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  • Career guidance/advice for Junior-level Software Engineer [closed]

    - by John Do
    I have quite a few questions on my mind, so please bare with me. Please don't feel obligated to answer all of them, any as you choose will do. I'd appreciate if you could share some insight on any of these. Before I begin, some context: I currently have almost two years of professional experience as a Software Engineer, mainly developing software in Java. At this point, I feel that I have reached the peak in my career growth at the current company I am at and therefore I am looking for a new job, ideally again, as a Software Engineer. I have been interviewing for the past few months casually but have not had luck with companies I have a passion for. So, in no particular order - 1) In general, what are your thoughts on having graduate degrees in CS / Software Engineering. How much does it influence a salary increase, and do you think it's beneficial when working on real-world problems? I get the sense that a graduate degree in the field is trivial unless you really have a passion for research. 2) In general, in professional practice, how often had you have to write your own data structures and "complex" algorithms from scratch? In my own work, I have found myself relying mainly on third-party frameworks and the Java standard library to implement solutions as per business requirements. What are your thoughts on this? 3) In terms of resume, I feel the most ambivalent here. I want to be able to "blemish" my resume to a certain extent so that it stands out from others', but at the same time I do not want to over-exagerate my abilities. How do you strike a balance here? For example: I say that I am proficient in Java with data structures and algorithms. This is obviously a subjective and relative statement. I've taken the classes in my undergrad, and I've applied it in my work experience. What I feel as "prociency" can be seen as junior-level to others. How do you know what to say? Most of the time, recruiters (with no technical background) will be looking for keywords that stand out. This leads me to my next question (4). 4) Just from interviewing for the past few months (and getting plenty of rejections), I've come to realize that I may not be as proficient in data structures and algorithms as I thought I was. Do you think it's a good idea to remove the "proficient in java/data structure and algorithms"? I feel that being too hoenst on the resume will impede me from scoring opportunities to even have an interview with top-notch companies. What are your thoughts? 5) What is the absolute "must-have" knowledge going into a technical interview? I've been practicing several algorithmic and data sturcture problems now, and I feel that my abilities to solve arbitrary problems efficiently has not gotten significantly better. Do you think these abilities are something innate - it's either you have in you, or you don't? How can you teach yourself to learn, if you will? 6) How easy is it to go from industry/function to the next? I work mainly with backend technologies and I'm now interested in working with the frontend, i.e javascript,jquery,php or even mobile development. In your own experience, how did you not get pidgeon holed in your career? I feel that the choices you make now ultimately decide your future. As cliche as it sounds, I think it may be true. Here's what I mean: you've worked mainly as a backend engineer, people are interested in you doing the same thing since you've already accumulated experience in that function. How do get experience in a new function if people won't accept you because you don't already have it? It's a catch 22, you see... Are side projects the only real way to help you move from one function to another that you're truly interested in? For example: I could start writing my own mobile applications, even though I've worked mainly on the backend. Thanks so much for the long read. As a relatively new engineer to the real world, I am very humble and would like those who are experienced to shed some light. Thank you so much.

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  • Defaulting the HLSL Vertex and Pixel Shader Levels to Feature Level 9_1 in VS 2012

