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  • Concatenating an array of arrays in Coffeescript

    - by user380572
    Hi everyone, I'm trying to find an elegant way in Coffeescript to merge an array of arrays, so that [[1,2,3],[4,5,6],[7,8,9]] == [1,2,3,4,5,6,7,8,9]. As you might imagine, I need this because I'm generating arrays from a function in a "for in" construct and need to concatenate the resulting nested array: result = (generate_array(x) for x in arr) Is there an elegant way to handle this? Thanks for any pointers!

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  • Given 4 objects, how to figure out whether exactly 2 have a certain property

    - by Cocorico
    Hi guys! I have another question on how to make most elegant solution to this problem, since I cannot afford to go to computer school right so my actual "pure programming" CS knowledge is not perfect or great. This is basically an algorhythm problem (someone please correct me if I am using that wrong, since I don't want to keep saying them and embarass myself) I have 4 objects. Each of them has an species property that can either be a dog, cat, pig or monkey. So a sample situation could be: object1.species=pig object2.species=cat object3.species=pig object4.species=dog Now, if I want to figure out if all 4 are the same species, I know I could just say: if ( (object1.species==object2.species) && (object2.species==object3.species) && (object3.species==object4.species) ) { // They are all the same animal (don't care WHICH animal they are) } But that isn't so elegant right? And if I suddenly want to know if EXACTLY 3 or 2 of them are the same species (don't care WHICH species it is though), suddenly I'm in spaghetti code. I am using Objective C although I don't know if that matters really, since the most elegant solution to this is I assume the same in all languages conceptually? Anyone got good idea? Thanks!!

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  • Geohashing - recursively find neighbors of neighbors

    - by itsme
    I am now looking for an elegant algorithm to recursively find neighbors of neighbors with the geohashing algorithm (http://www.geohash.org). Basically take a central geohash, and then get the first 'ring' of same-size hashes around it (8 elements), then, in the next step, get the next ring around the first etc. etc. Have you heard of an elegant way to do so? Brute force could be to take each neighbor and get their neighbors simply ignoring the massive overlap. Neighbors around one central geohash has been solved many times (here e.g. in Ruby: http://github.com/masuidrive/pr_geohash/blob/master/lib/pr_geohash.rb) Edit for clarification: Current solution, with passing in a center key and a direction, like this (with corresponding lookup-tables): def adjacent(geohash, dir) base, lastChr = geohash[0..-2], geohash[-1,1] type = (geohash.length % 2)==1 ? :odd : :even if BORDERS[dir][type].include?(lastChr) base = adjacent(base, dir) end base + BASE32[NEIGHBORS[dir][type].index(lastChr),1] end (extract from Yuichiro MASUI's lib) I say this approach will get ugly soon, because directions gets ugly once we are in ring two or three. The algorithm would ideally simply take two parameters, the center area and the distance from 0 being the center geohash only (["u0m"] and 1 being the first ring made of 8 geohashes of the same size around it (= [["u0t", "u0w"], ["u0q", "u0n"], ["u0j", "u0h"], ["u0k", "u0s"]]). two being the second ring with 16 areas around the first ring etc. Do you see any way to deduce the 'rings' from the bits in an elegant way?

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  • help with Outlook Exchange server and curl

    - by stib
    I work on a mac in a building full of PCs, and the IT department here doesn't have IMAP access turned on on the exchange servers. So I miss a lot of meetings because I don't get reminders because I access my mail via Outlook Web access. I had written a script to scrape my Outlook Web Access calendar and turn it into iCal format, so I could get my reminders via thunderbird or iCal.app. It basically downloaded the calendar page via curl, parsed the HTML and reformatted all the appointments as ical. it wasn't elegant, but it worked. Then they changed to outlook 2007, and it doesn't work any more. I have a sketchy knowledge of curl, and almost zero knowledge of how outlook works. Can anyone point me towards a reference for getting calendar info out of an exchange server without using outlook? If I can configure curl to get the HTML I will be happy, but if there's a more elegant way, such as getting the calendar info as XML I'll be delirious.

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  • Highly scalable and dynamic "rule-based" applications?

