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  • Should one comment differently in functional languages

    - by Tom Squires
    I'm just getting started with functional programming and I'm wondering the correct way to comment my code. It seems a little redundant to comment a short function as the names and signature already should tell you everything you need to know. Commenting larger functions also seems a little redundant since they are generally comprised of smaller self-descriptive functions. What is the correct way to comment a functional program? Should I use the same approach as in iterative programming?

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  • Rounding functions in DAX

    - by Marco Russo (SQLBI)
    Today I prepared a table of the many rounding functions available in DAX (yes, it’s part of the book we’re writing), so that I have a complete schema of the better function to use, depending on the round operation I need to do. Here is the list of functions used and then the results shown for a relevant set of values. FLOOR = FLOOR( Tests[Value], 0.01 ) TRUNC = TRUNC( Tests[Value], 2 ) ROUNDDOWN = ROUNDDOWN( Tests[Value], 2 ) MROUND = MROUND( Tests[Value], 0.01 ) ROUND = ROUND( Tests[Value], 2 )...(read more)

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  • Build a view frustum from angles

    - by MulletDevil
    I have 4 angles, left, right, top & bottom. These angles are in degrees. They define the angle between the forward vector and the corresponding side. I am trying to use these to calculate the required values for Perseective Off Centre function found here http://docs.unity3d.com/Documentation/ScriptReference/Camera-projectionMatrix.html I tried doing (near plane-far plane) * Tan(angle) But that didn't give the correct results.

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  • What are known approaches to graphing algebraic expressions?

    - by jeremynealbrown
    I am planning to build an expression parser that will be used to graph algebraic functions ( think TI-83 ) with JavaScript. Functions will take the form of f(x)= Aside from typical operators such as: + - * / ^ I'd also like to add support for inline functions such as: sin(), cos(), log() and random(). I have looked at implementing the Shunting Yard algorithm for parsing expressions, but it does not look like an efficient approach to evaluating a function with a hundreds or thousands of inputs. What other known algorithms exist for this task?

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  • Deciding between obj->func() and func(obj)

    - by GSto
    I was thinking about this when I was starting to set up some code for a new project: are there any rules of thumb for when a method should be part of an object, and when it should be a stand alone function that takes an object as a parameter? EDIT: as pointed out in a comment, this can depend on language. I was working in C++ when it came to mind, though I'm this is an issue across a number of languages (and would still love to see answers that pertain to them).

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Validate if aTextBox Value Start with a Specific Letter

    - by Vincent Maverick Durano
    In case you will be working on a page that needs to validate the first character of the TextBox entered by a user then here are two options that you can use: Option 1: Using an array   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: var arr = ['A', 'B', 'C', 'D']; 5: if (o.value.length > 0) { 6: for (var i = 0; i < arr.length; i++) { 7: if (o.value.charAt(0) == arr[i]) { 8: alert('Valid'); 9: return true; 10: } 11: else { 12: alert('InValid'); 13: return false; 14: } 15: } 16: } 17: } 18: </script> 19: </asp:Content> 20: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 21: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 22: </asp:Content>   The example above uses an array of string for storing the list of  characters that a TextBox value should start with. We then iterate to the array and compare the first character of TextBox value to see if it matches any characters from the array. Option 2: Using Regular Expression (Preferred way)   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: pattern = /^(A|B|C|D)/; 5: if (!pattern.test(o.value)) { 6: alert('InValid'); 7: return false; 8: } else { 9: alert('Valid'); 10: return true; 11: } 12: } 13: </script> 14: </asp:Content> 15: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 16: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 17: </asp:Content>   The example above uses regular expression with the pattern  /^(A|B|C|D)/. This will check if the TextBox value starts with A,B,C or D. Please note that it's case sensitive. If you want to allow lower case then you can alter the patter to this /^(A|B|C|D)/i. The i in the last part will cause a case-insensitive search.   That's it! I hope someone find this post useful!

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  • Web Design Gone Wrong

    Web Development can be one of the most difficult tasks to undertake. The varying degrees of involvement with the client can provide either useful or counterproductive elements in the overall product. Unfortunately, the compromises between form, function, and taste can leave a website as functional as someone who refused to obey the warning label and put their hand under the lawn mower.

