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  • Creating a bare bone web-browser: After the html parser, javascript parser, etc have done their work, how do I display the content of the webpage?

    - by aste123
    This is a personal project to learn computer programming. I took a look at this: https://www.udacity.com/course/viewer#!/c-cs262 The following is the approach taken in it: Abstract Syntax Tree is created. But javascript is still not completely broken down in order not to confuse with the html tags. Then the javascript interpreter is called on it. Javascript interpreter stores the text from the write() and document.write() to be used later. Then a graphics library in Python is called which will convert everything to a pdf file and then we convert it into png or jpeg and then display it. My Question: I want to display the actual text in a window (which I will design later) like firefox or chrome does instead of image files so that the data can be selected, copied, etc by the user of the browser. How do I accomplish this? In other words, what are the other elements of a bare bone web browser that I am missing? I would prefer to implement most of the stuff in C++ although if things seem too complicated I might go with Python to save time and create a prototype and later creating another bare bone browser in C++ and add more features. This is a project to learn more. I do realize we already have lots of reliable browsers like firefox, etc. The way I feel it is done: I think after all the broken down contents have been created by the parsers and interpreters, I will need to access them individually from within the window's code (like qt) and then decide upon a good way to display them. I am not sure if it is the way this should be done. Additions after useful comment by Kilian Foth: I found this page: http://friendlybit.com/css/rendering-a-web-page-step-by-step/ 14. A DOM tree is built out of the broken HTML 15. New requests are made to the server for each new resource that is found in the HTML source (typically images, style sheets, and JavaScript files). Go back to step 3 and repeat for each resource. 16. Stylesheets are parsed, and the rendering information in each gets attached to the matching node in the DOM tree 17. Javascript is parsed and executed, and DOM nodes are moved and style information is updated accordingly 18. The browser renders the page on the screen according to the DOM tree and the style information for each node 19. You see the page on the screen I need help with step 18. How do I do that? How much work do Webkit and Gecko do? I want to use a readymade layout renderer for step number 18 and not for anything that comes before that.

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  • On Writing Blogs

    - by Tony Davis
    Why are so many blogs about IT so difficult to read? Over at SQLServerCentral.com, we do a special subscription-only newsletter called Database Weekly. Every other week, it is my turn to look through all the blogs, news and events that might be of relevance to people working with databases. We provide the title, with the link, and a short abstract of what you can expect to read. It is a popular service with close to a million subscribers. You might think that this is a happy and fascinating task. Sometimes, yes. If a blog comes to the point quickly, and says something both interesting and original, then it has our immediate attention. If it backs up what it says with supporting material, then it is more-or-less home and dry, featured in DBW's list. If it also takes trouble over the formatting and presentation, maybe with an illustration or two and any code well-formatted, then we are agog with joy and it is marked as a must-visit destination in our blog roll. More often, however, a task that should be fun becomes a routine chore, and the effort of trawling so many badly-written blogs is enough to make any conscientious Health & Safety officer whistle through their teeth at the risk to the editor's spiritual and psychological well-being. And yet, frustratingly, most blogs could be improved very easily. There is, I believe, a simple formula for a successful blog. First, choose a single topic that is reasonably fresh and interesting. Second, get to the point quickly; explain in the first paragraph exactly what the blog is about, and then stay on topic. In writing the first paragraph, you must picture yourself as a pilot, hearing the smooth roar of the engines as your plane gracefully takes air. Too often, however, the accompanying sound is that of the engine stuttering before the plane veers off the runway into a field, and a wheel falls off. The author meanders around the topic without getting to the point, and takes frequent off-radar diversions to talk about themselves, or the weather, or which friends have recently tagged them. This might work if you're J.D Salinger, or James Joyce, but it doesn't help a technical blog. Sometimes, the writing is so convoluted that we are entirely defeated in our quest to shoehorn its meaning into a simple summary sentence. Finally, write simply, in plain English, and in a conversational way such that you can read it out loud, and sound natural. That's it! If you could also avoid any references to The Matrix then this is a bonus but is purely personal preference. Cheers, Tony.

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  • Web application / Domain model integration using JSON capable DTOs [on hold]

    - by g-makulik
    I'm a bit confused about architectural choices for the web-applications/java/python world. For c/c++ world the available (open source) choices to implement web applications is pretty limited to zero, involving java or python the choices explode to a,- hard to sort out -, mess of available 'frameworks' and application approaches. I want to sort out a clean MVC model, where the M stands for a fully blown (POCO, POJO driven) domain model (according M.Fowler's EAA pattern) using a mature OO language (Java,C++) for implementation. The background is: I have a system with certain hardware components (that introduce system immanent active behavior) and a configuration database for system meta and HW-components configuration data (these are even usually self contained, since the HW-components are capable to persist their configuration data anyway). For realization of the configuration/status data exchange protocol with the HW-components we have chosen the Google Protobuf format, which works well for the directly wired communication with these components. This protocol is already used successfully with a Java based GUI application via TCP/IP connection to the main system controlling HW-component. This application has some drawbacks and design flaws for historical reasons. Now we want to develop an abstract model (domain model) for configuration and monitoring those HW-components, that represents a more use case oriented view to the overall system behavior. I have the feeling that a plain Java class model would fit best for this (c++ implementation seems to have too much implementation/integration overhead with viable language-bridge interfaces). Google Protobuf message definitions could still serve well to describe DTO objects used to interact with a domain model API. But integrating Google Protobuf messages client side for e.g. data binding in the current view doesn't seem to be a good choice. I'm thinking about some extra serialization features, e.g. for JSON based data exchange with the views/controllers. Most lightweight solutions seem to involve a python based presentation layer using JSON based data transfer (I'm at least not sure to be fully informed about this). Is there some lightweight (applicable for a limited ARM Linux platform) framework available, supporting such architecture to realize a web-application? UPDATE: According to my recent research and comments of colleagues I've noticed that using Java (and some JVM) might not be the preferable choice for integration with python on a limited linux system as we have (running on ARM9 with hard to discuss memory and MCU costs), but C/C++ modules would do well for this (since this forms the native interface to python extensions, doesn't it?). I can imagine to provide a domain model from an appropriate C/C++ API (though I still think it's more efforts and higher skill requirements for the involved developers to do with these languages). Still I'm searching for a good approach that supports such architecture. I'll appreciate any pointers!