    - by Prof Plum
    For a large enterprise app, everyone knows that being able to adjust to change is one of the most important aspects of design. I use a rule-based approach a lot of the time to deal with changing business logic, with each rule being stored in a DB. This allows for easy changes to be made without diving into nasty details. Now since C# cannot Eval("foo(bar);") this is accomplished by using formatted strings stored in rows that are then processed in JavaScript at runtime. This works fine, however, it is less than elegant, and would not be the most enjoyable for anyone else to pick up on once it becomes legacy. Is there a more elegant solution to this? When you get into thousands of rules that change fairly frequently it becomes a real bear, but this cannot be that uncommon of a problem that someone has not thought of a better way to do this. Any suggestions? Is this current method defensible? What are the alternatives? Edit: Just to clarify, this is a large enterprise app, so no matter which solution works, there will be plenty of people constantly maintaining its rules and data (around 10). Also, The data changes frequently enough to say that some sort of centralized server system is basically a must.

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Can Clojure's thread-based agents handle c10k performance?

    - by elliot42
    I'm writing a c10k-style service and am trying to evaluate Clojure's performance. Can Clojure agents handle this scale of concurrency with its thread-based agents? Other high performance systems seem to be moving towards async-IO/events/greenlets, albeit at a seemingly higher complexity cost. Suppose there are 10,000 clients connected, sending messages that should be appended to 1,000 local files--the Clojure service is trying to write to as many files in parallel as it can, while not letting any two separate requests mangle the same single file by writing at the same time. Clojure agents are extremely elegant conceptually--they would allow separate files to be written independently and asynchronously, while serializing (in the database sense) multiple requests to write to the same file. My understanding is that agents work by starting a thread for each operation (assume we are IO-bound and using send-off)--so in this case is it correct that it would start 1,000+ threads? Can current-day systems handle this number of threads efficiently? Most of them should be IO-bound and sleeping most of the time, but I presume there would still be a context-switching penalty that is theoretically higher than async-IO/event-based systems (e.g. Erlang, Go, node.js). If the Clojure solution can handle the performance, it seems like the most elegant thing to code. However if it can't handle the performance then something like Erlang or Go's lightweight processes might be preferable, since they are designed to have tens of thousands of them spawned at once, and are only moderately more complex to implement. Has anyone approached this problem in Clojure or compared to these other platforms? (Thanks for your thoughts!)

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  • Initializing entities vs having a constructor parameter

    - by Vee
    I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code: Field.CreateEntity(10, 5, Factory.Player()); This creates a new Player at [10; 5]. I'm using a factory-like class to create entities via composition. This is what the CreateEntity method looks like: public void CreateEntity(int mX, int mY, Entity mEntity) { mEntity.Field = this; TileManager.AddEntity(mEntity, true); GetTile(mX, mY).AddEntity(mEntity); mEntity.Initialize(); InvokeOnEntityCreated(mEntity); } Since many of the components (and also logic) of the entities require to know what the tile they're in is, or what the field they belong to is, I need to have mEntity.Initialize(); to know when the entity knows its own field and tile. The Initialize(); method contains a call to an event handler, so that I can do stuff like this in the factory class: result.OnInitialize += () => result.AddTags(TDLibConstants.GroundWalkableTag, TDLibConstants.TrapdoorTag); result.OnInitialize += () => result.AddComponents(new RenderComponent(), new ElementComponent(), new DirectionComponent()); This works so far, but it is not elegant and it's very open to bugs. I'm also using the same idea with components: they have a parameterless constructor, and when you call the AddComponent(mComponent); method in an entity, it is the entity's job to set the component's entity to itself. The alternative would be having a Field, int, int parameters in the factory class, to do stuff like: new Entity(Field, 10, 5); But I also don't like the fact that I have to create new entities like this. I would prefer creating entities via the Field object itself. How can I make entity/component creation more elegant and less prone to bugs?