    - by Michael B. McLaughlin
    I love Visual Studio 2012. But this is not a post about that. This is a post about tweaking one particular parameter that I’ve found a bit annoying. Disclaimer: You will be modifying important MSBuild files. If you screw up you will break your build tools. And maybe your computer will catch fire. I’m not responsible. No warranties or guaranties of any sort. This info is provided “as is”. By default, if you add a new vertex shader or pixel shader item to a project, it will be set to build with shader profile 4.0_level_9_3. If you need 9_3 functionality, this is all well and good. But (especially for Windows Store apps) you really want to target the lowest shader profile possible so that your game will run on as many computers as possible. So it’s a good idea to default to 9_1. To do this you could add in new HLSL files via “Add->New Item->Visual C++->HLSL->______ Shader File (.hlsl)” and then edit the shader files’ properties to set them manually to use 9_1 via “Properties->HLSL Compiler->General->Shader Model”. This is fine unless you forget to do this once and then submit your game with 9_3 shaders instead of 9_1 shaders to the Windows Store or to some other game store. Then you’d wind up with either rejection or angry “this doesn’t work on my computer! ripoff!” messages. There’s another option though. In “Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\ItemTemplates\VC\HLSL\1033\VertexShader” (note the path might vary slightly for you if you are using a 32-bit system or have a non-ENU version of Visual Studio 2012) you will find a “VertexShader.vstemplate” file. If you open this file in a text editor (e.g. Notepad++), then inside the CustomParameters tag within the TemplateContent tag you should see a CustomParameter tag for the ShaderType, i.e.: <CustomParameter Name="$ShaderType$" Value="Vertex"/> On a new line, we are going to add another CustomParameter tag to the CustomParameters tag. It will look like this: <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/> such that we now have:     <CustomParameters>       <CustomParameter Name="$ShaderType$" Value="Vertex"/>       <CustomParameter Name="$ShaderModel$" Value="4.0_level_9_1"/>     </CustomParameters> You can then save the file (you will need to be an Administrator or have Administrator access). Back in the 1033 directory (or whatever the number is for your language), go into the “PixelShader” directory. Edit the “PixelShader.vstemplate” file and make the same change (note that this time $ShaderType$ is “Pixel” not “Vertex”; you shouldn’t be changing that line anyway, but if you were to just copy and replace the above four lines then you will wind up creating pixel shaders that the HLSL compiler would try to compile as vertex shaders, with all sort of weird errors as a result). Once you’ve added the $ShaderModel$ line to “PixelShader.vstemplate” and have saved it, everything should be done. Since Feature Level 9_1 and 9_3 don’t support any of the other shader types, those are set to default to their appropriate minimums already (Compute and Geometry are set to “4.0” and Domain and Hull are set to “5.0”, which are their respective minimums (though not all 4.0 cards support Compute shaders; they were an optional feature added with DirectX 10.1 and only became required for DirectX 11 hardware). In case you are wondering where these magic values come from, you can find them all in the “fxc.xml” file in the “\Program Files (x86)\MSBuild\Microsoft.CPP\v4.0\V110\1033” directory (or whatever your language number is; 1033 is ENU and various other product languages have their own respective numbers (see: http://msdn.microsoft.com/en-us/goglobal/bb964664.aspx ) such that Japanese is 1041 (for example), though for all I know MSBuild tasks might be 1033 for everyone). If, like me, you installed VS 2012 to a drive other than the C:\ drive, you will find the vstemplate files in the drive to which you installed VS 2012 (D:\ in my case) but you will find the fxc.xml file on the C:\ drive. You should not edit fxc.xml. You will almost definitely break things by doing that; it’s just something you can look through to see all the other options that the FXC task takes such that you could, if needed, add further CustomParameter tags if you wanted to default to other supported options. I haven’t tried any others though so I don’t have any advice on how to set them.

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  • How to properly position 3rd level menu [migrated]

    - by drewrowalnd
    If you look here: http://snippetmagazine.com/ under about isl-board of trustees you can se I have created a third level dropdown, but how can I properly align that drop down? Below you will see my css. #menudiv { width: 999px; float: left; clear: left; height: 250px; background: url(images/top_bg.png) no-repeat; margin-top: 10px; } mainmenu { width: 948px; height: 63px; float: left; margin-left: 16px; margin-top:5px; border: 1px solid #D5D5D5; -moz-border-radius: 3px; -webkit-border-radius: 3px; -webkit-box-shadow: 0px 1px 2px rgba(0, 0, 0, 0.1); -moz-box-shadow: 0px 1px 2px rgba(0, 0, 0, 0.1); background:url(images/nav_bg.gif) repeat; } .mainnav { margin: 0; padding: 0; list-style: none; } .mainnav * { margin: 0; padding: 0; list-style: none; } .mainnav ul { position: absolute; top: -999em; display: none; } .mainnav li { float: left; position: relative; z-index: 999; height: 63px; line-height: 55px; margin-right: 0px; border-right: 1px solid #D5D5D5; } .mainnav li.last { border-right: none; } .mainnav a { display: block; font-size: 19px; margin: 0; color: #cc9900; font-family: Copperplate, Arial, Helvetica, Sans serif; font-weight:600; text-decoration: none; padding: 3px 13px 3px 12px; color: #555; text-shadow: 0 1px 1px white; } .mainnav li:hover { text-decoration: none; border-bottom: solid 0px #ccc; background: white; } .mainnav ul li{ width: 132px; } .mainnav li:hover ul, ul.mainnav li.sfHover ul { left: 0px; top: 50px; padding-top: 0px; width: 132px; border-bottom: solid 0px #eaeaea; background: url(images/nav_dropdown_shadow.gif) repeat-x top; padding: 6px 0 0px 0px; margin: 13px 0 0 -1px; border: 1px solid #D5D5D5; -moz-border-radius-bottomleft: 3px; -webkit-border-bottom-left-radius: 3px; -moz-border-radius-bottomright: 3px; -webkit-border-bottom-right-radius: 3px; -webkit-box-shadow: 0px 1px 3px rgba(0, 0, 0, 0.1); -moz-box-shadow: 0px 1px 3px rgba(0, 0, 0, 0.1); width: 175px; border-bottom-left-radius: 3px 3px; border-bottom-right-radius: 3px 3px; } .mainnav li:hover li ul, .mainnav li.sfHover li ul { top: -999em; } .mainnav li li:hover ul, ul.mainnav li li.sfHover ul { left: 132px; top: -8px; } .mainnav li:hover ul, .mainnav li li:hover ul { top: -999em; } .mainnav li li { color: #555; display: block; padding: 0px; height: auto !important; border: none; width:175px; background: url(images/nav_dropdown_bg.gif) repeat; margin: 0; } .mainnav li li a:link, .mainnav li li a:visited { display: block; height: auto !important; line-height: 30px; color: #333; font-weight: normal; font-family: arial, helvetica, sans-serif; font-size: 12px; border: none; margin: 0; padding-left: 10px; overflow:hidden; border-bottom: 1px solid #E3E3E3; } .mainnav li li :hover{ } .mainnav li li a:hover { background: none; color:#555 ; border-bottom: 1px solid #E3E3E3; }

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  • What makes them click ?