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  • CodePlex Daily Summary for Sunday, June 06, 2010

    CodePlex Daily Summary for Sunday, June 06, 2010New ProjectsActive Worlds Dot Net Wrapper (Based on AwSdk): Active Worlds Dot Net Wrapper (Based on AwSdk)Combina: Smart calculator for large combinatorial calculations.Concurrent Cache: ConcurrentCache is a smart output cache library extending OutputCacheProvider. It consists of in memory, cache files and compressed files modes and...Decay: Personal use. For learningFazTalk: FazTalk is a suite of tools and products that are designed to improve collaboration and workflow interactions. FazTalk takes an innovative approach...grouped: A peer to peer text editor, written in C# [update] I wrote this little thing a while back and even forgot about it, I stopped coding for more tha...HitchARide MVC 2 Sample: An MVC 2 sample written as part of the Microsoft 2010 London Web Camp based on the wireframes at http://schematics.earthware.co.uk/hitcharide. Not...Inspiration.Web: Description: A simple (but entertaining) ASP.NET MVC (C#) project to suggest random code names for projects. Intended audience: People who ne...NetFileBrowser - TinyMCE: tinyMCE file plugin with asp.netOil Slick Live Feeds: All live feeds from BP's Remotely Operated VehiclesParticle Lexer: Parser and Tokenizer libraryPdf Form Tool: Pdf Form Tool demonstrates how the iTextSharp library could be used to fill PDF forms. The input data is provided as a csv file. The application ...Planning Poker Windows Mobile 7: This project is a Planning Poker application for Windows Mobile 7 (and later?). RandomRat: RandomRat is a program for generating random sets that meet specific criteriaScience.NET: A scientific library written in managed code. It supports advanced mathematics (algebra system, sequences, statistics, combinatorics...), data stru...Spider Compiler: Spider Compiler parses the input of a spider programming source file and compiles it (with help of csc.exe; the C#-Compiler) to an exe-file. This p...Sununpro: sunun's project for study by team foundation server.TFS Buddy: An application that manipulates your I-Buddy whenever something happens in your Team Foundation ServerValveSoft: ValveSysWiiMote Physics: WiiMote Physics is an application that allows you to retrieve data from your WiiMote or Balance Board and display it in real-time. It has a number...WinGet: WinGet is a download manager for Windows. You can drag links onto the WinGet Widget and it will download a file on the selected folder. It is dev...XProject.NET: A project management and team collaboration platformNew Releases.NET DiscUtils: Version 0.9 Preview: This release is still under development. New features available in this release: Support for accessing short file names stored in WIM files Incr...Active Worlds Dot Net Wrapper (Based on AwSdk): Active World Dot Net Wrapper (0.0.1.85): Based on AwSdk 85AwSdk UnOfficial Wrapper Howto Use: C# using AwWrapper; VB.Net Import AwWrapperAjaxControlToolkit additional extenders: ZhecheAjaxControls for .NET3.5: Used AJAX Control Toolkit Release Notes - April 12th 2010 Release Version 40412. Fixed deadlock in long operation canceling Some other fixesAnyCAD: AnyCAD.v1.2.ENU.Install: http://www.anycad.net Parametric Modeling *3D: Sphere, Box, Cylinder, Cone •2D: Line, Rectangle, Arc, Arch, Circle, Spline, Polygon •Feature: Extr...Community Forums NNTP bridge: Community Forums NNTP Bridge V29: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has ad...Concurrent Cache: 1.0: This is the first release for the ConcurrentCache library.Configuration Section Designer: 2.0.0: This is the first Beta Release for VS 2010 supportDoxygen Browser Addin for VS: Doxygen Browser Addin - v0.1.4 Beta: Support for Visual Studio 2010 improved the logging of errors (Event Logs) Fixed some issues/bugs Hot key for navigation "Control + F1, Contr...Folder Bookmarks: Folder Bookmarks 1.6.2: The latest version of Folder Bookmarks (1.6.2), with new UI changes. Once you have extracted the file, do not delete any files/folders. They are n...HERB.IQ: Beta 0.1 Source code release 5: Beta 0.1 Source code release 5Inspiration.Web: Initial release (deployment package): Initial release (deployment package)NetFileBrowser - TinyMCE: Demo Project: Demo ProjectNetFileBrowser - TinyMCE: NetFileBrowser: NetImageBrowserNLog - Advanced .NET Logging: Nightly Build 2010.06.05.001: Changes since the last build:2010-06-04 23:29:42 Jarek Kowalski Massive update to documentation generator. 2010-05-28 15:41:42 Jarek Kowalski upda...Oil Slick Live Feeds: Oil Slick Live Feeds 0.1: A the first release, with feeds from the MS Skandi, Boa Deep C, Enterprise and Q4000. They are live streams from the ROV's monitoring the damaged...Pcap.Net: Pcap.Net 0.7.0 (46671): Pcap.Net - June 2010 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes...sqwarea: Sqwarea 0.0.289.0 (alpha): API supportTFS Buddy: TFS Buddy First release (Beta 1): This is the first release of the TFS Buddy.Visual Studio DSite: Looping Animation (Visual C++ 2008): A solider firing a bullet that loops and displays an explosion everytime it hits the edge of the form.WiiMote Physics: WiiMote Physics v4.0: v4.0.0.1 Recovered from existing compiled assembly after hard drive failure Now requires .NET 4.0 (it seems to make it run faster) Added new c...WinGet: Alpha 1: First Alpha of WinGet. It includes all the planned features but it contains many bugs. Packaged using 7-Zip and ClickOnce.Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)PHPExcelpatterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesASP.NETMost Active ProjectsCommunity Forums NNTP bridgeRawrpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationN2 CMSIonics Isapi Rewrite FilterStyleCopsmark C# LibraryFarseer Physics Enginepatterns & practices: Composite WPF and Silverlight

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  • Will my self-taught code be fine, or should I take it to the professional level?