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • C#: System.Lazy&lt;T&gt; and the Singleton Design Pattern

    - by James Michael Hare
    So we've all coded a Singleton at one time or another.  It's a really simple pattern and can be a slightly more elegant alternative to global variables.  Make no mistake, Singletons can be abused and are often over-used -- but occasionally you find a Singleton is the most elegant solution. For those of you not familiar with a Singleton, the basic Design Pattern is that a Singleton class is one where there is only ever one instance of the class created.  This means that constructors must be private to avoid users creating their own instances, and a static property (or method in languages without properties) is defined that returns a single static instance. 1: public class Singleton 2: { 3: // the single instance is defined in a static field 4: private static readonly Singleton _instance = new Singleton(); 5:  6: // constructor private so users can't instantiate on their own 7: private Singleton() 8: { 9: } 10:  11: // read-only property that returns the static field 12: public static Singleton Instance 13: { 14: get 15: { 16: return _instance; 17: } 18: } 19: } This is the most basic singleton, notice the key features: Static readonly field that contains the one and only instance. Constructor is private so it can only be called by the class itself. Static property that returns the single instance. Looks like it satisfies, right?  There's just one (potential) problem.  C# gives you no guarantee of when the static field _instance will be created.  This is because the C# standard simply states that classes (which are marked in the IL as BeforeFieldInit) can have their static fields initialized any time before the field is accessed.  This means that they may be initialized on first use, they may be initialized at some other time before, you can't be sure when. So what if you want to guarantee your instance is truly lazy.  That is, that it is only created on first call to Instance?  Well, there's a few ways to do this.  First we'll show the old ways, and then talk about how .Net 4.0's new System.Lazy<T> type can help make the lazy-Singleton cleaner. Obviously, we could take on the lazy construction ourselves, but being that our Singleton may be accessed by many different threads, we'd need to lock it down. 1: public class LazySingleton1 2: { 3: // lock for thread-safety laziness 4: private static readonly object _mutex = new object(); 5:  6: // static field to hold single instance 7: private static LazySingleton1 _instance = null; 8:  9: // property that does some locking and then creates on first call 10: public static LazySingleton1 Instance 11: { 12: get 13: { 14: if (_instance == null) 15: { 16: lock (_mutex) 17: { 18: if (_instance == null) 19: { 20: _instance = new LazySingleton1(); 21: } 22: } 23: } 24:  25: return _instance; 26: } 27: } 28:  29: private LazySingleton1() 30: { 31: } 32: } This is a standard double-check algorithm so that you don't lock if the instance has already been created.  However, because it's possible two threads can go through the first if at the same time the first time back in, you need to check again after the lock is acquired to avoid creating two instances. Pretty straightforward, but ugly as all heck.  Well, you could also take advantage of the C# standard's BeforeFieldInit and define your class with a static constructor.  It need not have a body, just the presence of the static constructor will remove the BeforeFieldInit attribute on the class and guarantee that no fields are initialized until the first static field, property, or method is called.   1: public class LazySingleton2 2: { 3: // because of the static constructor, this won't get created until first use 4: private static readonly LazySingleton2 _instance = new LazySingleton2(); 5:  6: // Returns the singleton instance using lazy-instantiation 7: public static LazySingleton2 Instance 8: { 9: get { return _instance; } 10: } 11:  12: // private to prevent direct instantiation 13: private LazySingleton2() 14: { 15: } 16:  17: // removes BeforeFieldInit on class so static fields not 18: // initialized before they are used 19: static LazySingleton2() 20: { 21: } 22: } Now, while this works perfectly, I hate it.  Why?  Because it's relying on a non-obvious trick of the IL to guarantee laziness.  Just looking at this code, you'd have no idea that it's doing what it's doing.  Worse yet, you may decide that the empty static constructor serves no purpose and delete it (which removes your lazy guarantee).  Worse-worse yet, they may alter the rules around BeforeFieldInit in the future which could change this. So, what do I propose instead?  .Net 4.0 adds the System.Lazy type which guarantees thread-safe lazy-construction.  Using System.Lazy<T>, we get: 1: public class LazySingleton3 2: { 3: // static holder for instance, need to use lambda to construct since constructor private 4: private static readonly Lazy<LazySingleton3> _instance 5: = new Lazy<LazySingleton3>(() => new LazySingleton3()); 6:  7: // private to prevent direct instantiation. 8: private LazySingleton3() 9: { 10: } 11:  12: // accessor for instance 13: public static LazySingleton3 Instance 14: { 15: get 16: { 17: return _instance.Value; 18: } 19: } 20: } Note, you need your lambda to call the private constructor as Lazy's default constructor can only call public constructors of the type passed in (which we can't have by definition of a Singleton).  But, because the lambda is defined inside our type, it has access to the private members so it's perfect. Note how the Lazy<T> makes it obvious what you're doing (lazy construction), instead of relying on an IL generation side-effect.  This way, it's more maintainable.  Lazy<T> has many other uses as well, obviously, but I really love how elegant and readable it makes the lazy Singleton.