    - by Piet
    The other day (well, actually some weeks ago while relaxing at the beach in Kos) I read ‘Neuro Web Design - What makes them click?’ by Susan Weinschenk. (http://neurowebbook.com) The book is a fast and easy read (no unnecessary filler) and a good introduction on how your site’s visitors can be steered in the direction you want them to go. The Obvious The book handles some of the more known/proven techniques, like for example that ratings/testimonials of other people can help sell your product or service. Another well known technique it talks about is inducing a sense of scarcity/urgency in the visitor. Only 2 seats left! Buy now and get 33% off! It’s not because these are known techniques that they stop working. Luckily 2/3rd of the book handles less obvious techniques, otherwise it wouldn’t be worth buying. The Not So Obvious A less known influencing technique is reciprocity. And then I’m not talking about swapping links with another website, but the fact that someone is more likely to do something for you after you did something for them first. The book cites some studies (I always love the facts and figures) and gives some actual examples of how to implement this in your site’s design, which is less obvious when you think about it. Want to know more ? Buy the book! Other interesting sources For a more general introduction to the same principles, I’d suggest ‘Yes! 50 Secrets from the Science of Persuasion’. ‘Yes!…’ cites some of the same studies (it seems there’s a rather limited pool of studies covering this subject), but of course doesn’t show how to implement these techniques in your site’s design. I read ‘Yes!…’ last year, making ‘Neuro Web Design’ just a little bit less interesting. !!!Always make sure you’re able to measure your changes. If you haven’t yet, check out the advanced segmentation in Google Analytics (don’t be afraid because it says ‘beta’, it works just fine) and Google Website Optimizer. Worth Buying? Can I recommend it ? Sure, why not. I think it can be useful for anyone who ever had to think about the design or content of a site. You don’t have to be a marketing guy to want a site you’re involved with to be successful. The content/filler ratio is excellent too: you don’t need to wade through dozens of pages to filter out the interesting bits. (unlike ‘The Design of Sites’, which contains too much useless info and because it’s in dead-tree format, you can’t google it) If you like it, you might also check out ‘Yes! 50 Secrets from the Science of Persuasion’. Tip for people living in Europe: check Amazon UK for your book buying needs. Because of the low UK Pound exchange rate, it’s usually considerably cheaper and faster to get a book delivered to your doorstep by Amazon UK compared to having to order it at the local book store or web-shop.

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  • Combining template method with strategy

    - by Mekswoll
    An assignment in my software engineering class is to design an application which can play different forms a particular game. The game in question is Mancala, some of these games are called Wari or Kalah. These games differ in some aspects but for my question it's only important to know that the games could differ in the following: The way in which the result of a move is handled The way in which the end of the game is determined The way in which the winner is determined The first thing that came to my mind to design this was to use the strategy pattern, I have a variation in algorithms (the actual rules of the game). The design could look like this: I then thought to myself that in the game of Mancala and Wari the way the winner is determined is exactly the same and the code would be duplicated. I don't think this is by definition a violation of the 'one rule, one place' or DRY principle seeing as a change in rules for Mancala wouldn't automatically mean that rule should be changed in Wari as well. Nevertheless from the feedback I got from my professor I got the impression to find a different design. I then came up with this: Each game (Mancala, Wari, Kalah, ...) would just have attribute of the type of each rule's interface, i.e. WinnerDeterminer and if there's a Mancala 2.0 version which is the same as Mancala 1.0 except for how the winner is determined it can just use the Mancala versions. I think the implementation of these rules as a strategy pattern is certainly valid. But the real problem comes when I want to design it further. In reading about the template method pattern I immediately thought it could be applied to this problem. The actions that are done when a user makes a move are always the same, and in the same order, namely: deposit stones in holes (this is the same for all games, so would be implemented in the template method itself) determine the result of the move determine if the game has finished because of the previous move if the game has finished, determine who has won Those three last steps are all in my strategy pattern described above. I'm having a lot of trouble combining these two. One possible solution I found would be to abandon the strategy pattern and do the following: I don't really see the design difference between the strategy pattern and this? But I am certain I need to use a template method (although I was just as sure about having to use a strategy pattern). I also can't determine who would be responsible for creating the TurnTemplate object, whereas with the strategy pattern I feel I have families of objects (the three rules) which I could easily create using an abstract factory pattern. I would then have a MancalaRuleFactory, WariRuleFactory, etc. and they would create the correct instances of the rules and hand me back a RuleSet object. Let's say that I use the strategy + abstract factory pattern and I have a RuleSet object which has algorithms for the three rules in it. The only way I feel I can still use the template method pattern with this is to pass this RuleSet object to my TurnTemplate. The 'problem' that then surfaces is that I would never need my concrete implementations of the TurnTemplate, these classes would become obsolete. In my protected methods in the TurnTemplate I could just call ruleSet.determineWinner(). As a consequence, the TurnTemplate class would no longer be abstract but would have to become concrete, is it then still a template method pattern? To summarize, am I thinking in the right way or am I missing something easy? If I'm on the right track, how do I combine a strategy pattern and a template method pattern? This is part of a homework assignment but I'm not looking to be gifted the answer, I have deliberately been very verbose in my question to show that I have thought about it before coming here to ask a question

