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  • Are super methods in JavaScript limited to functional inheritance, as per Crockford's book?

    - by kindohm
    In Douglas Crockford's "JavaScript: The Good Parts", he walks through three types of inheritance: classical, prototypal, and functional. In the part on functional inheritance he writes: "The functional pattern also gives us a way to deal with super methods." He then goes on to implement a method named "superior" on all Objects. However, in the way he uses the superior method, it just looks like he is copying the method on the super object for later use: // crockford's code: var coolcat = function(spec) { var that = cat(spec), super_get_name = that.superior('get_name'); that.get_name = function (n) { return 'like ' + super_get_name() + ' baby'; }; return that; }; The original get_name method is copied to super_get_name. I don't get what's so special about functional inheritance that makes this possible. Can't you do this with classical or prototypal inheritance? What's the difference between the code above and the code below: var CoolCat = function(name) { this.name = name; } CoolCat.prototype = new Cat(); CoolCat.prototype.super_get_name = CoolCat.prototype.get_name; CoolCat.prototype.get_name = function (n) { return 'like ' + this.super_get_name() + ' baby'; }; Doesn't this second example provide access to "super methods" too?

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  • grdb not working variables

    - by stupid_idiot
    hi, i know this is kinda retarded but I just can't figure it out. I'm debugging this: xor eax,eax mov ah,[var1] mov al,[var2] call addition stop: jmp stop var1: db 5 var2: db 6 addition: add ah,al ret the numbers that I find on addresses var1 and var2 are 0x0E and 0x07. I know it's not segmented, but that ain't reason for it to do such escapades, because the addition call works just fine. Could you please explain to me where is my mistake? I see the problem, dunno how to fix it yet though. The thing is, for some reason the instruction pointer starts at 0x100 and all the segment registers at 0x1628. To address the instruction the used combination is i guess [cs:ip] (one of the segment registers and the instruction pointer for sure). The offset to var1 is 0x10 (probably because from the begining of the code it's the 0x10th byte in order), i tried to examine the memory and what i got was: 1628:100 8 bytes 1628:108 8 bytes 1628:110 <- wtf? (assume another 8 bytes) 1628:118 ... whatever tricks are there in the memory [cs:var1] points somewhere else than in my code, which is probably where the label .data would usually address ds.... probably.. i don't know what is supposed to be at 1628:10 ok, i found out what caused the assness and wasted me whole fuckin day. the behaviour described above is just correct, the code is fully functional. what i didn't know is that grdb debugger for some reason sets the begining address to 0x100... the sollution is to insert the directive ORG 0x100 on the first line and that's the whole thing. the code was working because instruction pointer has the right address to first instruction and goes one by one, but your assembler doesn't know what effective address will be your program stored at so it pretty much remains relative to first line of the code which means all the variables (if not using label for data section) will remain pointing as if it started at 0x0. which of course wouldn't work with DOS. and grdb apparently emulates some DOS features... sry for the language, thx everyone for effort, hope this will spare someone's time if having the same problem... heheh.. at least now i know the reason why to use .data section :))))

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  • Template syntax for users - is there a right way to do it?

    - by RickM
    Ok, I'm in the middle of building a saas system, and as part of that, the hosted clients need to be able to edit certain layout templates, baqsically just html, css and javascript files. I'm obviously going to be wanting to use a template syntax here as it would be dumb to let people execute PHP code, so in this instance template syntax does need to be used. I know that in the grand scale of things, this is a very minor thing, but what template syntax do you use, and why? Is there one that's considered better than others? I've seen all sorts being used with no real consistency, for example: Smarty Style: {$someVar} {foreach from="foo" item="bar"} {$bar.food} {/foreach} ASP Style: {% someVar %} {% foreach foo as bar %} {% bar.food %} {% endforeach %} HTML Style: <someVar> <foreach from="foo" item="bar"> <bar:food> </foreach> PyroCMS/FuelPHP "LEX" Style: {{ someVar }} {{ foreach from="foo" item="bar" }} {{ bar:food }} {{ endforeach }} Obviously these arent 100% accurate (for example, LEX is used alongside PHP for loops), and are only to give you an example of what I mean. What, in your opinion would be the best one (if any) to go with. I ask this bearing in mind that people using this are likely to be novice users. I did look around at a bunch of hosted CMS and E-Commerce systems as these seem to make use of user-editable templates, and most seem to be using some form of their own syntax. I should note that whatever style I end up going with, it will be with a custom template handler due to the complexity of the system and how template files are stored. Plus I'd not want to touch the likes of Smarty with a barge pole!