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  • C# "Enum" Serialization - Deserialization to Static Instance

    - by Walt W
    Suppose you have the following class: class Test : ISerializable { public static Test Instance1 = new Test { Value1 = "Hello" ,Value2 = 86 }; public static Test Instance2 = new Test { Value1 = "World" ,Value2 = 26 }; public String Value1 { get; private set; } public int Value2 { get; private set; } public void GetObjectData(SerializationInfo info, StreamingContext context) { //Serialize an indicator of which instance we are - Currently //I am using the FieldInfo for the static reference. } } I was wondering if it is possible / elegant to deserialize to the static instances of the class? Since the deserialization routines (I'm using BinaryFormatter, though I'd imagine others would be similar) look for a constructor with the same argument list as GetObjectData(), it seems like this can't be done directly . . Which I would presume means that the most elegant solution would be to actually use an enum, and then provide some sort of translation mechanism for turning an enum value into an instance reference. How might one go about this?

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  • Removing an Entity from an EntitySet during Iteration...

    - by Gregorius
    I've got this code... seems nice and elegant, but apparently the framework don't like it when i mess with a collection while iterating through it: foreach (KitGroup kg in ProductToTransfer.KitGroups) { // Remove kit groups that have been excluded by the user if (inKitGroupExclusions != null && inKitGroupExclusions.Contains(kg.KitGroupID)) ProductToTransfer.KitGroups.Remove(kg); else { // Loop through the kit items and do other stuff //... } } The error it throws when it iterates to the 2nd object in the collection is: "EntitySet was modified during enumeration" I know i could create a new collection of KitGroup objects (or even just IDs) that i want to remove, and then another loop afterwards to loop through these, and remove them from the collection, but this just seems like unnecessary extra code... can anybody suggest a more elegant way of achieving the same thing? Cheers Greg

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  • How to have a function with a nullable string parameter in Go?

    - by yuku
    I'm used to Java's String where we can pass null rather than "" for special meanings, such as use a default value. In Go, string is a primitive type, so I cannot pass nil (null) to a parameter that requires a string. I could write the function using pointer type, like this: func f(s *string) so caller can call that function either as f(nil) or // not so elegant temp := "hello"; f(&temp) but the following is unfortunately not allowed: // elegant but disallowed f(&"hello"); What is the best way to have a parameter that receives either a string or nil?

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  • Using FindAll on a List<List<T>> type

    - by Ken Foster
    Assuming public class MyClass { public int ID {get; set; } public string Name {get; set; } } and List<MyClass> classList = //populate with MyClass instances of various IDs I can do List<MyClass> result = classList.FindAll(class => class.ID == 123); and that will give me a list of just classes with ID = 123. Works great, looks elegant. Now, if I had List<List<MyClass>> listOfClassLists = //populate with Lists of MyClass instances How do I get a filtered list where the lists themselves are filtered. I tried List<List<MyClass>> result = listOfClassLists.FindAll (list => list.FindAll(class => class.ID == 123).Count > 0); it looks elegant, but doesn't work. It only includes Lists of classes where at least one class has an ID of 123, but it includes ALL MyClass instances in that list, not just the ones that match. I ended up having to do List<List<MyClass>> result = Results(listOfClassLists, 123); private List<List<MyClass>> Results(List<List<MyClass>> myListOfLists, int id) { List<List<MyClass>> results = new List<List<MyClass>>(); foreach (List<MyClass> myClassList in myListOfLists) { List<MyClass> subList = myClassList.FindAll(myClass => myClass.ID == id); if (subList.Count > 0) results.Add(subList); } return results; } which gets the job done, but isn't that elegant. Just looking for better ways to do a FindAll on a List of Lists. Ken