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  • Design for complex ATG applications

    - by Glen Borkowski
    Overview Needless to say, some ATG applications are more complex than others.  Some ATG applications support a single site, single language, single catalog, single currency, have a single development staff, single business team, and a relatively simple business model.  The real complex applications have to support multiple sites, multiple languages, multiple catalogs, multiple currencies, a couple different development teams, multiple business teams, and a highly complex business model (and processes to go along with it).  While it's still important to implement a proper design for simple applications, it's absolutely critical to do this for the complex applications.  Why?  It's all about time and money.  If you are unable to manage your complex applications in an efficient manner, the cost of managing it will increase dramatically as will the time to get things done (time to market).  On the positive side, your competition is most likely in the same situation, so you just need to be more efficient than they are. This article is intended to discuss a number of key areas to think about when designing complex applications on ATG.  Some of this can get fairly technical, so it may help to get some background first.  You can get enough of the required background information from this post.  After reading that, come back here and follow along. Application Design Of all the various types of ATG applications out there, the most complex tend to be the ones in the telecommunications industry - especially the ones which operate in multiple countries.  To get started, let's assume that we are talking about an application like that.  One that has these properties: Operates in multiple countries - must support multiple sites, catalogs, languages, and currencies The organization is fairly loosely-coupled - single brand, but different businesses across different countries There is some common functionality across all sites in all countries There is some common functionality across different sites within the same country Sites within a single country may have some unique functionality - relative to other sites in the same country Complex product catalog (mostly in terms of bundles, eligibility, and compatibility) At this point, I'll assume you have read through the required reading and have a decent understanding of how ATG modules work... Code / configuration - assemble into modules When it comes to defining your modules for a complex application, there are a number of goals: Divide functionality between the modules in a way that maps to your business Group common functionality 'further down in the stack of modules' Provide a good balance between shared resources and autonomy for countries / sites Now I'll describe a high level approach to how you could accomplish those goals...  Let's start from the bottom and work our way up.  At the very bottom, you have the modules that ship with ATG - the 'out of the box' stuff.  You want to make sure that you are leveraging all the modules that make sense in order to get the most value from ATG as possible - and less stuff you'll have to write yourself.  On top of the ATG modules, you should create what we'll refer to as the Corporate Foundation Module described as follows: Sits directly on top of ATG modules Used by all applications across all countries and sites - this is the foundation for everyone Contains everything that is common across all countries / all sites Once established and settled, will change less frequently than other 'higher' modules Encapsulates as many enterprise-wide integrations as possible Will provide means of code sharing therefore less development / testing - faster time to market Contains a 'reference' web application (described below) The next layer up could be multiple modules for each country (you could replace this with region if that makes more sense).  We'll define those modules as follows: Sits on top of the corporate foundation module Contains what is unique to all sites in a given country Responsible for managing any resource bundles for this country (to handle multiple languages) Overrides / replaces corporate integration points with any country-specific ones Finally, we will define what should be a fairly 'thin' (in terms of functionality) set of modules for each site as follows: Sits on top of the country it resides in module Contains what is unique for a given site within a given country Will mostly contain configuration, but could also define some unique functionality as well Contains one or more web applications The graphic below should help to indicate how these modules fit together: Web applications As described in the previous section, there are many opportunities for sharing (minimizing costs) as it relates to the code and configuration aspects of ATG modules.  Web applications are also contained within ATG modules, however, sharing web applications can be a bit more difficult because this is what the end customer actually sees, and since each site may have some degree of unique look & feel, sharing becomes more challenging.  One approach that can help is to define a 'reference' web application at the corporate foundation layer to act as a solid starting point for each site.  Here's a description of the 'reference' web application: Contains minimal / sample reference styling as this will mostly be addressed at the site level web app Focus on functionality - ensure that core functionality is revealed via this web application Each individual site can use this as a starting point There may be multiple types of web apps (i.e. B2C, B2B, etc) There are some techniques to share web application assets - i.e. multiple web applications, defined in the web.xml, and it's worth investigating, but is out of scope here. Reference infrastructure In this complex environment, it is assumed that there is not a single infrastructure for all countries and all sites.  It's more likely that different countries (or regions) could have their own solution for infrastructure.  In this case, it will be advantageous to define a reference infrastructure which contains all the hardware and software that make up the core environment.  Specifications and diagrams should be created to outline what this reference infrastructure looks like, as well as it's baseline cost and the incremental cost to scale up with volume.  Having some consistency in terms of infrastructure will save time and money as new countries / sites come online.  Here are some properties of the reference infrastructure: Standardized approach to setup of hardware Type and number of servers Defines application server, operating system, database, etc... - including vendor and specific versions Consistent naming conventions Provides a consistent base of terminology and understanding across environments Defines which ATG services run on which servers Production Staging BCC / Preview Each site can change as required to meet scale requirements Governance / organization It should be no surprise that the complex application we're talking about is backed by an equally complex organization.  One of the more challenging aspects of efficiently managing a series of complex applications is to ensure the proper level of governance and organization.  Here are some ideas and goals to work towards: Establish a committee to make enterprise-wide decisions that affect all sites Representation should be evenly distributed Should have a clear communication procedure Focus on high level business goals Evaluation of feature / function gaps and how that relates to ATG release schedule / roadmap Determine when to upgrade & ensure value will be realized Determine how to manage various levels of modules Who is responsible for maintaining corporate / country / site layers Determine a procedure for controlling what goes in the corporate foundation module Standardize on source code control, database, hardware, OS versions, J2EE app servers, development procedures, etc only use tested / proven versions - this is something that should be centralized so that every country / site does not have to worry about compatibility between versions Create a innovation team Quickly develop new features, perform proof of concepts All teams can benefit from their findings Summary At this point, it should be clear why the topics above (design, governance, organization, etc) are critical to being able to efficiently manage a complex application.  To summarize, it's all about competitive advantage...  You will need to reduce costs and improve time to market with the goal of providing a better experience for your end customers.  You can reduce cost by reducing development time, time allocated to testing (don't have to test the corporate foundation module over and over again - do it once), and optimizing operations.  With an efficient design, you can improve your time to market and your business will be more flexible  and agile.  Over time, you'll find that you're becoming more focused on offering functionality that is new to the market (creativity) and this will be rewarded - you're now a leader. In addition to the above, you'll realize soft benefits as well.  Your staff will be operating in a culture based on sharing.  You'll want to reward efforts to improve and enhance the foundation as this will benefit everyone.  This culture will inspire innovation, which can only lend itself to your competitive advantage.

