business Tax/Payables Data-Fixes: Cause and action to handle ZX_LINES_SUMMARY_U1 issue Doc ID 1152123.1 EB-Tax Data Corruption Issues & Recommended Solutions Doc ID 1316316.1 The specific issues that are now screened are detailed below: 1. TAXABLE_BASIS_FORMULA and MANUALLY_ENTERED_FLAG mismatch 2. ESTABLISHMENT_ID mismatch 3. TRX_NUMBER mismatch 4. TAX_RATE mismatch 5. Currency Conversion related columns mismatch in Migrated Invoices 6. HISTORICAL_FLAG and RECORD_TYPE_CODE mismatch 7. ADJUSTED_DOC_TRX_LEVEL_TYPE is NULL or APPLIED_FROM_TRX_LEVEL_TYPE is NULL 8. Missing Reversal Tax Distributions For Tax Distributions 9. Tax Lines for discarded or cancelled Transaction Lines are not marked as cancelled 10. Error AP_ERR_TAX_DIST_SYNC 11. AP_UNFROZEN_DIST_EXIST/Unfrozen Tax Distributions exist for this invoice Get Proactive – Check your system for these common EBTax issues and fix the data before it causes a problem. Access the MGD note and watch the video that explains how it works here - R12: Master GDF Diagnostic to Validate Data Related to Invoices, Payments, Accounting, Suppliers and EBTax [VIDEO] Doc ID 1360390.1

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  • Spherical to Cartesian Coordinates

    - by user1258455
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • Gave a talk at SoCal Code Camp at USC today titled “Linq to Objects A-Z”

    - by dotneteer
    I gave a talk at SoCal Code Camp on Linq to Objects. With careful categorization of Linq functions, I was able to cover the entire set of Linq functions in only 35 minutes. I was able to spend the rest time on demos. In my first demo, I show I was able to write a top 20 URL type of query using 4 lines of library code and 9 line of Linq code without tools like Log Parser. I also demonstrated that I only need to change 2 lines of code from querying a single log file to a whole directory of log files. It would be as simple to run the query against multiple servers in parallel. In my second demo, I discussed how to turn into graph depth-first-search (DFS) and breath-first-search (BFS) in the a Linq queryable problem. The class LingToGraph contains the only DFS and BFS code I ever have to write; the rest could be done the the lambda passed to the DFS or BFS calls. In future blogs, I will provide more details explanation of code. Links: Link to Powerpoint slides. Link to demos.

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  • When NOT to use a framework

    - by Chris
    Today, one can find a framework for just about any language, to suit just about any project. Most modern frameworks are fairly robust (generally speaking), with hour upon hour of testing, peer reviewed code, and great extensibility. However, I think there is a downside to ANY framework in that programmers, as a community, may become so reliant upon their chosen frameworks that they no longer understand the underlying workings, or in the case of newer programmers, never learn the underlying workings to begin with. It is easy to become specialized to a degree that you are no longer a 'PHP programmer' (for example), but a "Drupal programmer", to the exclusion of anything else. Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right? The result of this loss of basic skills (sometimes to the extent that programmers who don't use frameworks are viewed as "outdated") is that it becomes common practice to use a framework where it is not required or appropriate. The features the framework facilitates wind up confused with what the base language is capable of. Developers start using frameworks to accomplish even the most basic of tasks, so that what once was considered a rudimentary process now involves large libraries with their own quirks, bugs, and dependencies. What was once accomplished in 20 lines is now accomplished by including a 20,000 line framework AND writing 20 lines to use the framework. Conversely, one does not want to reinvent the wheel. If I'm writing code to accomplish some basic, common little task, I might feel like I am wasting my time when I know that framework XYZ offers all the features I am after, and a whole lot more. The "whole lot more" part still has me worried, but it doesn't seem that many even consider it anymore. There has to be a good metric to determine when it is appropriate to use a framework. What do you consider the threshold to be, how do you decide when to use a framework, or, when not.