    - by G1i1ch
    Lately I've been getting professional work, hanging out with other programmers, and making friends in the industry. The only thing is I'm 100% self-taught. It's caused my style to extremely deviate from the style of those that are properly trained. It's the techniques and organization of my code that's different. It's a mixture of several things I do. I tend to blend several programming paradigms together. Like Functional and OO. I lean to the Functional side more than OO, but I see the use of OO when something would make more sense as an abstract entity. Like a game object. Next I also go the simple route when doing something. When in contrast, it seems like sometimes the code I see from professional programmers is complicated for the sake of it! I use lots of closures. And lastly, I'm not the best commenter. I find it easier just to read through my code than reading the comment. And most cases I just end up reading the code even if there are comments. Plus I've been told that, because of how simply I write my code, it's very easy to read it. I hear professionally trained programmers go on and on about things like unit tests. Something I've never used before so I haven't even the faintest idea of what they are or how they work. Lots and lots of underscores "_", which aren't really my taste. Most of the techniques I use are straight from me, or a few books I've read. Don't know anything about MVC, I've heard a lot about it though with things like backbone.js. I think it's a way to organize an application. It just confuses me though because by now I've made my own organizational structures. It's a bit of a pain. I can't use template applications at all when learning something new like with Ubuntu's Quickly. I have trouble understanding code that I can tell is from someone trained. Complete OO programming really leaves a bad taste in my mouth, yet that seems to be what EVERYONE else is strictly using. It's left me not that confident in the look of my code, or wondering whether I'll cause sparks when joining a company or maybe contributing to open source projects. In fact I'm rather scared of the fact that people will eventually be checking out my code. Is this just something normal any programmer goes through or should I really look to change up my techniques?

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • How to design a scalable notification system?

    - by Trent
    I need to write a notification system manager. Here is my requirements: I need to be able to send a Notification on different platforms, which may be totally different (for exemple, I need to be able to send either an SMS or an E-mail). Sometimes the notification may be the same for all recipients for a given platform, but sometimes it may be a notification per recipients (or several) per platform. Each notification can contain platform specific payload (for exemple an MMS can contains a sound or an image). The system need to be scalable, I need to be able to send a very large amount of notification without crashing either the application or the server. It is a two step process, first a customer may type a message and choose a platform to send to, and the notification(s) should be created to be processed either real-time either later. Then the system needs to send the notification to the platform provider. For now, I end up with some though but I don't know how scalable it will be or if it is a good design. I've though of the following objects (in a pseudo language): a generic Notification object: class Notification { String $message; Payload $payload; Collection<Recipient> $recipients; } The problem with the following objects is what if I've 1.000.000 recipients ? Even if the Recipient object is very small, it'll take too much memory. I could also create one Notification per recipient, but some platform providers requires me to send it in batch, meaning I need to define one Notification with several Recipients. Each created notification could be stored in a persistent storage like a DB or Redis. Would it be a good it to aggregate this later to make sure it is scalable? On the second step, I need to process this notification. But how could I distinguish the notification to the right platform provider? Should I use an object like MMSNotification extending an abstract Notification? or something like Notification.setType('MMS')? To allow to process a lot of notification at the same time, I think a messaging queue system like RabbitMQ may be the right tool. Is it? It would allow me to queue a lot of notification and have several worker to pop notification and process them. But what if I need to batch the recipients as seen above? Then I imagine a NotificationProcessor object for which I could I add NotificationHandler each NotificationHandler would be in charge to connect the platform provider and perform notification. I can also use an EventManager to allow pluggable behavior. Any feedbacks or ideas? Thanks for giving your time. Note: I'm used to work in PHP and it is likely the language of my choice.

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  • Naming Convention for Dedicated Thread Locking objects

    - by Chris Sinclair
    A relatively minor question, but I haven't been able to find official documentation or even blog opinion/discussions on it. Simply put: when I have a private object whose sole purpose is to serve for private lock, what do I name that object? class MyClass { private object LockingObject = new object(); void DoSomething() { lock(LockingObject) { //do something } } } What should we name LockingObject here? Also consider not just the name of the variable but how it looks in-code when locking. I've seen various examples, but seemingly no solid go-to advice: Plenty of usages of SyncRoot (and variations such as _syncRoot). Code Sample: lock(SyncRoot), lock(_syncRoot) This appears to be influenced by VB's equivalent SyncLock statement, the SyncRoot property that exists on some of the ICollection classes and part of some kind of SyncRoot design pattern (which arguably is a bad idea) Being in a C# context, not sure if I'd want to have a VBish naming. Even worse, in VB naming the variable the same as the keyword. Not sure if this would be a source of confusion or not. thisLock and lockThis from the MSDN articles: C# lock Statement, VB SyncLock Statement Code Sample: lock(thisLock), lock(lockThis) Not sure if these were named minimally purely for the example or not Kind of weird if we're using this within a static class/method. Several usages of PadLock (of varying casing) Code Sample: lock(PadLock), lock(padlock) Not bad, but my only beef is it unsurprisingly invokes the image of a physical "padlock" which I tend to not associate with the abstract threading concept. Naming the lock based on what it's intending to lock Code Sample: lock(messagesLock), lock(DictionaryLock), lock(commandQueueLock) In the VB SyncRoot MSDN page example, it has a simpleMessageList example with a private messagesLock object I don't think it's a good idea to name the lock against the type you're locking around ("DictionaryLock") as that's an implementation detail that may change. I prefer naming around the concept/object you're locking ("messagesLock" or "commandQueueLock") Interestingly, I very rarely see this naming convention for locking objects in code samples online or on StackOverflow. Question: What's your opinion generally about naming private locking objects? Recently, I've started naming them ThreadLock (so kinda like option 3), but I'm finding myself questioning that name. I'm frequently using this locking pattern (in the code sample provided above) throughout my applications so I thought it might make sense to get a more professional opinion/discussion about a solid naming convention for them. Thanks!

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  • Given the presentation model pattern, is the view, presentation model, or model responsible for adding child views to an existing view at runtime?

    - by Ryan Taylor
    I am building a Flex 4 based application using the presentation model design pattern. This application will have several different components to it as shown in the image below. The MainView and DashboardView will always be visible and they each have corresponding presentation models and models as necessary. These views are easily created by declaring their MXML in the application root. <s:HGroup width="100%" height="100%"> <MainView width="75% height="100%"/> <DashboardView width="25%" height="100%"/> </s:HGroup> There will also be many WidgetViewN views that can be added to the DashboardView by the user at runtime through a simple drop down list. This will need to be accomplished via ActionScript. The drop down list should always show what WidgetViewN has already been added to the DashboardView. Therefore some state about which WidgetViewN's have been created needs to be stored. Since the list of available WidgetViewN and which ones are added to the DashboardView also need to be accessible from other components in the system I think this needs to be stored in a Model object. My understanding of the presentation model design pattern is that the view is very lean. It contains as close to zero logic as is practical. The view communicates/binds to the presentation model which contains all the necessary view logic. The presentation model is effectively an abstract representation of the view which supports low coupling and eases testability. The presentation model may have one or more models injected in in order to display the necessary information. The models themselves contain no view logic whatsoever. So I have a several questions around this design. Who should be responsible for creating the WidgetViewN components and adding these to the DashboardView? Is this the responsibility of the DashboardView, DashboardPresentationModel, DashboardModel or something else entirely? It seems like the DashboardPresentationModel would be responsible for creating/adding/removing any child views from it's display but how do you do this without passing in the DashboardView to the DashboardPresentationModel? The list of available and visible WidgetViewN components needs to be accessible to a few other components as well. Is it okay for a reference to a WidgetViewN to be stored/referenced in a model? Are there any good examples of the presentation model pattern online in Flex that also include creating child views at runtime?