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  • Mercurial local repository backup

    - by Ricket
    I'm a big fan of backing things up. I keep my important school essays and such in a folder of my Dropbox. I make sure that all of my photos are duplicated to an external drive. I have a home server where I keep important files mirrored across two drives inside the server (like a software RAID 1). So for my code, I have always used Subversion to back it up. I keep the trunk folder with a stable copy of my application, but then I create a branch named with my username, and inside there is my working copy. I make very few changes between commits to that branch, with the understanding that the code in there is my backup. Now I'm looking into Mercurial, and I must admit I haven't truly used it yet so I may have this all wrong. But it seems to me that you have a server-side repository, and then you clone it to a working directory in the form of a local repository. Then as you work on something, you make commits to that local repository, and when things are in a state to be shared with others, you hg push to the parent repository on the server. Between pushes of stable, tested, bug-free code, where is the backup? After doing some thinking, I've come to the conclusion that it is not meant for backup purposes and it assumes you've handled that on your own. I guess I need to keep my Mercurial local repositories in my dropbox or some other backed-up location, since my in-progress code is not pushed to the server. Is this pretty much it, or have I missed something? If you use Mercurial, how do you backup your local repositories? If you had turned on your computer this morning and your hard drive went up in flames (or, more likely, the read head went bad, or the OS corrupted itself, ...), what would be lost? If you spent the past week developing a module, writing test cases for it, documenting and commenting it, and then a virus wipes your local repository away, isn't that the only copy? So then on the flip side, do you create a remote repository for every local repository and push to it all the time? How do you find a balance? How do you ensure your code is backed up? Where is the line between using Mercurial as backup, and using a local filesystem backup utility to keep your local repositories safe?

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  • Objective-C++ Memory Problem

    - by Stephen Furlani
    Hello, I'm having memory woes. I've got a C++ Library (Equalizer from Eyescale) and they use the Traversal Visitor Pattern to allow you to add new functionality to their classes. I've finally figured out how it works, and I've got a Visitor that just returns the properties from one of the objects. (since I don't know how they're allocated). so. My little code does this: VisitorResult AGLContextVisitor::visit( Channel* channel ) { // Search through Nodes, Pipes until we get to the right window. // Add some code to make sure we find the right one? // Not executing the following code as C++ in gdb? eq::Window* w = channel->getWindow(); OSWindow* osw = w->getOSWindow(); AGLWindow* aw = (AGLWindow *)osw; AGLContext agl_ctx = aw->getAGLContext(); this->setContext(agl_ctx); return TRAVERSE_PRUNE; } So here's the problem. eq::Window* w = channel->getWindow(); (gdb) print w 0x0 BUT If I do this: (gdb) set objc-non-blocking-mode off (gdb) print w=channel->getWindow() 0x300effb9 // an honest memory location, and sets w as verified in the Debugger window of XCode. It does the same thing for osw. I don't get it. Why would something work in (gdb) but not in the code? The file is completely a cpp file, but it seems to be running in objc++, since I need to turn blocking off. Help!? I feel like I'm missing some memory-management basic thing here, either with C++ or Obj-C. [edit] channel-getWindow() is supposed to do this: /** @return the parent window. @version 1.0 */ Window* getWindow() { return _window; } The code also executes fine if I run it from a C++-only application. [edit] No... I tried creating a simple stand-alone program since I was tired of running it as a plugin. Messy to debug. And no, it doesn't run in the C++ program either. So I'm really at a loss as to what I'm doing wrong. Thanks, -- Stephen Furlani