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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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  • Why is learning assembly language seen as a disadvantage?

    - by cprogcr
    I was recently reading an article about making a compiler, and one of the disadvantages mentioned about making a compiler instead of interpreter, was "Learning Assembly language".I understand that perhaps it takes a little more time to learn ASM than it would take for a high level language. But why should it be seen as a disadvantage? And this is not the first time, I mean there are a lot of articles which see ASM as a disadvantage or not important.Personally I find ASM interesting and not at all as a "disadvantage".

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  • Design and Print Your Own Christmas Cards in MS Word, Part 1

    - by Eric Z Goodnight
    Looking for a  little DIY fun this holiday season? Open up familiar tool MS Word and create simple, beautiful Christmas and Holiday cards, and impress your family with your crafting skills. This is the first part of a two part article. In this first section, we’ll tackle design in MS Word. In our second, we’ll cover supplies and proper printing methods to get a great look out of your dusty old inkjet. Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • Android Design - Service vs Thread for Networking

    - by Nevyn
    I am writing an Android app, finally (yay me) and for this app I need persistant, but user closeable, network sockets (yes, more than one). I decided to try my hand at writing my own version of an IRC Client. My design issue however, is I'm not sure how to run the Socket connectivity itself. If I put the sockets at the Activity level, they keeps getting closed shortly after the Activity becomes non-visible (also a problem that needs solving...but I think i figured that one out)...but if I run a "connectivity service", I need to find out if I can have multiple instances of it running (the service, that is...one per server/socket). Either that or a I need a way to Thread the sockets themselves and have multiple threads running that I can still communicate with directly (ID system of some sort). Thus the question: Is it a 'better', or at least more "proper" design pattern, to put the Socket and networking in a service, and have the Activities consume said service...or should I tie the sockets directly to some Threaded Process owned by the UI Activity and not bother with the service implementation at all? I do know better than to put the networking directly on the UI thread, but that's as far as I've managed to get.

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  • Design pattern for animation sequence in LibGDX

    - by kevinyu
    What design pattern to use for sequence of animation that involve different actor in libGDX. For example I am making a game to choose a wolf from a group of sheeps. The first animation played when the game begin is the wolf enter the field that is filled with two sheeps.Then the wolf disguise as a sheep and goes to the center of the screen. Then the game will shuffle the sheeps. After it finished it will ask the player where is the wolf. The game wait for player input. After that the game will show animation to show the player whether their answer is right or wrong. I am currently using State design pattern. There are four states wolfEnterState,DisguiseState,ShuffleState,UserInputState, and answerAnimationState. I feel that my code is messy. I use addAction with action sequence and action completion(new Runnable()) a lot. I feel that the action sequence is getting long. Is there a better solution for this kind of problem

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  • OO Design, how to model Tonal Harmony?