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  • SQLAuthority News – Presenting at Great Indian Developer Summit 2012 – SQL Server Misconception and Resolutions

    - by pinaldave
    Earlier during TechEd 2012, I presented a session on SQL Server Misconception and Resolutions. It was a pleasure to present this session with Vinod Kumar during the event. Great Indian Developer Summit is around the corner and I will be presenting there once again with the same topic. We had an excellent response during the last event; the hall was so filled, but there were plenty who were not able to get into the session as there was no place for them to sit or stand inside. Well, here is another chance for all who missed the presentation. New Additions During the last session, we were a two-presenter tag team, and we presented the session in a sense that it would suit two speakers in one stage. But this time, I am the only presenter, so I decided to present this session in a much different way. I will still assume there are two presenters. One of the presenters will be me, of course, and the second person will be YOU! Yes, you read that right – you will be presenting this session with me. If you wonder how, well, you will have to attend the session to figure it out. Talking Points We will be talking about the following topics in the session which we will relate to SQL Server: Moon Landing Napoléon Bonaparte Wall of China Bollywood …and of course, SQL Server itself. I promise that this 45 minute- presentation will be the one of the highlights of the event for you. Goodies I can only promise 20 goodies as of the moment. I might bring more when you meet me there. Session Details Title: SQL Server Misconceptions and Resolution – A Practical Perspective (Add to Calendar) Abstract: “The earth is flat”! – An ancient common misconception, which has been proven incorrect as we progressed in modern times. In this session, we will see various database misconceptions prevailing and their resolutions with the aid of the demos. In this unique session, the audience will be a part of the conversation and resolution. Date and Time: April 17, 2012, 16:55 to 17:40 Location: J. N. Tata Auditorium, National Science Symposium Complex (NSSC), Bangalore, India Add to Calendar Reference : Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, SQLAuthority News, T SQL, Technology

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  • CodePlex Daily Summary for Sunday, September 02, 2012

    CodePlex Daily Summary for Sunday, September 02, 2012Popular ReleasesThisismyusername's codeplex page.: HTML5 Multitouch Example - Fruit Ninja in HTML5: This is an example of how you could create a game such as Fruit Ninja using HTML5's multitouch capabilities. This example isn't responsive enough, so I will be working on that, and it doesn't have great graphics, either. If I had my own webpage, I could store some graphics and upload the game there and it might look halfway decent, but here the fruits are just circles. I hope you enjoy reading the source code anyway.GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixRuminate XNA 4.0 GUI: Release 1.1.1: Fixed bugs with Slider and TextBox. Added ComboBox.Confuser: Confuser build 76542: This is a build of changeset 76542.SharePoint Column & View Permission: SharePoint Column and View Permission v1.2: Version 1.2 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerMihmojsos OS: Mihmojsos OS 3 (Smart Rabbit): !Mihmojsos OS 3 Smart Rabbit Mihmojsos Smart Rabbit is now availableDotNetNuke Translator: 01.00.00 Beta: First release of the project.YNA: YNA 0.2 alpha: Wath's new since 0.1 alpha ? A lot of changes but there are the most interresting : StateManager is now better and faster Mouse events for all YnObjects (Sprites, Images, texts) A really big improvement for YnGroup Gamepad support And the news : Tiled Map support (need refactoring) Isometric tiled map support (need refactoring) Transition effect like "FadeIn" and "FadeOut" (YnTransition) Timers (YnTimer) Path management (YnPath, need more refactoring) Downloads All downloads...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.2: fixed several issues with streaming modeUrlPager: UrlPager 1.2: Fixed bug in which url parameters will lost after paging; ????????url???bug;Sofire Suite: Sofire v1.5.0.0: Sofire v1.5.0.0 ?? ???????? ?????: 1、?? 2、????EntLib.com????????: EntLib.com???????? v3.0: EntLib eCommerce Solution ???Microsoft .Net Framework?????????????????????。Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.Math.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Christoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...Home Access Plus+: v8.0: v8.0.0901.1830 RELEASE CHANGED TO BETA Any issues, please log them on http://www.edugeek.net/forums/home-access-plus/ This is full release, NO upgrade ZIP will be provided as most files require replacing. To upgrade from a previous version, delete everything but your AppData folder, extract all but the AppData folder and run your HAP+ install Documentation is supplied in the Web Zip The Quota Services require executing a script to register the service, this can be found in there install ...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0.0.3406 (September 2012): New features: Extended ReflectionClass libxml error handling, constants DateTime::modify(), DateTime::getOffset() TreatWarningsAsErrors MSBuild option OnlyPrecompiledCode configuration option; allows to use only compiled code Fixes: ArgsAware exception fix accessing .NET properties bug fix ASP.NET session handler fix for OutOfProc mode DateTime methods (WordPress posting fix) Phalanger Tools for Visual Studio: Visual Studio 2010 & 2012 New debugger engine, PHP-like debugging ...MabiCommerce: MabiCommerce 1.0.1: What's NewSetup now creates shortcuts Fix spelling errors Minor enhancement to the Map window.ScintillaNET: ScintillaNET 2.5.2: This release has been built from the 2.5 branch. Version 2.5.2 is functionally identical to the 2.5.1 release but also includes the XML documentation comments file generated by Visual Studio. It is not 100% comprehensive but it will give you Visual Studio IntelliSense for a large part of the API. Just make sure the ScintillaNET.xml file is in the same folder as the ScintillaNET.dll reference you're using in your projects. (The XML file does not need to be distributed with your application)....New ProjectsATSV: this is a student project for making a new silverlight UI Bookmark Collector: This project is a best practice example of how to use content items in DotNetNuke. It allows you to quickly and easily manage a listing of external links.BPVotingmachine: BP Vote SystemClean My Space: Sort your files in a fun and fast! With Clean My Space you can!CutePlatform: CutePlatform is a platform game based around the PlanetCute graphics pack from Daniel cook, make him a visit in www.lostgardem.comDancTeX: This project is targeting the integration of LaTeX into VisusalStudio. Epi Info™ Companion for Android: A mobile companion to the Epi Info™ 7 desktop tool for epidemiologic data collection and analysis.Flucene: Object Document Mapper for Lucene.Netfluentserializer: FluentSerializer is a library for .NET usable to create serialize/deserialize data through its fluent interface. The methods it creates are compiled.hongjiapp: hongjiappidealthings educational comprehensive administration system: ?????????????????????????????????????????????.Java Accounting Library: The project aims at providing a Financial Accounting Java Library which may be integrated to any other Java Application independent of its Backend Database.mycnblogs: mycnblogsNETPack: Lightweight and flexible packer for .NETRandom Useful Code: This project is where I will store various useful classes I have built over time. Only the code will be provided, no Library or the like.Suleymaniye Tavimi: Namaz vakitleri hesaplama uygulamasidir. Istenilen yer için hesaplama yapar.