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Running OpenMPI on Windows XP

    - by iamweird
    Hi there. I'm trying to build a simple cluster based on Windows XP. I compiled OpenMPI-1.4.2 successfully, and tools like mpicc and ompi_info work too, but I can't get my mpirun working properly. The only output I can see is Z:\orterun --hostfile z:\hosts.txt -np 2 hostname [host0:04728] Failed to initialize COM library. Error code = -2147417850 [host0:04728] [[8946,0],0] ORTE_ERROR_LOG: Error in file ..\..\openmpi-1.4.2 \orte\mca\ess\hnp\ess_hnp_module.c at line 218 -------------------------------------------------------------------------- It looks like orte_init failed for some reason; your parallel process is likely to abort. There are many reasons that a parallel process can fail during orte_init; some of which are due to configuration or environment problems. This failure appears to be an internal failure; here's some additional information (which may only be relevant to an Open MPI developer): orte_plm_init failed -- Returned value Error (-1) instead of ORTE_SUCCESS -------------------------------------------------------------------------- [host0:04728] [[8946,0],0] ORTE_ERROR_LOG: Error in file ..\..\openmpi-1.4.2 \orte\runtime\orte_init.c at line 132 -------------------------------------------------------------------------- It looks like orte_init failed for some reason; your parallel process is likely to abort. There are many reasons that a parallel process can fail during orte_init; some of which are due to configuration or environment problems. This failure appears to be an internal failure; here's some additional information (which may only be relevant to an Open MPI developer): orte_ess_set_name failed -- Returned value Error (-1) instead of ORTE_SUCCESS -------------------------------------------------------------------------- [host0:04728] [[8946,0],0] ORTE_ERROR_LOG: Error in file ..\..\..\..\openmpi -1.4.2\orte\tools\orterun\orterun.c at line 543 Where z:\hosts.txt appears as follows: host0 host1 Z: is a shared network drive available to both host0 and host1. What my problem is and how do I fix it? Upd: Ok, this problem seems to be fixed. It seems to me that WideCap driver and/or software components causes this error to appear. A "clean" machine runs local task successfully. Anyway, I still cannot run a task within at least 2 machines, I'm getting following message: Z:\mpirun --hostfile z:\hosts.txt -np 2 hostname connecting to host1 username:cluster password:******** Save Credential?(Y/N) y [host0:04728] This feature hasn't been implemented yet. [host0:04728] Could not connect to namespace cimv2 on node host1. Error code =-2147024891 -------------------------------------------------------------------------- mpirun was unable to start the specified application as it encountered an error. More information may be available above. -------------------------------------------------------------------------- I googled a little and did all the things as described here: http://www.open-mpi.org/community/lists/users/2010/03/12355.php but I'm still getting the same error. Can anyone help me? Upd2: Error code -2147024891 might be WMI error WBEM_E_INVALID_PARAMETER (0x80041008) which occures when one of the parameters passed to the WMI call is not correct. Does this mean that the problem is in OpenMPI source code itself? Or maybe it's because of wrong/outdated wincred.h and credui.lib I used while building OpenMPI from the source code?

