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  • Is my javascript coding style following best-practice?

    - by Blankman
    What is the 'best practise' with regard to coding style. Should I use _ for private members? Should I use this._privateMember? Please re-write my code in proper style if its wrong: (function()){ var _blah = 1; someFunction = function() { alert(_blah); }; someOtherFunction = function { someFunction(); } }();

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  • Java coding style

    - by folone
    How do you keep yourself coding to standards? There is stylecop and resharper for C#. Are there any tools/eclipse plugins for code analisys in Java? Which of them do you use?

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  • PHP Coding styles return; in switch/case

    - by ArneRie
    Hi , we're trying to implement new coding style guidelines for our team, the php codesniffer is printing an warning on switch case statements when no "break" is found like: switch ($foo) { case 1: return 1; case 2: return 2; default: return 3; } is there any good reason to use : switch ($foo) { case 1: return 1; break; } ?? the break is never reached ?

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  • Consolidating coding styles: Funcs, private method, single method classes

    - by jdoig
    Hi all, We currently have 3 devs with, some, conflicting styles and I'm looking for a way to bring peace to the kingdom... The Coders: Foo 1: Likes to use Func's & Action's inside public methods. He uses actions to alias off lengthy method calls and Func's to perform simple tasks that can be expressed in 1 or 2 lines and will be used frequently through out the code Pros: The main body of his code is succinct and very readable, often with only one or 2 public methods per class and rarely any private methods. Cons: The start of methods contain blocks of lambda rich code that other developers don't enjoy reading; and, on occasion, can contain higher order functions that other dev's REALLY don't like reading. Foo 2: Likes to create a private method for (almost) everything the public method will have to do . Pros: Public methods remain small and readable (to all developers). Cons: Private methods are numerous. With private methods that call into other private methods, that call into... etc, etc. Making code hard to navigate. Foo 3: Likes to create a public class with a, single, public method for every, non-trivial, task that needs performing, then dependency inject them into other objects. Pros: Easily testable, easy to understand (one object, one responsibility). Cons: project gets littered by classes, opening multiple class files to understand what code does makes navigation awkward. It would be great to take the best of all these techniques... Foo-1 Has really nice, readable (almost dsl-like) code... for the most part, except for all the Action and Func lambda shenanigans bulked together at the start of a method. Foo-3 Has highly testable and extensible code that just feels a bit "belt-&-braces" for some solutions and has some code-navigation niggles (constantly hitting F12 in VS and opening 5 other .cs files to find out what a single method does). And Foo-2... Well I'm not sure I like anything about the one-huge .cs file with 2 public methods and 12 private ones, except for the fact it's easier for juniors to dig into. I admit I grossly over-simplified the explanations of those coding styles; but if any one knows of any patterns, practices or diplomatic-manoeuvres that can help unite our three developers (without just telling any of them to just "stop it!") that would be great. From a feasibility standpoint : Foo-1's style meets with the most resistance due to some developers finding lambda and/or Func's hard to read. Foo-2's style meets with a less resistance as it's just so easy to fall into. Foo-3's style requires the most forward thinking and is difficult to enforce when time is short. Any ideas on some coding styles or conventions that can make this work?

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  • C# coding standards for private member variables [closed]

    - by Sasha
    I saw two common approaches for coding standards for private member variables: class Foo { private int _i; private string _id; } and class Foo { private int m_i; private string m_id; } I believe the latter is coming from C++. Also, many people specify type before the member variable: double m_dVal -- to indicate that is is a nonconstant member variable of the type double? What are the conventions in C#?

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  • WPF UserControl Style results in error message