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  • Speaking at Mix11

    - by Dennis Vroegop
    In April Microsoft will hold the next MIX event. MIX was usually targeted at web designers and developers but has grown over the years to be more a general conference focused on the web and devices. In other words: everything the normal consumer might encounter. It’s not your typical developers conference, although you’ll find many developers there as well. But next to the developers you’ll probably run into designers and user experience specialists as well. This year I am proud to say that I will be one of the people presenting there. Together with all the Surface MVP’s in the world (sounds impressive, but there are only 7 of us) we’ll host a panel discussion on all things Surface, NUI and everything else that matches those subjects. Here’s what the abstract says: The Natural User Interface (NUI) is a hot topic that generates a lot of excitement, but there are only a handful of companies doing real innovation with NUIs and most of the practical experience in the NUI style of design and development is limited to a small number of experts. The Microsoft Surface MVPs are a subset of these experts that have extensive real-world experience with Microsoft Surface and other NUI devices. This session is a panel featuring the Microsoft Surface MVPs and an unfiltered discussion with each other and the audience about the state of the art in NUI design and development. We will share our experiences and ideas, discuss what we think NUI will look like in the near future, and back up our statements with cutting-edge demonstrations prepared by the panelists involving combinations of Microsoft Surface 2.0, Kinect, and Windows Phone 7. We, as Surface MVPs think we are more than just Surface oriented. We like to think we are more NUI MVP’s. But since that’s not a technology with Microsoft you can’t actually become a NUI MVP so Surface is the one that comes the closest. We are currently working on the details of our session but believe me: it will blow you away. Several people we talked to have said this could potentially be the best session of Mix. Quite a challenge, but we’re up for it! Of course I won’t be telling you exactly what we’re going to do in Las Vegas but rest assured that when you visit our session you’ll leave with a lot of new ideas and hopefully be inspired to bring into practice what you’ve seen. Even if the technology we’ll show you isn’t readily available yet. So, if you are in Las Vegas between April 12th and 14th, please join Joshua Blake, Neil Roodyn, Rick Barraza, Bart Roozendaal, Josh Santangelo, Nicolas Calvi and myself for some NUI fun! See you in Vegas! Tags van Technorati: mix11,las vegas,surface,nui,kinecct

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  • How can story and gameplay be artfully merged?

    - by NauticalMile
    Let me give some context. Three of my friends and I have a pretty good game idea cooking. It's based off of a prototype I made that's evolving into a cool game mechanic. The mechanic itself is a toy that's fun on its own, but we haven't designed any puzzles around it yet. We have a design document going, and we are answering a lot of questions about what's in the game. It's become clear early on that everyone (including myself) likes the characters and the story a lot. Considering what our favorite games are, this is unsurprising. A story driven game makes sense to me. I like the emphasis that Paper Mario: The Thousand-Year-Door, Portal 2, and Tomb Raider place on story, and I imagine our game will have a similar feel (lots of dialogue, plot twists, lovable characters). However, one team member raised this point in the design doc: I am feeling like [fleshing out the story] is our biggest hurdle right now for making more design decisions - like more specific decisions about levels etc. Is this true? I am uncertain about working on the story extensively before gameplay, and my uneasiness was reinforced when I read this question about story vs. gameplay. What I want to say is: "Let's continue to work on the story, but also start brainstorming and prototyping abstract puzzles and combat sequences, and we'll creatively match them together later." Is this a reasonable approach? If so, how much of the development of these elements should be done independently? Should I try and create a whole bunch of puzzles while my other teammates focus on story and aesthetics? Then when we have a lot of story and game 'chunks' we can match them with eachother to build something meaningful. Or should we focus on iterating individual levels as distinct units where puzzles, story, etc... are designed together? Or maybe we need to put our excitement about the story on hold and just focus on gameplay. Is there another approach to design that we can take? Am I missing something crucial? I have discussed story and gameplay because they seem the most likely to be at odds with each other, but we also have to consider user interface, music, art direction, etc... Can we design these independently as well?

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  • What type of interview questions should you ask for "legacy" programmers?

    - by Marcus Swope
    We have recently been receiving lots of applicants for our open developer positions from people who I like to refer to as "legacy" programmers. I don't like the term "old" because it seems a little prejudiced (especially to HR!) and it doesn't accurately reflect what I mean. We are a company that does primarily .NET development using TDD in an Agile environment, we use Git as a source control system, we make heavy use of OSS tools and projects and we contribute to them as well, we have a strong bias towards adhering to strong Object-Oriented principles, SOLID, etc, etc, etc... Now, the normal list of questions that we ask doesn't really seem to apply to applicants that are fresh out of school, nor does it seem to apply to these "legacy" programmers. Here is how I (loosely) define a "legacy" programmer. Spent a significant amount of their career working almost exclusively with Assembly/Machine Languages. Primary accomplishments include work done with TANDEM systems. Has extensive experience with technologies like FoxPro and ColdFusion It's not that we somehow think that what we do is "better" than what they do, on the contrary, we respect these types of applicants and we are scared that we may be missing a good candidate. It is just very difficult to get a good read on someone who is essentially speaking a different language than you. To someone like this, it seems a little strange to ask a question like: What is the difference between an abstract class and an interface? Because, I would think that they would almost never know the answer or even what I'm talking about. However, I don't want to eliminate someone who could be a very good candidate in their own right and could be able to eventually learn the stuff that we do. But, I also don't want to just ask a bunch of behavioral questions, because I want to know about their technical background as well. Am I being too naive? Should "legacy" programmers like this already know about things like TDD, source control strategies, and best practices for object-oriented programming? If not, what questions should we ask to get a good representation about whether or not they are still able to learn them and be able to keep up in our fast-paced environment? EDIT: I'm not concerned with whether or not applicants that meet these criteria are in general capable or incapable, as I have already stated that I believe that they can be 100% capable. I am more interested in figuring out how to evaluate their talents, as I am having a hard time figuring out how to determine if they are an A+ "legacy" programmer or if they are a D- "legacy" programmer. I've worked with both.