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  • Delphi Typed Constants in Case Statements

    - by Andreas Rejbrand
    What is the most elegant (or least ugly) way of using typed constants in a case statement in Delphi? That is, assume for this question that you need to declare a typed constant as in const MY_CONST: cardinal = $12345678; ... Then the Delphi compiler will not accept case MyExpression of MY_CONST: { Do Something }; ... end; but you need to write case MyExpression of $12345678: { Do Something }; ... end; which is error-prone, hard to update, and not elegant. Is there any trick you can employ to make the compiler insert the value of the constant (preferably by checking the value of the constant under const in the source code, but maybe by looking-up the value at runtime)? We assume here that you will not alter the value of the "constant" at runtime.

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  • Redoundant code in exception handling

    - by Nicola Leoni
    Hi, I've a recurrent problem, I don't find an elegant solution to avoid the resource cleaning code duplication: resource allocation: try { f() } catch (...) { resource cleaning code; throw; } resource cleaning code; return rc; So, I know I can do a temporary class with cleaning up destructor, but I don't really like it because it breaks the code flow and I need to give the class the reference to the all stack vars to cleanup, the same problem with a function, and I don't figure out how does not exists an elegant solution to this recurring problem.

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  • Redundant code in exception handling

    - by Nicola Leoni
    Hi, I've a recurrent problem, I don't find an elegant solution to avoid the resource cleaning code duplication: resource allocation: try { f() } catch (...) { resource cleaning code; throw; } resource cleaning code; return rc; So, I know I can do a temporary class with cleaning up destructor, but I don't really like it because it breaks the code flow and I need to give the class the reference to the all stack vars to cleanup, the same problem with a function, and I don't figure out how does not exists an elegant solution to this recurring problem.

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  • How to parse JSON to receive a Date object in JavaScript?

    - by Piotr Owsiak
    I have a following piece of JSON: \/Date(1293034567877)\/ which is a result of this .NET code: var obj = DateTime.Now; var serializer = new System.Web.Script.Serialization.JavaScriptSerializer(); serializer.Serialize(obj).Dump(); Now the problem I am facing is how to create a Date object from this in JavaScript. All I could find was incredible regex solution (many containing bugs). It is hard to believe there is no elegant solution as this is all in JavaScrip, I mean JavaScript code trying to read JSON (JavaScript Object Notation) which is supposed to be a JavaScript code and at this moment it turns out it's not cause JavaScript cannot do a good job here. I've also seen some eval solutions which I could not make to work (besides being pointed out as security threat). Is there really no way to do it in an elegant way? Similar question with no real answer: How to parse ASP.NET JSON Date format with GWT

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  • LINQ to Entity, joining on NOT IN tables

    - by SlackerCoder
    My brain seems to be mush right now! I am using LINQ to Entity, and I need to get some data from one table that does NOT exist in another table. For example: I need the groupID, groupname and groupnumber from TABLE A where they do not exist in TABLE B. The groupID will exist in TABLE B, along with other relevant information. The tables do not have any relationship. In SQL it would be quite simply (there is a more elegant and efficient solution, but I want to paint a picture of what I need) SELECT GroupID, GroupName, GroupNumber, FROM TableA WHERE GroupID NOT IN (SELECT GroupID FROM TableB) Is there an easy/elegant way to do this? Right now I have a bunch of queries hitting the db, then comparing, etc. It's pretty messy. Thanks.

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  • Extracting property names from a c# source file

    - by Pete
    I want to parse a c# file. The only thing I want is to determine if it contains a property with a specific name; just a simple true/false response. Or rather, since I'd checking for more than one property in each run, extracting a list of property names could be helpful I thought that I could create an elegant solution using the CodeDomProvider functionality (f# example): use reader = new StreamReader(existingFile) let codeProvider = new CSharpCodeProvider() let codeUnit = codeProvider.Parse(reader) Unfortunately, the Parse function is not implemented for the CSharpCodeProvider. Is there a way to get a CodeCompileUnit from a source file? Or is there another elegant way? (I had hoped to avoid regular expressions on this)?

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