    - by Didier
    Hi I'm new in WPF so I try to create a WPF UserControl. My problem is about the style of the user control I've Created. On a design time I got this error message Can only base on a Style with target type that is base type 'RichTextBox'. at System.Windows.Style.Seal() at System.Windows.StyleHelper.UpdateStyleCache(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle, Style& styleCache) at System.Windows.FrameworkElement.OnStyleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.TreeWalkHelper.InvalidateStyleAndReferences(DependencyObject d, ResourcesChangeInfo info, Boolean containsTypeOfKey) at System.Windows.TreeWalkHelper.OnResourcesChanged(DependencyObject d, ResourcesChangeInfo info, Boolean raiseResourceChangedEvent) at System.Windows.TreeWalkHelper.OnResourcesChangedCallback(DependencyObject d, ResourcesChangeInfo info) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1.StartWalk(DependencyObject startNode, Boolean skipStartNode) at System.Windows.TreeWalkHelper.InvalidateOnResourcesChange(FrameworkElement fe, FrameworkContentElement fce, ResourcesChangeInfo info) at System.Windows.ResourceDictionary.NotifyOwners(ResourcesChangeInfo info) at System.Windows.ResourceDictionary.EndInit() at MS.Internal.Host.Designer.OnAppResourcesChanged(Object sender, EventArgs e) at MS.Internal.Host.Designer.get_View() at MS.Internal.Designer.VSDesigner.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedView.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedDesignerFactory.Load(IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.Load() at MS.Internal.Designer.DesignerPane.LoadDesignerView() And at a run time An error Message type XamlParseException Occurs and the message is: Cannot create instance of 'RichTextBox' defined in assembly 'PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. Can only base on a Style with target type that is base type 'RichTextBox'. Error at object 'System.Windows.Controls.Grid' in markup file 'NameSpace;component/usercontrols /myusercontrol.xaml' Line 125 Position 14. My user control have 3 richtextboxes 1 textbox and 3 dropdownlist and about 10 buttons. I think The problem is about to define the style of my user control, can anyone help me to do this. Thanks

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Missing Operating System after trying to upgrade to Ubuntu 11

    - by Mauricio
    there! After trying to upgrade from Ubuntu 10.04 to 11, the upgrading process stopped when running and then I got an "out of disk, grub rescue" message when booting. After running Boot Repair, I got this results. Now I get "Missing Operating System" whent trying to boot. Bellow I show some results from some commands I gather from help foruns, but I still reached no solution. Could you please help me? Any enlightment will be very helpful! Disk Utility says "Disk has a few bad sectors". When trying to run the Self-test I get "FAILED (Read)" Here we have what Gparted says about the /dev/sda1 partition (ext4): Flags: boot Status: not mounted Warning: e2label: Attempt to read block from filesystem resulted in short read while trying to open /dev/sda1Couldn`t find valid filesystem superblockUnable to read the contents of this filesystem! From sudo fdisk -lI got: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytesDisk identifier: 0x000e0596 Device Boot Start End Blocks Id System/dev/sda1 * 2048 607428607 303713280 83 Linux/dev/sda2 607430654 625141759 8855553 5 Extended/dev/sda5 607430656 625141759 8855552 82 Linux swap / SolarisDisk /dev/sdb: 320.1 GB, 320072933376 bytes255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c3c41 Device Boot Start End Blocks Id System /dev/sdb1 * 63 625137344 312568641 c W95 FAT32 (LBA) " and fromsudo fdisk /dev/sda1I got fdisk: unable to read /dev/sda1: Inappropriate ioctl for device` From sudo mount /dev/sda1 /mntI got: mount: wrong fs type, bad option, bad superblock on /dev/sda1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so From sudo update-grubI got: error: cannot read from `/dev/sda'. /usr/sbin/grub-probe: error: cannot find a device for / (is /dev mounted?).

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  • Online betting system design [closed]

    - by Rafal
    I am a Computer Science student, preparing for my exam in software engineering. I am strugging with answering one of the sample questions to the scenario below. My understanding is that the system design approach should probably be a mixture of agile and plan driven elements but - since I've no practical experience - it's hard for me to decide on the balance and tolls that should be used. I will appreciate any hints from experienced business analysts who were involved in similar kind of projects. Ray Sing is the owner of “Last Betz", a bookmakers with 7 outlets across Louth and Meath. With the advent of smartphones Ray would now like to allow his clients to place their bets online using their mobile devices. Clients would register for an account and password and would log their credit card details via the Last Betz website. To begin using the facility customers must 'load' their accounts with 100 euros. Any winnings, minus commission, will be placed in the account whilst any losses will be automatically deducted from the account. Assuming you have been selected to develop the above system: How would you approach the design of this system? Discuss the design methods and models you would use.