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  • What source code organization approach helps improve modularity and API/Implementation separation?

    - by Berin Loritsch
    Few languages are as restrictive as Java with file naming standards and project structure. In that language, the file name must match the public class declared in the file, and the file must live in a directory structure matching the class package. I have mixed feelings about that approach. While I never have to guess where a file lives, there's still a lot of empty directories and artificial constraints. There's several languages that define everything about a class in one file, at least by convention. C#, Python (I think), Ruby, Erlang, etc. The commonality in most these languages is that they are object oriented, although that statement can probably be rebuffed (there is one non-OO language in the list already). Finally, there's quite a few languages mostly in the C family that have a separate header and implementation file. For C I think this makes sense, because it is one of the few ways to separate the API interface from implementations. With C it seems that feature is used to promote modularity. Yet, with C++ the way header and implementation files are split seems rather forced. You don't get the same clean API separation that you do with C, and you are forced to include some private details in the header you would rather keep only in the implementation. There's quite a few languages that have a concept that overlaps with interfaces like Java, C#, Go, etc. Some languages use what feels like a hack to provide the same concept like C# using pure virtual abstract classes. Still others don't really have an interface concept and rely on "duck" typing--for example Ruby. Ruby has modules, but those are more along the lines of mixing in behaviors to a class than they are for defining how to interact with a class. In OO terms, interfaces are a powerful way to provide separation between an API client and an API implementation. So to hurry up and ask the question, from a personal experience point of view: Does separation of header and implementation help you write more modular code, or does it get in the way? (it helps to specify the language you are referring to) Does the strict file name to class name scheme of Java help maintainability, or is it unnecessary structure for structure's sake? What would you propose to promote good API/Implementation separation and project maintenance, how would you prefer to do it?

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • Adding complexity to remove duplicate code

    - by Phil
    I have several classes that all inherit from a generic base class. The base class contains a collection of several objects of type T. Each child class needs to be able to calculate interpolated values from the collection of objects, but since the child classes use different types, the calculation varies a tiny bit from class to class. So far I have copy/pasted my code from class to class and made minor modifications to each. But now I am trying to remove the duplicated code and replace it with one generic interpolation method in my base class. However that is proving to be very difficult, and all the solutions I have thought of seem way too complex. I am starting to think the DRY principle does not apply as much in this kind of situation, but that sounds like blasphemy. How much complexity is too much when trying to remove code duplication? EDIT: The best solution I can come up with goes something like this: Base Class: protected T GetInterpolated(int frame) { var index = SortedFrames.BinarySearch(frame); if (index >= 0) return Data[index]; index = ~index; if (index == 0) return Data[index]; if (index >= Data.Count) return Data[Data.Count - 1]; return GetInterpolatedItem(frame, Data[index - 1], Data[index]); } protected abstract T GetInterpolatedItem(int frame, T lower, T upper); Child class A: public IGpsCoordinate GetInterpolatedCoord(int frame) { ReadData(); return GetInterpolated(frame); } protected override IGpsCoordinate GetInterpolatedItem(int frame, IGpsCoordinate lower, IGpsCoordinate upper) { double ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var x = GetInterpolatedValue(lower.X, upper.X, ratio); var y = GetInterpolatedValue(lower.Y, upper.Y, ratio); var z = GetInterpolatedValue(lower.Z, upper.Z, ratio); return new GpsCoordinate(frame, x, y, z); } Child class B: public double GetMph(int frame) { ReadData(); return GetInterpolated(frame).MilesPerHour; } protected override ISpeed GetInterpolatedItem(int frame, ISpeed lower, ISpeed upper) { var ratio = GetInterpolationRatio(frame, lower.Frame, upper.Frame); var mph = GetInterpolatedValue(lower.MilesPerHour, upper.MilesPerHour, ratio); return new Speed(frame, mph); }

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  • Diving into Scala with Cay Horstmann

    - by Janice J. Heiss
    A new interview with Java Champion Cay Horstmann, now up on otn/java, titled  "Diving into Scala: A Conversation with Java Champion Cay Horstmann," explores Horstmann's ideas about Scala as reflected in his much lauded new book,  Scala for the Impatient.  None other than Martin Odersky, the inventor of Scala, called it "a joy to read" and the "best introduction to Scala". Odersky was so enthused by the book that he asked Horstmann if the first section could be made available as a free download on the Typesafe Website, something Horstmann graciously assented to. Horstmann acknowledges that some aspects of Scala are very complex, but he encourages developers to simply stay away from those parts of the language. He points to several ways Java developers can benefit from Scala: "For example," he says, " you can write classes with less boilerplate, file and XML handling is more concise, and you can replace tedious loops over collections with more elegant constructs. Typically, programmers at this level report that they write about half the number of lines of code in Scala that they would in Java, and that's nothing to sneeze at. Another entry point can be if you want to use a Scala-based framework such as Akka or Play; you can use these with Java, but the Scala API is more enjoyable. " Horstmann observes that developers can do fine with Scala without grasping the theory behind it. He argues that most of us learn best through examples and not through trying to comprehend abstract theories. He also believes that Scala is the most attractive choice for developers who want to move beyond Java and C++.  When asked about other choices, he comments: "Clojure is pretty nice, but I found its Lisp syntax a bit off-putting, and it seems very focused on software transactional memory, which isn't all that useful to me. And it's not statically typed. I wanted to like Groovy, but it really bothers me that the semantics seems under-defined and in flux. And it's not statically typed. Yes, there is Groovy++, but that's in even sketchier shape. There are a couple of contenders such as Kotlin and Ceylon, but so far they aren't real. So, if you want to do work with a statically typed language on the JVM that exists today, Scala is simply the pragmatic choice. It's a good thing that it's such a nice choice." Learn more about Scala by going to the interview here.