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  • Php plugin to replace '->' with '.' as the member access operator ? Or even better: alternative synt

    - by Gigi
    Present day usable solution: Note that if you use an ide or an advanced editor, you could make a code template, or record a macro that inserts '->' when you press Ctrl and '.' or something. Netbeans has macros, and I have recorded a macro for this, and I like it a lot :) (just click the red circle toolbar button (start record macro),then type -> into the editor (thats all the macro will do, insert the arrow into the editor), then click the gray square (stop record macro) and assign the 'Ctrl dot' shortcut to it, or whatever shortcut you like) The php plugin: The php plugin, would also have to have a different string concatenation operator than the dot. Maybe a double dot ? Yea... why not. All it has to do is set an activation tag so that it doesnt replace / interpreter '.' as '->' for old scripts and scripts that dont intent do use this. Something like this: <php+ $obj.i = 5 ?> (notice the modified '<?php' tag to '<?php+' ) This way it wouldnt break old code. (and you can just add the '<?php+' code template to your editor and then type 'php tab' (for netbeans) and it would insert '<?php+' ) With the alternative syntax method you could even have old and new syntax cohabitating on the same page like this (I am illustrating this to show the great compatibility of this method, not because you would want to do this): <?php+ $obj.i = 5; ?> <?php $obj->str = 'a' . 'b'; ?> You could change the tag to something more explanatory, in case somebody who doesnt know about the plugin reads the script and thinks its a syntax error <?php-dot.com $obj.i = 5; ?> This is easy because most editors have code templates, so its easy to assign a shortcut to it. And whoever doesnt want the dot replacement, doesnt have to use it. These are NOT ultimate solutions, they are ONLY examples to show that solutions exist, and that arguments against replacing '->' with '.' are only excuses. (Just admit you like the arrow, its ok : ) With this potential method, nobody who doesnt want to use it would have to use it, and it wouldnt break old code. And if other problems (ahem... excuses) arise, they could be fixed too. So who can, and who will do such a thing ?

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  • protected abstract override Foo(); &ndash; er... what?

    - by Muljadi Budiman
    A couple of weeks back, a co-worker was pondering a situation he was facing.  He was looking at the following class hierarchy: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { } class FirstConcrete : SecondaryBase { } class SecondConcrete : SecondaryBase { } Basically, the first 2 classes are abstract classes, but the OriginalBase class has Test implemented as a virtual method.  What he needed was to force concrete class implementations to provide a proper body for the Test method, but he can’t do mark the method as abstract since it is already implemented in the OriginalBase class. One way to solve this is to hide the original implementation and then force further derived classes to properly implemented another method that will replace it.  The code will look like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected sealed override void Test() { Test2(); } protected abstract void Test2(); } class FirstConcrete : SecondaryBase { // Have to override Test2 here } class SecondConcrete : SecondaryBase { // Have to override Test2 here } With the above code, SecondaryBase class will seal the Test method so it can no longer be overridden.  Then it also made an abstract method Test2 available, which will force the concrete classes to override and provide the proper implementation.  Calling Test will properly call the proper Test2 implementation in each respective concrete classes. I was wondering if there’s a way to tell the compiler to treat the Test method in SecondaryBase as abstract, and apparently you can, by combining the abstract and override keywords.  The code looks like the following: abstract class OriginalBase { protected virtual void Test() { } } abstract class SecondaryBase : OriginalBase { protected abstract override void Test(); } class FirstConcrete : SecondaryBase { // Have to override Test here } class SecondConcrete : SecondaryBase { // Have to override Test here } The method signature makes it look a bit funky, because most people will treat the override keyword to mean you then need to provide the implementation as well, but the effect is exactly as we desired.  The concepts are still valid: you’re overriding the Test method from its original implementation in the OriginalBase class, but you don’t want to implement it, rather you want to classes that derive from SecondaryBase to provide the proper implementation, so you also make it as an abstract method. I don’t think I’ve ever seen this before in the wild, so it was pretty neat to find that the compiler does support this case.