    - by David
    I have started to write a program in C++ 11 that would analyse chords, scales, and harmony. The biggest problem I am having in my design phase, is that the note 'C' is a note, a type of chord (Cmaj, Cmin, C7, etc), and a type of key (the key of Cmajor, Cminor). The same issue arises with intervals (minor 3rd, major 3rd). I am using a base class, Token, that is the base class for all 'symbols' in the program. so for example: class Token { public: typedef shared_ptr<Token> pointer_type; Token() {} virtual ~Token() {} }; class Command : public Token { public: Command() {} pointer_type execute(); } class Note : public Token; class Triad : public Token; class MajorTriad : public Triad; // CMajorTriad, etc class Key : public Token; class MinorKey : public Key; // Natural Minor, Harmonic minor,etc class Scale : public Token; As you can see, to create all the derived classes (CMajorTriad, C, CMajorScale, CMajorKey, etc) would quickly become ridiculously complex including all the other notes, as well as enharmonics. multiple inheritance would not work, ie: class C : public Note, Triad, Key, Scale class C, cannot be all of these things at the same time. It is contextual, also polymorphing with this will not work (how to determine which super methods to perform? calling every super class constructors should not happen here) Are there any design ideas or suggestions that people have to offer? I have not been able to find anything on google in regards to modelling tonal harmony from an OO perspective. There are just far too many relationships between all the concepts here.

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  • Architectural and Design Challenges with SOA

    With all of the hype about service oriented architecture (SOA) primarily through the use of web services, not much has been said about potential issues of using SOA in the design of an application. I am personally a fan of SOA, but it is not the solution for every application. Proper evaluation should be done on all requirements and use cases prior to deciding to go down the SOA road. It is important to consider how your application/service will handle the following perils as it executes. Example Challenges of SOA Network Connectivity Issues Handling Connectivity Issues Longer Processing/Transaction Times How many of us have had issues visiting our favorite web sites from time to time? The same issue will occur when using service based architecture especially if it is implemented using web services. Forcing applications to access services via a network connection introduces a lot of new failure points to the application. Potential failure points include: DNS issues, network hardware issues, remote server issues, and the lack of physical network connections. When network connectivity issues do occur, how are the service clients are implemented is very important. Should the client wait and poll the service until it is accessible again? If so what is the maximum wait time or number of attempts it should retry. Due to the fact of services being distributed across a network automatically increase the responsiveness of client applications due to the fact that processing time must now also include time to send and receive messages from called services. This could add nanoseconds to minutes per each request based on network load and server usage of the service provider. If speed highly desirable quality attribute then I would consider creating components that are hosted where the client application is located. References: Rader, Dave. (2002). Overcoming Web Services Challenges with Smart Design: http://soa.sys-con.com/node/39458

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Software Design Idea for multi tier architecture

    - by Preyash
    I am currently investigating multi tier architecture design for a web based application in MVC3. I already have an architecture but not sure if its the best I can do in terms of extendability and performance. The current architecure has following components DataTier (Contains EF POCO objects) DomainModel (Contains Domain related objects) Global (Among other common things it contains Repository objects for CRUD to DB) Business Layer (Business Logic and Interaction between Data and Client and CRUD using repository) Web(Client) (which talks to DomainModel and Business but also have its own ViewModels for Create and Edit Views for e.g.) Note: I am using ValueInjector for convering one type of entity to another. (which is proving an overhead in this desing. I really dont like over doing this.) My question is am I having too many tiers in the above architecure? Do I really need domain model? (I think I do when I exposes my Business Logic via WCF to external clients). What is happening is that for a simple database insert it (1) create ViewModel (2) Convert ViewModel to DomainModel for Business to understand (3) Business Convert it to DataModel for Repository and then data comes back in the same order. Few things to consider, I am not looking for a perfect architecure solution as it does not exits. I am looking for something that is scalable. It should resuable (for e.g. using design patterns ,interfaces, inheritance etc.) Each Layers should be easily testable. Any suggestions or comments is much appriciated. Thanks,

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  • Which book should I pick to improve my program designs/design patterns?

    - by zxcvbnm
    I want to learn about design patterns and from what I've seen the most recommended ones are the Gang of Four's Design Patterns and Head First Design Patterns. There are also language specific books, but I never see them recommended. I suppose it ties you to whatever strengths/weaknesses are inherent to each language, so not a good idea to learn design patterns in general. The Gang of Four's book is kinda old, so I'm wondering if there isn't a better alternative out today? I've heard the Heard First one isn't quite as good. But I'm not sure why, so it's really hard to pick either one. I've see some answers on this very site recommending both, but if I can only read one, which should I pick? I've been coding for 3+ years, though I've never had a good class on this subject. Also, would a book like Code Complete help me with this? One more thing: how often are these techniques supposed to be useful? For example, this question has me wondering if this stuff is worth the trouble. And please, tell me more than just "read x". I'd like to know why you're suggesting x.