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  • Visual WebGui's XAML based programming for web developers

    - by Webgui
    While ASP.NET provides an event base approach it is completely dismissed when working with AJAX and the richness of the server is lost and replaced with JavaScript programming and couple with a very high security risk. Visual WebGui reinstates the power of the server to AJAX development and provides a statefull yet scalable, server centric architecture that provides the benefits and user productivity of AJAX with the security and developer productivity we had before AJAX stormed into our lives. "When I first came up with the concept of Visual WebGui , I was frustrated by the fragile and complex nature of developing web applications. The contrast in productivity between working in a fully OOP compiled environment vs. scripting even today, with JQuery, Dojo and such, is still huge. Even today the greatest sponsor of JavaScript programming, Google, is offering a framework to avoid JavaScript using Java that compiles to JavaScript (GWT). So I decided to find a way to abstract the complexity or rather delegate the complex job to enable developers to concentrate on the “What” instead of the “How” and embraced the Form based approach," said Guy Peled the inventor of Visual WebGui. Although traditional OOP development still rules the enterprise, the differences between web sites and web applications have blurred and so did the differences between classic developers and web developers. As a result, we now see declarative languages in desktop / backend development environments (WPF / WF) and we see OOP, gaining more and more power in web development (ASP.NET MVC / ASP.NET DOM). However, what has not changed is enterprise need for security, development ROI, reach, highly responsive and interactive UIs and scalability. The advantages that declarative languages and 'on demand' compilation provide over classic development are mostly the flexibility and a more readable initialize component it offers which is what Gizmox is aspiring to do by replacing the designer initialize component with XAML code. The code in this new project template will be compiled on demand using the build provider mechanism ASP.NET has. This means that the performance hit is only on the first request and after that the performance is the same as a prebuilt solution. This will allow the flexibility of a dynamically updated sites and the power of fully blown enterprise applications over web. You can also use prebuilt features available in ASP.NET to enjoy both worlds in production. VWG XAML implementation (VWG Sites) will be the first truly compliable XAML implementation as Microsoft implemented Silverlight and WPF as a runtime markup interpretation opposed to the ASP.NET markup implementation which is compiled to CLR code once. We have chosen to implement the VWG Sites parser as a different way to create CLR code that provides greater performance over the reflection alternative. VWG Sites will also be the first server side XAML UI engine which, while giving the power of XAML, it will not require any plug-ins or installations on the client side. Short demo video of VWG Sites markup. There is also a live sample available here.

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  • How do we keep dependent data structures up to date?

    - by Geo
    Suppose you have a parse tree, an abstract syntax tree, and a control flow graph, each one logically derived from the one before. In principle it is easy to construct each graph given the parse tree, but how can we manage the complexity of updating the graphs when the parse tree is modified? We know exactly how the tree has been modified, but how can the change be propagated to the other trees in a way that doesn't become difficult to manage? Naturally the dependent graph can be updated by simply reconstructing it from scratch every time the first graph changes, but then there would be no way of knowing the details of the changes in the dependent graph. I currently have four ways to attempt to solve this problem, but each one has difficulties. Nodes of the dependent tree each observe the relevant nodes of the original tree, updating themselves and the observer lists of original tree nodes as necessary. The conceptual complexity of this can become daunting. Each node of the original tree has a list of the dependent tree nodes that specifically depend upon it, and when the node changes it sets a flag on the dependent nodes to mark them as dirty, including the parents of the dependent nodes all the way down to the root. After each change we run an algorithm that is much like the algorithm for constructing the dependent graph from scratch, but it skips over any clean node and reconstructs each dirty node, keeping track of whether the reconstructed node is actually different from the dirty node. This can also get tricky. We can represent the logical connection between the original graph and the dependent graph as a data structure, like a list of constraints, perhaps designed using a declarative language. When the original graph changes we need only scan the list to discover which constraints are violated and how the dependent tree needs to change to correct the violation, all encoded as data. We can reconstruct the dependent graph from scratch as though there were no existing dependent graph, and then compare the existing graph and the new graph to discover how it has changed. I'm sure this is the easiest way because I know there are algorithms available for detecting differences, but they are all quite computationally expensive and in principle it seems unnecessary so I'm deliberately avoiding this option. What is the right way to deal with these sorts of problems? Surely there must be a design pattern that makes this whole thing almost easy. It would be nice to have a good solution for every problem of this general description. Does this class of problem have a name?

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  • how to update child records when updating the Master table using Linq [closed]

    - by user20358
    I currently use a general repositry class that can update only a single table like so public abstract class MyRepository<T> : IRepository<T> where T : class { protected IObjectSet<T> _objectSet; protected ObjectContext _context; public MyRepository(ObjectContext Context) { _objectSet = Context.CreateObjectSet<T>(); _context = Context; } public IQueryable<T> GetAll() { return _objectSet.AsQueryable(); } public IQueryable<T> Find(Expression<Func<T, bool>> filter) { return _objectSet.Where(filter); } public void Add(T entity) { _objectSet.AddObject(entity); _context.ObjectStateManager.ChangeObjectState(entity, System.Data.EntityState.Added); _context.SaveChanges(); } public void Update(T entity) { _context.ObjectStateManager.ChangeObjectState(entity, System.Data.EntityState.Modified); _context.SaveChanges(); } public void Delete(T entity) { _objectSet.Attach(entity); _context.ObjectStateManager.ChangeObjectState(entity, System.Data.EntityState.Deleted); _objectSet.DeleteObject(entity); _context.SaveChanges(); } } For every table class generated by my EDMX designer I create another class like this public class CustomerRepo : MyRepository<Customer> { public CustomerRepo (ObjectContext context) : base(context) { } } for any updates that I need to make to a particular table I do this: Customer CustomerObj = new Customer(); CustomerObj.Prop1 = ... CustomerObj.Prop2 = ... CustomerObj.Prop3 = ... CustomerRepo.Update(CustomerObj); This works perfectly well when I am updating just to the specific table called Customer. Now if I need to also update each row of another table which is a child of Customer called Orders what changes do I need to make to the class MyRepository. Orders table will have multiple records for a Customer record and multiple fields too, say for example Field1, Field2, Field3. So my questions are: 1.) If I only need to update Field1 of the Orders table for some rows based on a condition and Field2 for some other rows based on a different condition then what changes I need to do? 2.) If there is no such condition and all child rows need to be updated with the same value for all rows then what changes do I need to do? Thanks for taking the time. Look forward to your inputs...