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  • How to avoid jumping to a solution when under pressure? [closed]

    - by GlenPeterson
    When under a particularly strict programming deadline (like an hour), if I panic at all, my tendency is to jump into coding without a real plan and hope I figure it out as I go along. Given enough time, this can work, but in an interview it's been pretty unsuccessful, if not downright counter-productive. I'm not always comfortable sitting there thinking while the clock ticks away. Is there a checklist or are there techniques to recognize when you understand the problem well enough to start coding? Maybe don't touch the keyboard for the first 5-10 minutes of the problem? At what point do you give up and code a brute-force solution with the hope of reasoning out a better solution later? When is it most productive to think and design more vs. code some experiments to and figure out the design later? Here is a list of techniques for taking a math test and another for taking an oral exam. Is there is a similar list of techniques for handling a programming problem under pressure? ANSWERS: I think this is a valid answer: How To Solve It. I found the link as an answer to Steps to solve or approach towards a solution. There were also some really good tips at Is thinking out loud during an interview really the best strategy?. A great and concise argument for TDD is the first answer to TDD Writing code vs Figuring out the answer to a problem?. My question may be a near-duplicate of that one.

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  • Are there any good examples of open source C# projects with a large number of refactorings?

    - by Arjen Kruithof
    I'm doing research into software evolution and C#/.NET, specifically on identifying refactorings from changesets, so I'm looking for a suitable (XP-like) project that may serve as a test subject for extracting refactorings from version control history. Which open source C# projects have undergone large (number of) refactorings? Criteria A suitable project has its change history publicly available, has compilable code at most commits and at least several refactorings applied in the past. It does not have to be well-known, and the code quality or number of bugs is irrelevant. Preferably the code is in a Git or SVN repository. The result of this research will be a tool that automatically creates informative, concise comments for a changeset. This should improve on the common development practice of just not leaving any comments at all. EDIT: As Peter argues, ideally all commit comments would be teleological (goal-oriented). Practically, if a comment is made at all it is often descriptive, merely a summary of the changes. Sadly we're a long way from automatically inferring developer intentions!

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  • How should I approach learning programming languages?

    - by gcc
    I am a student of computer engineering. I have never done any programming before, and as you can understand, I don't know how to study it or how to make my own programs. My English is weak [edited for clarity - ed], and so if you don't like the choices I list, please feel free to provide others. How should I study? How should I learn programming languages? Study completely from a book. Don't study from a book, just try writing code. A mix of the two; study from a book, then try writing code. Study half the book, then write the code by hand on paper. Listed to the teacher, then try to solve general problems (those not from any specific chapter). I have send that question to stackoverflow before when I am at first year. Now, I want to construct webpage to guide fresh students by giving advise of yours and mines.Maybe, you wonder Why I want to construct webpage , I just want help the other student. I am giving a link to that question < http://stackoverflow.com/questions/3389465/how-should-i-study-programming-languagess If you have other advice, feel free. EDIT: This web cite, I think , is constructed to share member's life experience and also I know these experiences is valuable . So I have no right to want your opinion, But I want your opinion / experience even if you think it is not so helpful to other

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • Is Apple getting out of the general purpose development platform business?

    - by Charles E. Grant
    I've been doing general ANSI C/Console C++/Java/Web development on Mac hardware for about ten years. I make no claims of objective superiority over other platforms, it just satisfies my personal tastes. With the success of the iPhone and the related App store there was some speculation that Apple would get out of the general purpose computer market, and become a closed software ecosystem, focusing on consumer appliances. I pooh-poohed the speculation at the time, but this week Apple announced that a) they were opening an App store for the Mac, b) Java applications would not be eligible for the App store, c) the Apple JVM was being deprecated and might not be available for future releases of OS X. I'm not a Java developer per se, but I work in a research lab that occasionally writes Java applications, and also depends on tools written Java. This has the potential to be a huge pain in the butt for us. As of now, there is no other JVM for OS X that we can point our end users to. Soy Latte and OpenJDK might be appropriate for developers, but the complexity of the installation makes them inappropriate for end users. Eventually I expect Oracle/SUN will produce a replacement JVM for OS X. More worrisome to me is that Apple used to specifically advertise that it was an excellent platform for scientific development, because they supported all major language platforms. Is the deprecation of their JVM a sign that this market no longer interests them?