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  • Experienced programmer, beginner at web design, tools for effective maintainable web design? [closed]

    - by Clinton
    I do quite a bit of programming in my work, which I'm comfortable with, but recently I've being trying to do some web-design for non-work related reasons. I've got a Drupal site up and running, and added some content. But they all look fairly basic. Header with some content. It doesn't look particularly polished. Anyway, as an example, what I wanted to do was make some "bubbles", each with some text in them. From a programmers point of view, say: bubble(question_text, answer_text) might expand to a box with some border, with "Question: " + question_text then "Answer: " + answer_text. Of course I'd have lots of these bubbles, but I'd like to change their look and feel in one place, so simple HTML would be a maintainable nightmare. I also want to lay them out on the screen in some fashion. I was thinking a mixture of javascript and CSS, or possibly use PHP which Drupal uses. On the other hand, I fear I might be taking a 1990s approach to this, and that there's actually tools available now that make this process a lot easier. I'm just wondering what the best approach to this sort of task is? Should I be using offline web design software and copying the code to Drupal, and if so, any recommendations? I'm sorry if my question is a bit vague, because I'm not really sure what question I should be asking. I'd appreciate if you answer and comment, and I'll try my best to be more specific as I understand more.

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  • Design practice for securing data inside Azure SQL

    - by Sid
    Update: I'm looking for a specific design practice as we try to build-our-own database encryption. Azure SQL doesn't support many of the encryption features found in SQL Server (Table and Column encryption). We need to store some sensitive information that needs to be encrypted and we've rolled our own using AesCryptoServiceProvider to encrypt/decrypt data to/from the database. This solves the immediate issue (no cleartext in db) but poses other problems like Key rotation (we have to roll our own code for this, walking through the db converting old cipher text into new cipher text) metadata mapping of which tables and which columns are encrypted. This is simple when it's just couple of columns (send an email to all devs/document) but that quickly gets out of hand ... So, what is the best practice for doing application level encryption into a database that doesn't support encryption? In particular, what is a good design to solve the above two bullet points? If you had specific schema additions would love it if you could give details ("Have a NVARCHAR(max) column to store the cipher metadata as JSON" or a SQL script/commands). If someone would like to recommend a library, I'd be happy to stay away from "DIY" too. Before going too deep - I assume there isn't any way I can add encryption support to Azure by creating a stored procedure, right?

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • How can a code editor effectively hint at code nesting level - without using indentation?