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  • CodePlex Daily Summary for Monday, September 03, 2012

    CodePlex Daily Summary for Monday, September 03, 2012Popular ReleasesMetodología General Ajustada - MGA: 03.01.03: Cambios Aury: Ajuste del margen del reporte. Visualización de la columna de Supuestos en la parte del módulo de Decisión. Cambios John: Integración de código con cambios enviados por Aury Niño. Generación de instaladores. Soporte técnico por correo electrónico y telefónico.Iveely Search Engine: Iveely Search Engine (0.2.0): ????ISE?0.1.0??,?????,ISE?0.2.0?????????,???????,????????20???follow?ISE,????,??ISE??????????,??????????,?????????,?????????0.2.0??????,??????????。 Iveely Search Engine ?0.2.0?????????“??????????”,??????,?????????,???????,???????????????????,????、????????????。???0.1.0????????????: 1. ??“????” ??。??????????,?????????,???????????????????。??:????????,????????????,??????????????????。??????。 2. ??“????”??。?0.1.0??????,???????,???????????????,?????????????,????????,?0.2.0?,???????...Thisismyusername's codeplex page.: HTML5 Mulititouch Fruit Ninja Proof of Concept: This is an example of how you could create a game such as Fruit Ninja using HTML5's multitouch capabilities. Sorry this example doesn't have great graphics. If I had my own webpage, I could store some graphics and upload the game there and it might look halfway decent, but since I'm only using a Codeplex page and most mobile devices can't open .zip files, the fruits are just circles. I hope you enjoy reading the source code anyway.GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixSmart Data Access layer: Smart Data access Layer Ver 3: In this version support executing inline query is added. Check Documentation section for detail.TSQL Code Smells Finder: POC 1.01: Proof of concept 1.01 TSQLDomTest.ps1 and Errors.Txt are requiredConfuser: Confuser build 76542: This is a build of changeset 76542.Reactive State Machine: ReactiveStateMachine-beta: TouchStateMachine now supports Microsoft Surface 2.0 SDK. The TouchStateMachine is an extension to the Reactive State Machine. Reactive State Machine uses NuGet for dependency managementSharePoint Column & View Permission: SharePoint Column and View Permission v1.2: Version 1.2 of this project. If you will find any bugs please let me know at enti@zoznam.sk or post your findings in Issue TrackerMihmojsos OS: Mihmojsos OS 3 (Smart Rabbit): !Mihmojsos OS 3 Smart Rabbit Mihmojsos Smart Rabbit is now availableDotNetNuke Translator: 01.00.00 Beta: First release of the project.YNA: YNA 0.2 alpha: Wath's new since 0.1 alpha ? A lot of changes but there are the most interresting : StateManager is now better and faster Mouse events for all YnObjects (Sprites, Images, texts) A really big improvement for YnGroup Gamepad support And the news : Tiled Map support (need refactoring) Isometric tiled map support (need refactoring) Transition effect like "FadeIn" and "FadeOut" (YnTransition) Timers (YnTimer) Path management (YnPath, need more refactoring) Downloads All downloads...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.2: fixed several issues with streaming modeUrlPager: UrlPager 1.2: Fixed bug in which url parameters will lost after paging; ????????url???bug;Sofire Suite: Sofire v1.5.0.0: Sofire v1.5.0.0 ?? ???????? ?????: 1、?? 2、????EntLib.com????????: EntLib.com???????? v3.0: EntLib eCommerce Solution ???Microsoft .Net Framework?????????????????????。Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.Math.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Christoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...New ProjectsBPVote4PPT: BPVote For PowerPointCosmo OS: La semplicità in un OSFinancial Analytic Tools: C#.Net Financial Analytic ToolsGeminiMVC: An Open Source CMS written in ASP.net MVC 4 with speed, extensibility, and ease-of-us in mind.JQuery SharePoint Autocomplete People Picker: This JQUery bundle provides an autocomplete people picker based on SharePoint profiles. It can be hosted on the SharePoint itself or on remote applications.Kerbal Space Program PartModule Library: This project is designed to add various functionalities to custom parts for the space program simulation game Kerbal Space Program.KeyboardRemapper: This tool to remaps keys in the keyboard. If you have more than one keyboard or an additional keypad, you can remap the keys of the each keyboard independentlyKHStudent: ??????Localized DataAnnotations with T4 templates: Simplified DataAnnotations localization using T4 templates.MfcLightToolkit: Supports development for small and simple MFC application. Provides asynchronous programming model like .NET, file download, easy control resizing, and so on.Müslüm ÖZTÜRK Code Lib: Test amaçli olusturulan projemdirPolska: Testproject in how a polish grammerprogram can look like.QueueLessApp: Here is the codeRusIS.CMS: aaaSGPS: Projeto de controle de produtos e serviçosStemmersNet: Stemmers pack for .Net FrameworkTrabajo Final de Ingenieria - Javier Vallejos: Tesis Final de la carrera de Ingenieria - Universidad Abierta Interamericana.TSQL Code Smells Finder: TSQL 'smells' findersXNA and Data Driven Design: This project includes links for XNA and Data Driven DesignXNA and System Testing: This project includes code for XNA and System TestingYUGI-AR Project: an open source project for yugioh based augmented reality???????? ? ?????????????: ???? ??????? ??????? ?????????????? ??????????? ?????????? ??? ? ????? ?????? ? ? ??? ??? ????? ? ??? ?????????? ????????????.

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  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Managing accounts on a private website for a real-life community

    - by Smudge
    Hey Pro Webmasters, I'm looking at setting-up a walled-in website for a real-life community of people, and I was wondering if anyone has any experience with managing member accounts for this kind of thing. Some conditions that must be met: This community has a set list of real-life members, each of whom would be eligible for one account on the website. We don't expect or require that they all sign-up. It is purely opt-in, but we anticipate that many of them would be interested in the services we are setting up. Some of the community members emails are known, but some of them have fallen off the grid over the years, so ideally there would be a way for them to get back in touch with us through the public-facing side of the site. (And we'd want to manually verify the identity of anyone who does so). Their names are known, and for similar projects in the past we have assigned usernames derived from their real-life names. This time, however, we are open to other approaches, such as letting them specify their own username or getting rid of usernames entirely. The specific web technology we will use (e.g. Drupal, Joomla, etc) is not really our concern right now -- I am more interested in how this can be approached in the abstract. Our database already includes the full member roster, so we can email many of them generated links to a page where they can create an account. (And internally we can require that these accounts be paired with a known member). Should we have them specify their own usernames, or are we fine letting them use their registered email address to log-in? Are there any paradigms for walled-in community portals that help address security issues if, for example, one of their email accounts is compromised? We don't anticipate attempted break-ins being much of a threat, because nothing about this community is high-profile, but we do want to address security concerns. In addition, we want to make the sign-up process as painless for the members as possible, especially given the fact that we can't just make sign-ups open to anyone. I'm interested to hear your thoughts and suggestions! Thanks!

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