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  • Sync services not actually syncing

    - by Paul Mrozowski
    I'm attempting to sync a SQL Server CE 3.5 database with a SQL Server 2008 database using MS Sync Services. I am using VS 2008. I created a Local Database Cache, connected it with SQL Server 2008 and picked the tables I wanted to sync. I selected SQL Server Tracking. It modified the database for change tracking and created a local copy (SDF) of the data. I need two way syncing so I created a partial class for the sync agent and added code into the OnInitialized() to set the SyncDirection for the tables to Bidirectional. I've walked through with the debugger and this code runs. Then I created another partial class for cache server sync provider and added an event handler into the OnInitialized() to hook into the ApplyChangeFailed event. This code also works OK - my code runs when there is a conflict. Finally, I manually made some changes to the server data to test syncing. I use this code to fire off a sync: var agent = new FSEMobileCacheSyncAgent(); var syncStats = agent.Synchronize(); syncStats seems to show the count of the # of changes I made on the server and shows that they were applied. However, when I open the local SDF file none of the changes are there. I basically followed the instructions I found here: http://msdn.microsoft.com/en-us/library/cc761546%28SQL.105%29.aspx and here: http://keithelder.net/blog/archive/2007/09/23/Sync-Services-for-SQL-Server-Compact-Edition-3.5-in-Visual.aspx It seems like this should "just work" at this point, but the changes made on the server aren't in the local SDF file. I guess I'm missing something but I'm just not seeing it right now. I thought this might be because I appeared to be using version 1 of Sync Services so I removed the references to Microsoft.Synchronization.* assemblies, installed the Sync framework 2.0 and added the new version of the assemblies to the project. That hasn't made any difference. Ideas? Edit: I wanted to enable tracing to see if I could track this down but the only way to do that is through a WinForms app since it requires entries in the app.config file (my original project was a class library). I created a WinForms project and recreated everything and suddenly everything is working. So apparently this requires a WinForm project for some reason? This isn't really how I planned on using this - I had hoped to kick off syncing through another non-.NET application and provide the UI there so the experience was a bit more seemless to the end user. If I can't do that, that's OK, but I'd really like to know if/how to make this work as a class library project instead.

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  • Java replacement for C macros

    - by thkala
    Recently I refactored the code of a 3rd party hash function from C++ to C. The process was relatively painless, with only a few changes of note. Now I want to write the same function in Java and I came upon a slight issue. In the C/C++ code there is a C preprocessor macro that takes a few integer variables names as arguments and performs a bunch of bitwise operations with their contents and a few constants. That macro is used in several different places, therefore its presence avoids a fair bit of code duplication. In Java, however, there is no equivalent for the C preprocessor. There is also no way to affect any basic type passed as an argument to a method - even autoboxing produces immutable objects. Coupled with the fact that Java methods return a single value, I can't seem to find a simple way to rewrite the macro. Avenues that I considered: Expand the macro by hand everywhere: It would work, but the code duplication could make things interesting in the long run. Write a method that returns an array: This would also work, but it would repeatedly result into code like this: long tmp[] = bitops(k, l, m, x, y, z); k = tmp[0]; l = tmp[1]; m = tmp[2]; x = tmp[3]; y = tmp[4]; z = tmp[5]; Write a method that takes an array as an argument: This would mean that all variable names would be reduced to array element references - it would be rather hard to keep track of which index corresponds to which variable. Create a separate class e.g. State with public fields of the appropriate type and use that as an argument to a method: This is my current solution. It allows the method to alter the variables, while still keeping their names. It has the disadvantage, however, that the State class will get more and more complex, as more macros and variables are added, in order to avoid copying values back and forth among different State objects. How would you rewrite such a C macro in Java? Is there a more appropriate way to deal with this, using the facilities provided by the standard Java 6 Development Kit (i.e. without 3rd party libraries or a separate preprocessor)?