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  • 11.10 system crashes for no apparent reason [closed]

    - by varanoid
    I'm relatively new to Linux, and while I know a fair amount about computers and programming, it certainly isn't my specialty. I have a dual boot with Windows 7, and it has been working very well for me until recently. Just randomly the computer will freeze. The last time I was smart enough to keep the System Monitor open when it happened, and it looks like at the time of freezing "bash" and a bunch of other processes that I don't recognize seem to have flooded the memory. So it looks like my memory is getting overloaded and this is what is crashing the system, but I honestly have no idea what could be doing it. Generally I have a bunch of programs running, but they don't take much RAM or CPU: Transmission, Libre Office Writer, Firefox, Empathy, and Banshee. Sometimes I also have Text Editor and Terminal open, but it crashes regardless. When it crashes, it seems that all of the programs are working fine but things like windows, the taskbar, and operations like Alt+Tab just stop working properly or at all. Sometimes the mouse and keyboard freeze and I have to power off manually. Other than that I don't know what the problem is. The only irregularity I've experienced is that I can't download "Debian package management system" even though other updates download fine.

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • SQL Server: avoiding hard coding of database name in cross-database views

    - by codeulike
    So, lets say you have two SQL Server Databases on the same server that reference each others tables in their Views, Functions and Stored Procedures. You know, things like this: use database_foo create view spaghetti as select f.col1, c.col2 from fusilli f inner join database_bar.dbo.conchigli c on f.id = c.id (I know that cross-database views are not very good practice, but lets just say you're stuck with it) Are there any good techniques to avoid 'hard coding' the database names? (So that should you need to occasionally re-point to a different database - for testing perhaps - you don't need to edit loads of views, fns, sps) I'm interested in SQL 2005 or SQL 2008 solutions. Cheers.

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  • Question about best practices and Macros from the book 'C++ Coding Standards'

    - by Victor T.
    From Herb Sutter and Andrei Alexandrescu's 'C++ Coding Standards', Item 16: Avoid Macros under Exceptions for this guideline they wrote: For conditional compilation (e.g., system-dependent parts), avoid littering your code with #ifdefs. Instead, prefer to organize code such that the use of macros drives alternative implementations of one common interface, and then use the interface throughout. I'm having trouble understanding exactly what they mean by this. How can you drive alternate implementations without the use of #ifdef conditional compile macro directives? Can someone provide an example to help illustrate what's being proposed by the above paragraph? Thanks

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  • What coding standards do you follow?

    - by Mark Szymanski
    I was just curious what coding standards people followed. I for one use the following: Brackets ALWAYS go on the next line. For instance: int main() { //Blah... } I never use code folding. (Yes my IDE's do support it (Xcode and Eclipse). Put related functions/methods single-spaced, otherwise double space. Here is an example: int foo = 0; printf("%d",foo); those are related while these are not: printf("Hello, World!"); return(0); I don't put else statements on the same line as the closing bracket for the preceding if statement. Most of the time in Java if a program needs multiple try catch statements I will just put the whole thing in one try catch.

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  • System reverts to 87Hz refresh rate at every startup after I have installed nvidia drivers

    - by Mohammad Kamil Nadeem
    Every time the system starts the screen's refresh rate reverts to 87Hz which results in a pixelated and flickery screen which I have to manually correct every time by either selecting 60Hz as my refresh rate. I have tried "save to X configuration files" and even tried by making the changes as Root but to no avail as it again reverts to 87Hz on every system startup The Open Source Drivers are Okay for regular Unity but many games don't work on it hence I had to install the nvidia drivers. I have been facing this since the Beta Phase although this is on a fresh installation of 12.04 final release. I am also providing my Xorg.conf file just in case it might help http://paste.ubuntu.com/952196/ Also for some reason Displays shows my CRT monitor as Laptop but on open source drivers it was mentioning it as a 14" CRT only This bug is also present on Edubuntu 12.04 This is not present on Xubuntu 12.04 I had selected to install updates and 3rd party software on the install and was greeted with a correct refresh rate screen on the Boot Up. I like Xubuntu.