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  • My co-worker has not been doing such a good job for the past decade. What do I do? [closed]

    - by stijn
    Possible Duplicate: How do I approach a coworker about his or her code quality? I started working with him almost a decade ago and back then I had never really programmed before, being a young hardware engineer. Right now however I have made quite some progress in all areas being part of software design and i am much, much more skilled than my co-worker who is 15 years older and has been programming more than twice as long. He is super nice and definitely smart enough, but lately his lack of skill and performance are starting to drag me down because we're more and more working on the same codebase. And soon we are going to do a quite ambitious start from scratch creating a whole new hard/software system. I feel it is time to address all issues now, but i do not know how to start. Here are some of the things that I would like to see him improve on: no consistent usage of style, spaces nor tabs (eg if(something ) a =b ) adds newlines around pieces of code to make it easier to read, then commits those with messages like 'no changes made' overall commit messages are useless and so are most of the comments, if there are any (eg 'remove solves for bug Rik' if Rik reported a bug). There is no function/class documentation. lots of spelling errors, in both English and native language, which sometimes are mixed 6/7/8 level deep deep nesting is no exception, a lot of functions start with one level already like if(ptr!=Null){ even when ptr is the result of allocation via new in the constructor numerous source files have over 10k lines of those lines, a major part is simply a result of copy-pasting functionality instead of using a function. This includes copying comments so we end up with 50 occurrences of var=NULL; //TODO TEST this!!!!!!! another part is hundreds of lines of dead code knows what versioning does, yet comments out old code and places new code underneath it when making changes coding skills are below par, especially for the type of rather high precision applications we do. Yet somehow, after a lot of trying and testing, stuff starts to work. But then breaks again some time later because every change casues a waterfall effect. violates every single item in the C++ FAQ lite, practices every bad practice I can think of still doesn't know how to properly use the debugger, but spends hours inspecting messy logfiles in notepad on a tiny laptop screen. Does not make any adjustments to the settings of the software he uses. Never uses keyboard shortcuts. does not seem to progress or learn new things at all. Work rather slow, mostly due to the lack of planning and incorrect usage of tools. How does one deal with this? For starters, how do I make him aware of all these problems? Should I tell the staff about it? And the next step, how to get him to learn new things and adopt another way of working?

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • What problems can arise from emulating concepts from another languages?

    - by Vandell
    I've read many times on the web that if your language doesn't support some concept, for example, object orientation, or maybe function calls, and it's considered a good practice in this other context, you should do it. The only problem I can see now is that other programmers may find your code too different than the usual, making it hard for them to program. What other problems do you think may arise from this?

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  • Animate multiple entities

    - by Robert
    I'm trying to animate multiple(3) entities using one model(IQM format). It's working but performance is really bad because I'm calling animate function for each entity in my game loop (I think problem is there). What's the best way to animate multiple entities (with different animation ofc) in OpenGL? I think I can try build one VBO / entity for better performances but I don't think it's the best way to do it.

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  • Delete button in Ubuntu One Notes

    - by Jean MC13
    For the whishlist... The 'delete button' in Ubuntu One Notes is exactly in the same place as the 'save' button. So I saved a long note, but as my finger clicked two times on the save button, the second click was on the 'delete' one ! Lost without return possible. <:-(( This annoying feature could easily be changed : - put the delete button in another place - before deleting : ask for confirmation - offer a way to cancel ('undelete' function)

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  • Why is MaybeChannelBound callable?

    - by William Payne
    The Queue class in the python kombu library inherits from MaybeChannelBound, which in turn implements the call method (making it callable). The call() method itself is a thin wrapper around the bind() method. It is not clear why this was done, as calling the bind() method seems (to my simple mind, at least) to be clearer and more descriptive of the intent of the function. Why would somebody use the call() method in a situation like this?

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  • In what oreder does the Asset-Pipeline in Ruby on Rails load JavaScript Files?

    - by psycatham
    Hello, So, when I decided to remove the tags <script></script> and benefit from the asset-pipeline instead, complications took place. I am working with Google Maps' API V3, and to benefit from their functions and objects that their code provides, you have load the link first <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> Basically, If I put this line before their code, and put their code in script tags, things work out pretty perfecty, but when I use javascript_include_tag instead of script tag in html and copy my code to the file I pointed at -Like This - <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"></script> <%=javascript_include_tag "map_new_marker_drag"%> , the asset-pipeline seems to load That file before loading the link of Google Maps API, thus I get the error : - Uncaught ReferenceError : google is undefined I tried putting the link in javascript_include_tag too -Like this- <%=javascript_include_tag "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places" %> <%=javascript_include_tag "map_new_marker_drag"%> , and it generated this <script src="https://maps.googleapis.com/maps/api/js?v=3.exp&amp;libraries=places"></script> <script src="https://maps.gstatic.com/cat_js/intl/en_us/mapfiles/api-3/17/2/%7Bmain,places%7D.js" type="text/javascript"></script> <script src="/assets/map_new_marker_drag.js?body=1"></script> and the same error Uncaught ReferenceError : google is undefined. Do I have to put it in another order? what am I missing about the asset-pipeline mechanisms ? What should I do to make the link load before the code so to benefit from their objects and get rid of the error? PS : I tried using jquery functions and so , but I seem not to make it happen. If you still think this is a proper solution, please provide me some code I can use this is the jquery function I used jQuery(function($) { // Asynchronously Load the map API var script = document.createElement('script'); script.src = "http://maps.googleapis.com/maps/api/js?sensor=false&callback=initialize"; document.body.appendChild(script); var scriptTwo = document.createElement('script'); scriptTwo.src = "https://maps.googleapis.com/maps/api/js?v=3.exp&libraries=places"; document.body.appendChild(scripTwo); });

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  • Hashing 3D position into 2D position

    - by notabene
    I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D position to 2D have to produce absolutely different numbers for a little changes (especialy because i am sampling in texture space so sample values differs very very little) and have to be "shader-wise" - so forget about branches, cycles etc. I'm looking forward for yours nice and fast solutions.