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Access Control Service: Walkthrough Videos of Web Application, SOAP, REST and Silverlight Integration

    - by Your DisplayName here!
    Over the weekend I worked a little more on my ACS2 sample. Instead of writing it all down, I decided to quickly record four short videos that cover the relevant features and code. Have fun ;) Part 1 – Overview This video does a quick walkthrough of the solution and shows the web application part. This includes driving the sign in UI via JavaScript (thanks Matias) as well as the registration logic I wrote about here. watch Part 2 – SOAP Service and Client The sample app also exposes a WCF SOAP service. This video shows how to wire up the service to ACS and hows how to create a client that first requests a token from an IdP and then sends this token to ACS. watch Part 3 – REST Service and Client This part shows how to set up a WCF REST service that consumes SWT tokens from ACS. Unfortunately there is currently no standard WIF plumbing for REST. For the service integration I had to combine a lot of code from different sources (kzu, zulfiq) as well as the WIF SDK and OAuth CTPs together. But it is working. watch Part 4 – Silverlight and Web Identity Integration This part took by far the most time to write. The Silverlight Client shows ho to sign in to the application using a registered identity provider (including web identities) and using the resulting SWT token to call our REST service. This is designed to be a desktop (OOB) client application (thanks to Jörg for the UI magic). watch code download

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Question about modeling with MVC (the pattern, not the MS stuff / non web)

    - by paul
    I'm working on an application in which I'm looking to employ the MVC pattern, but I've come up against a design decision point I could use some help with. My application is going to deal with the design of state-machines. Currently the MVC model holds information about the machine's states, inputs, outputs, etc. The view is going to show a diagram for the machine, graphically allowing the user to add new states, establish transitions, and put the states in a pleasing arrangement, among other things. I would like to store part of the diagram's state (e.g. the x and y state positions) when the machine information is stored for later retrieval, and am wondering how best to go about structuring the model(s?) for this. It seems like this UI information is more closely related to the view than to the state-machine model, so I was thinking that a secondary model might be in order, but I am reluctant to pursue this route because of the added complexity. Adding this information to the current model doesn't seem the right way to go about it either. This is the my first time using the MVC pattern so I'm still figuring things out. Any input would be appreciated.

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

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

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  • Free Xsigo Technical Pre-sales workshop for Selected Partners !

    - by mseika
    In 2012 Oracle acquired Xsigo, a developer of network I/O virtualisation solutions. This acquisition compliments Oracle’s extensive virtualisation portfolio. With Oracle Virtual Networking products (Xsigo) you can: Virtualise connectivity from any server to any storage and any network. Reduce datacentre complexity by 70% Cut infrastructure expenses by up to 50% Benefits to Channel Partners: Offer a unique proposition that your competitors can’t match. Provide an innovative solution that delivers more performance at less cost. High margins that help sell more products and services. This course is aimed at Technical Pre-Sales Consultants equipping them to provide detailed demos, and architect RFP feedback and customer solutions. The language of this event is French. WHEN24th September 2013 WHEREOracle France 15, boulevard Charles De Gaulle92715 COLOMBES FEESFree of charge 09.00: Welcome, Coffee & Introduction 09.30: Value Propositions, Architecture & Use Cases 11.30: Build a OVN Web Quote & TCO 12.30: Lunch 13.30: Competitive Summary 14.00: Design Scenario Workshop 15.45: Questions/Opportunities  REGISTRATION: Register via this link as soon as possible, 14th june, latest. Note that we have only 20 seats in total for this event. Note that after 14th june we will release free seats for other organizations to register. We look forward to your participation! What we expect from you: You will bring your own laptop. Recommended browser is Firefox 10 ESR. You have checked the material and conducted the assessments. You will be flexible in terms of Agenda and Progress as we intend this to be more of a Workshop having Dialogue rather than sticking tightly into the tentative timeline. What this is not: This PartnerLab does not replace Oracle University Trainings. This PartnerLab does not lead to a Certification as such. This PartnerLab does not enable Partners to full and complete implementation skills.

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  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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