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  • System and active partitions, and "System Reserved"

    - by a2h
    Upon trying a 3rd party bootloader (loaded from a disc), and trying to boot into my partition "Windows 7", I get "BOOTMGR is missing, Press Ctrl+Alt+Del to restart". But ordinary booting works fine. So I'm thinking, that perhaps it's because of my partitions. Upon opening "Disk Management", I notice out of my partitions, "System Reserved", "Windows 7" and "Documents", "Documents" is marked as both System and Active. I've looked into what an active partition is, and what "System Reserved" is for, so I'm thinking - should I mark "System Reserved" as active? The problem is, all images of Disk Management depicting "System Reserved" have it with both System and Active attributes, and so I am unsure on what to do, and also on why my "Documents" partition even is marked with System and Active.

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  • Run the Windows .net Application in System Tray on System Startup

    - by Rajneesh Verma
    Hi, Today i have created a .net windows application which has following key points. 1. Run only one instance of the project: to achieve this i have change the code of Program.cs as: Code Snippet static class Program { /// <summary> /// The main entry point for the application. /// </summary> [ STAThread ] static void Main() { bool instanceCountOne = false ; using ( Mutex mtex = new Mutex ( true , "MyRunningApp" , out instanceCountOne)) { if (instanceCountOne) { Application ...(read more)

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  • System Error Report /usr/bin/Xorg

    - by jimirings
    I have recently begun getting a System Error Report message when I start up my computer. I haven't installed anything recently other than the usual updates or done anything else out of the ordinary. The details for the report just say "/usr/bin/Xorg". It doesn't seem to be causing me any problems beyond the annoying error message. I saw these questions regarding this problem: System Error Report - Xorg How do I enable or disable Apport? That's all dandy for getting the message to go away, but I'd rather fix the problem. Any ideas how I can make that happen? I'm running Ubuntu 12.04 on a Toshiba NB505. I am, of course, happy to provide any other relevant information that may be needed. Thanks in advance.

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  • Getting "System program problem detected" pops up regularly after upgrade from 11.10 to 12.04

    - by Mixhael
    This started to happen immediately after I had rebooted the first time after doing a system upgrade to 12.04 from 11.10. It first starts with a dialogue that says "System program problem detected". Then when I try to hit 'report problem' not much happens. I am led through a dialogue that always ends up the problem cannot be solved. I am running a MacBook1,1 I am aware this is not a lot of information, however I'm not sure which information I need to publish and how should I obtain it to debug this problem. Here's a screenshot!

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  • Common coding style for Python?

    - by Oscar Carballal
    Hi, I'm pretty new to Python, and I want to develop my first serious open source project. I want to ask what is the common coding style for python projects. I'll put also what I'm doing right now. 1.- What is the most widely used column width? (the eternal question) I'm currently sticking to 80 columns (and it's a pain!) 2.- What quotes to use? (I've seen everything and PEP 8 does not mention anything clear) I'm using single quotes for everything but docstrings, which use triple double quotes. 3.- Where do I put my imports? I'm putting them at file header in this order. import sys import -rest of python modules needed- import whatever import -rest of application modules- <code here> 4.- Can I use "import whatever.function as blah"? I saw some documents that disregard doing this. 5.- Tabs or spaces for indenting? Currently using 4 spaces tabs. 6.- Variable naming style? I'm using lowercase for everything but classes, which I put in camelCase. Anything you would recommend?

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  • Why does Windows 7 have three system partitions?

    - by Ben
    I am using Windows 7, and I wanted to make a System image (using Windows 7), but Windows 7 checked three partitions as System (100 MB + C (install partition) + D (my partition for my files, all programs are installed at C)). I don't want to backup my D partition, but that is not really the point. I don't want Windows messing with my other partitions and making them system. Is there a way to limit Windows 7 just to partition C (install partition)? If there is no way to stop Windows from making other partitions system, can I at least delete the files that make partition D system? PS: All these three partitions are on one physical disk, partitions from other disks aren't treated as System. FACTS: desktop PC, no OEM partitions, I personally have installed Windows 7 (many times) on the C partition. Why is my D partition checked as System partition when I try to create a System Image (using Windows 7 Ultimate built in tool), even though Windows (and all the software) are installed on the C partition? Is there a way to make D "normal" or non-system partition? Here is a picture of how it looks like if I try to create a system image. Once again, why is D also a system partition?