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  • Box2D relations

    - by Valentino Ru
    As far as I know, the unit in Box2D is meters. When I use Box2D in Processing with JBox2D, I set the "world size" as the window size specified in the setup(). Now I'm wondering if there is any function that scales down the world. For example, how can I simulate the throw of tennis ball within a room, without using a window of only 5 x 5 pixels? Additionally, is there any good documentation like the Java API?

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  • Understanding exceptional cases

    - by Justin
    I've been studying the use of exceptions in various php projects (such as Doctrine and Zend Framework). Exceptions seem to be thrown when unordinary input/state occurs. A perfect example is Doctrine throwing an exception when you try to use a invalid query string. I think the creators of the doctrine api understood that first, you can't query data by using an invalid DQL statement, and a developer should immediately be warned that an error has occurred, rather then letting execution continue with the possibility of an error code going un-checked. I also bet that this simplifies reading the code. I can't think of a situation where you would want to use an invalid DQL statement, except unit testing. Since this is true, it's better to avoid plaguing a bunch of code with null/error checks and use exceptions. I've read in books that exceptions shouldn't be thrown when validating dating user input. I've seen examples where of where the guideline is broken. One example is the Zend framework. If supplying an invalid controller or action name, an exception is thrown. Unlike doctrine, the user has more direct control over this sort of input. I know you can configure an error controller and set up a 404 message or what have you, but I'm curious why they have used an exception in this scenario? I guess you can argue the Zend Framework does not know how to continue processing the quest. One last example Is I wrote a function to return some html based on a given resource type. This resource type is hard-coded and sent when a user interacts with a web site (such as clicking a button to display the form to input data). I don't expect users to be mucking around with the request type. Under normal operating conditions, the resource type should be valid. To clean up some logic, I was going to throw an exception if a particular form wasn't found. This is mainly to find the correct form associated with a resource type so proper validation can occur. Does this sound like a valid use case for an exception? Right now it's pretty trivial, but I do plan to implement a restful consumer and re-using a function to map resources to their validation services would be very useful. I can then catch the exception and based on the consumer, return an error message suitable for the request type...

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  • What does 'Lock Version' do?

    - by richzilla
    Having installed an experimental version of dropbox and installed in manually, i dont want the deb in synaptic to download any updates (as theyll over write the changes ive done manually i assume). Ive found the lock version option in synaptic, im assuming this stops a particular deb from downloading any new versions of itself? Also can i just unlock it again when the version from the deb catches up with the experimental version that i have installed? Am i correct or does it serve another function?

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  • When to use typedef?

    - by futlib
    I'm a bit confused about if and when I should use typedef in C++. I feel it's a balancing act between readability and clarity. Here's a code sample without any typedefs: int sum(std::vector<int>::const_iterator first, std::vector<int>::const_iterator last) { static std::map<std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator>, int> lookup_table; std::map<std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator>, int>::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } Pretty ugly IMO. So I'll add some typedefs within the function to make it look nicer: int sum(std::vector<int>::const_iterator first, std::vector<int>::const_iterator last) { typedef std::tuple<std::vector<int>::const_iterator, std::vector<int>::const_iterator> Lookup_key; typedef std::map<Lookup_key, int> Lookup_table; static Lookup_table lookup_table; Lookup_table::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } The code is still a bit clumsy, but I get rid of most nightmare material. But there's still the int vector iterators, this variant gets rid of those: typedef std::vector<int>::const_iterator Input_iterator; int sum(Input_iterator first, Input_iterator last) { typedef std::tuple<Input_iterator, Input_iterator> Lookup_key; typedef std::map<Lookup_key, int> Lookup_table; static Lookup_table lookup_table; Lookup_table::iterator lookup_it = lookup_table.find(lookup_key); if (lookup_it != lookup_table.end()) return lookup_it->second; ... } This looks clean, but is it still readable? When should I use a typedef? As soon as I have a nightmare type? As soon as it occurs more than once? Where should I put them? Should I use them in function signatures or keep them to the implementation?

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  • ASP.NET book for desktop programmer. [closed]

    - by RealityDysfunction
    Fellow programmers, I have been learning C# for a while now, but my ultimate goal is to develop ASP.NET applications. A few ASP.NET books I looked at either start with absolute basics...What is C#? What is a function...or Assume that I have developed web apps in other languages like PHP...I am looking for a book that is tailored for people who already know desktop programming but wish to learn ASP.NET. Did anybody come across such a book? Many Thanks.

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