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  • bash terminal/console strange overlapping behavior

    - by UpKey
    I am using gnome-terminal in Ubuntu 11.10 and seem to get long lines overlapping in the terminal window. When I copy a long command line and paste it into the terminal, the text gets overlapped to the start of the line and often covers the user prompt. If I resize the terminal window, making it wider the overlapping gets undone and everything looks normal. In previous versions of Ubuntu, if a line was too long it would continue on the next line below. Another problem I have noticed that may be related, is when using the up arrow key to show previously typed commands, sometimes instead of the output command line being replaced by the previous command each time the key is pressed, the lines get partially merged. A portion of the old line remains, and the next command gets joined onto the end. This leftover part of a command is persistent and does not get replaced next time the key is pressed, although the insertion point or blinking cursor is at the end of the latest recalled command, and the leftover has no effect if I press enter. Is this problem a bug or some setting that needs fixing? Where do I look for the cause? keyboard? gnome-terminal? bash? Thank you for any help or suggestions offered

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  • Problem manipulating text using grep

    - by moata_u
    I want to search for a line that contains log4j and take 7 lines before and 3 lines after the match. grep -B7 -A3 "log4j" web.xml After that I want to add comment tags before this paragraph and after it. <!-- paragraph that i found by grep --> I wrote this script bellow: search=`find . -name 'web.xml'` text=`grep -B7 -A3 "log4j" $search` sed -i "/$text/c $newparagraph" $search It's not working. Is there any way to just add comment symbol not replace the paragraph? What I want to the script to do: search for the paragraph append append -- at the end Edit: This is the paragraph that am trying manipulate : <context-param> <param-name>log4jConfigLocation</param-name> <param-value>/WEB-INF/classes/log4j.properties</param-value> </context-param> <listener> <listenerclass> org.springframework.web.util.Log4jConfigListener </listener-class> </listener> This paragraph is part of many paragraphs! I want make it like this: <!-- <context-param> <param-name>log4jConfigLocation</param-name> <param-value>/WEB-INF/classes/log4j.properties</param-value> </context-param> <listener> <listenerclass> org.springframework.web.util.Log4jConfigListener </listener-class> </listener> -->

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  • Cube rotation DX10

    - by German
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • PHP Code (modules) included via MySQL database, good idea?

    - by ionFish
    The main script includes "modules" which add functionality to it. Each module is set up like this: <?php //data collection stuff //(...) approx 80 lines of code //end data collection $var1 = 'some data'; $var2 = 'more data'; $var3 = 'other data'; ?> Each module has the same exact variables, just the data collection is different. I was wondering if it's a reasonable idea to store the module data in MySQL like this: [database] |_modules |_name |_function (the raw PHP data from above) |_description |_author |_update-url |_version |_enabled ...and then include the PHP-data from the database and execute it? Something like, a tab-navigation system at the top of the page for each module name, then inside each of those tabs the page content would function by parsing the database-stored code of the module from the function section. The purpose would be to save code space (fewer lines), allow for easy updates, and include/exclude modules based on the enabled option. This is how many other web-apps work, some of my own too. But never had I thought about this so deeply. Are there any drawbacks or security risks to this?

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  • Which metric/list should be used to evaluate whole software development team?

    - by adt
    Title might be seem vague, so let me tell you a little bit history what i am trying to clarify question. I have been hired as a consultant for a corporate's small developement divison ( The company also owns a couple of software dev. companies) My ex manager runs a BI team, with reportes, analyts and developers. He asked me to evaluate overall design, software developement process and code quality . Here what i found, Lots of copy/paste code everywhere ( no reuse ) Even though they have everything TFS, VS Ultimate etc, No Build process , No Cruise Control.net / team city... No unit tests Web Pages with 3700 lines of code, Lots of huge functions ( which can be divided into smaller one's ) No naming convention both db and c# code No 3r party or open source project No IoC No Seperation Of Concerns No Code Quality Check ( NDepend or FxCope or nothing ) No Code Review No Communication within the team They claim they wrote an application framework ( 6 months 3 persons), but I would hardly call a framework ( of course no unit test, there are some but all commented out). Framework contains 14 projects but there are some projects with 1 file 20 lines of code . Honestly, what people are doing fixing bug all thr day( which will provide more bugs eventually), they are kind of isolated from community, some team members even dont know github or stackoverflow they probably went there with google but they dont know about it. So here is question, Is This list ok ? Or am i being picky? Since I dont have any grudge against them, I just want to be fair, honest and I would like to hear you suggestions, before I would submit this list. And since this list also will be review by software division's manager, I dont want any heart break or something like this. http://www.hanselman.com/altnetgeekcode/ For example I would love to such lists, i cant make references. Thanks in advance.

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