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  • Box2D Joints in entity components system

    - by Johnmph
    I search a way to have Box2D joints in an entity component system, here is what i found : 1) Having the joints in Box2D/Body component as parameters, we have a joint array with an ID by joint and having in the other body component the same joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Joint ID = Joint1 Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Joint1 => (joint parameters), others joints... } } // Same joint ID than in Entity1 There are 3 problems with this solution : The first problem is the implementation of this solution, we must manage the joints ID to create joints and to know between which bodies they are connected. The second problem is the parameters of joint, where are they got ? on the Entity1 or Entity2 ? If they are the same parameters for the joint, there is no problem but if they are differents ? The third problem is that we can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component with the same joint ID, in this case, how we know the 2 bodies to joint and what to do with others bodies ? 2) Same solution than the first solution but by having entities ID instead of Joint ID, like in this example : Entity1 - Box2D/Body component { Body => (body parameters), Joints => { Entity2 => (joint parameters), others joints... } } Entity2 - Box2D/Body component { Body => (body parameters), Joints => { Entity1 => (joint parameters), others joints... } } With this solution, we fix the first problem of the first solution but we have always the two others problems. 3) Having a Box2D/Joint component which is inserted in the entities which contains the bodies to joint (we share the same joint component between entities with bodies to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (Joint parameters) } // Shared, same as in Entity2 Entity2 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity1 There are 2 problems with this solution : The first problem is the same problem than in solution 1 and 2 : We can't limit number of bodies to 2 by joint (which is mandatory), a joint can only link 2 bodies, in this solution, nothing prevents to create more than 2 entities with for each a body component and the shared joint component, in this case, how we know the 2 bodies to joint and what to do with others bodies ? The second problem is that we can have only one joint by body because entity components system allows to have only one component of same type in an entity. So we can't put two Joint components in the same entity. 4) Having a Box2D/Joint component which is inserted in the entity which contains the first body component to joint and which has an entity ID parameter (this entity contains the second body to joint), like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } - Box2D/Joint component { Entity2 => (Joint parameters) } // Entity2 is the entity ID which contains the other body to joint, the first body being in this entity Entity2 - Box2D/Body component { Body => (body parameters) } There are exactly the same problems that in the third solution, the only difference is that we can have two differents joints by entity instead of one (by putting one joint component in an entity and another joint component in another entity, each joint referencing to the other entity). 5) Having a Box2D/Joint component which take in parameter the two entities ID which contains the bodies to joint, this component can be inserted in any entity, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } Entity2 - Box2D/Body component { Body => (body parameters) } Entity3 - Box2D/Joint component { Joint => (Body1 => Entity1, Body2 => Entity2, others parameters of joint) } // Entity1 is the ID of the entity which have the first body to joint and Entity2 is the ID of the entity which have the second body to joint (This component can be in any entity, that doesn't matter) With this solution, we fix the problem of the body limitation by joint, we can only have two bodies per joint, which is correct. And we are not limited by number of joints per body, because we can create an another Box2D/Joint component, referencing to Entity1 and Entity2 and put this component in a new entity. The problem of this solution is : What happens if we change the Body1 or Body2 parameter of Joint component at runtime ? We need to add code to sync the Body1/Body2 parameters changes with the real joint object. 6) Same as solution 3 but in a better way : Having a Box2D/Joint component Box2D/Joint which is inserted in the entities which contains the bodies to joint, we share the same joint component between these entities BUT the difference is that we create a new entity to link the body component with the joint component, like in this example : Entity1 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity3 Entity2 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity4 Entity3 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity1 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity4 Entity4 - Box2D/Body component { Body => (body parameters) } // Shared, same as in Entity2 - Box2D/Joint component { Joint => (joint parameters) } // Shared, same as in Entity3 With this solution, we fix the second problem of the solution 3, because we can create an Entity5 which will have the shared body component of Entity1 and an another joint component so we are no longer limited in the joint number per body. But the first problem of solution 3 remains, because we can't limit the number of entities which have the shared joint component. To resolve this problem, we can add a way to limit the number of share of a component, so for the Joint component, we limit the number of share to 2, because we can only joint 2 bodies per joint. This solution would be perfect because there is no need to add code to sync changes like in the solution 5 because we are notified by the entity components system when components / entities are added to/removed from the system. But there is a conception problem : How to know easily and quickly between which bodies the joint operates ? Because, there is no way to find easily an entity with a component instance. My question is : Which solution is the best ? Is there any other better solutions ? Sorry for the long text and my bad english.

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