    - by pgfearo
    I've written an XML text editor that provides 2 view options for the same XML text, one indented (virtually), the other left-justified. The motivation for the left-justified view is to help users 'see' the whitespace characters they're using for indentation of plain-text or XPath code without interference from indentation that is an automated side-effect of the XML context. I want to provide visual clues (in the non-editable part of the editor) for the left-justified mode that will help the user, but without getting too elaborate. I tried just using connecting lines, but that seemed too busy. The best I've come up with so far is shown in a mocked up screenshot of the editor below, but I'm seeking better/simpler alternatives (that don't require too much code). [Edit] Taking the heatmap idea (from: @jimp) I get this and 3 alternatives - labelled a, b and c: The following section describes the accepted answer as a proposal, bringing together ideas from a number of other answers and comments. As this question is now community wiki, please feel free to update this. NestView The name for this idea which provides a visual method to improve the readability of nested code without using indentation. Contour Lines The name for the differently shaded lines within the NestView The image above shows the NestView used to help visualise an XML snippet. Though XML is used for this illustration, any other code syntax that uses nesting could have been used for this illustration. An Overview: The contour lines are shaded (as in a heatmap) to convey nesting level The contour lines are angled to show when a nesting level is being either opened or closed. A contour line links the start of a nesting level to the corresponding end. The combined width of contour lines give a visual impression of nesting level, in addition to the heatmap. The width of the NestView may be manually resizable, but should not change as the code changes. Contour lines can either be compressed or truncated to keep acheive this. Blank lines are sometimes used code to break up text into more digestable chunks. Such lines could trigger special behaviour in the NestView. For example the heatmap could be reset or a background color contour line used, or both. One or more contour lines associated with the currently selected code can be highlighted. The contour line associated with the selected code level would be emphasized the most, but other contour lines could also 'light up' in addition to help highlight the containing nested group Different behaviors (such as code folding or code selection) can be associated with clicking/double-clicking on a Contour Line. Different parts of a contour line (leading, middle or trailing edge) may have different dynamic behaviors associated. Tooltips can be shown on a mouse hover event over a contour line The NestView is updated continously as the code is edited. Where nesting is not well-balanced assumptions can be made where the nesting level should end, but the associated temporary contour lines must be highlighted in some way as a warning. Drag and drop behaviors of Contour Lines can be supported. Behaviour may vary according to the part of the contour line being dragged. Features commonly found in the left margin such as line numbering and colour highlighting for errors and change state could overlay the NestView. Additional Functionality The proposal addresses a range of additional issues - many are outside the scope of the original question, but a useful side-effect. Visually linking the start and end of a nested region The contour lines connect the start and end of each nested level Highlighting the context of the currently selected line As code is selected, the associated nest-level in the NestView can be highlighted Differentiating between code regions at the same nesting level In the case of XML different hues could be used for different namespaces. Programming languages (such as c#) support named regions that could be used in a similar way. Dividing areas within a nesting area into different visual blocks Extra lines are often inserted into code to aid readability. Such empty lines could be used to reset the saturation level of the NestView's contour lines. Multi-Column Code View Code without indentation makes the use of a multi-column view more effective because word-wrap or horizontal scrolling is less likely to be required. In this view, once code has reach the bottom of one column, it flows into the next one: Usage beyond merely providing a visual aid As proposed in the overview, the NestView could provide a range of editing and selection features which would be broadly in line with what is expected from a TreeView control. The key difference is that a typical TreeView node has 2 parts: an expander and the node icon. A NestView contour line can have as many as 3 parts: an opener (sloping), a connector (vertical) and a close (sloping). On Indentation The NestView presented alongside non-indented code complements, but is unlikely to replace, the conventional indented code view. It's likely that any solutions adopting a NestView, will provide a method to switch seamlessly between indented and non-indented code views without affecting any of the code text itself - including whitespace characters. One technique for the indented view would be 'Virtual Formatting' - where a dynamic left-margin is used in lieu of tab or space characters. The same nesting-level data used to dynamically render the NestView could also used for the more conventional-looking indented view. Printing Indentation will be important for the readability of printed code. Here, the absence of tab/space characters and a dynamic left-margin means that the text can wrap at the right-margin and still maintain the integrity of the indented view. Line numbers can be used as visual markers that indicate where code is word-wrapped and also the exact position of indentation: Screen Real-Estate: Flat Vs Indented Addressing the question of whether the NestView uses up valuable screen real-estate: Contour lines work well with a width the same as the code editor's character width. A NestView width of 12 character widths can therefore accommodate 12 levels of nesting before contour lines are truncated/compressed. If an indented view uses 3 character-widths for each nesting level then space is saved until nesting reaches 4 levels of nesting, after this nesting level the flat view has a space-saving advantage that increases with each nesting level. Note: A minimum indentation of 4 character widths is often recommended for code, however XML often manages with less. Also, Virtual Formatting permits less indentation to be used because there's no risk of alignment issues A comparison of the 2 views is shown below: Based on the above, its probably fair to conclude that view style choice will be based on factors other than screen real-estate. The one exception is where screen space is at a premium, for example on a Netbook/Tablet or when multiple code windows are open. In these cases, the resizable NestView would seem to be a clear winner. Use Cases Examples of real-world examples where NestView may be a useful option: Where screen real-estate is at a premium a. On devices such as tablets, notepads and smartphones b. When showing code on websites c. When multiple code windows need to be visible on the desktop simultaneously Where consistent whitespace indentation of text within code is a priority For reviewing deeply nested code. For example where sub-languages (e.g. Linq in C# or XPath in XSLT) might cause high levels of nesting. Accessibility Resizing and color options must be provided to aid those with visual impairments, and also to suit environmental conditions and personal preferences: Compatability of edited code with other systems A solution incorporating a NestView option should ideally be capable of stripping leading tab and space characters (identified as only having a formatting role) from imported code. Then, once stripped, the code could be rendered neatly in both the left-justified and indented views without change. For many users relying on systems such as merging and diff tools that are not whitespace-aware this will be a major concern (if not a complete show-stopper). Other Works: Visualisation of Overlapping Markup Published research by Wendell Piez, dated from 2004, addresses the issue of the visualisation of overlapping markup, specifically LMNL. This includes SVG graphics with significant similarities to the NestView proposal, as such, they are acknowledged here. The visual differences are clear in the images (below), the key functional distinction is that NestView is intended only for well-nested XML or code, whereas Wendell Piez's graphics are designed to represent overlapped nesting. The graphics above were reproduced - with kind permission - from http://www.piez.org Sources: Towards Hermenutic Markup Half-steps toward LMNL

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  • Examples of temporal database designs? [closed]

    - by miku
    I'm researching various database design for historical record keeping - because I would like to implement a prototypical web application that (excessively) tracks changes made by users and let them undo things, see revisions, etc. I'd love use mercurial or git as backend (with files as records) - since they already implement the kind of append-only changes I imagine. I tried git and dulwich (python git API) - and it went ok - but I was concerned about performance; Bi-temporal database design lets you store a row along with time periods, when this record was valid. This sure sound more performant than to operate on files on disk (as in 1.) - but I had little luck finding real-world examples (e.g. from open source projects), that use this kind of design and are approachable enough to learn from them. Revisions à la MediaWiki revisions or an extra table for versions, as in Redmine. The problem here is, that DELETE would take the whole history with it. I looked at NoSQL solutions, too. With a document oriented approach, it would be simple to just store the whole history of an entity within the document itself - which would reduce design plus implementation time in contrast to a RDBMS approach. However, in this case I'm a bit concerned about ACID-properties, which would be important in the application. I'd like ask about experiences about real-world and pragmatic designs for temporal data.

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  • How to improve designer and developer work flow?

    - by mbdev
    I work in a small startup with two front end developers and one designer. Currently the process starts with the designer sending a png file with the whole page design and assets if needed. My task as front end developer is to convert it to a HTML/CSS page. My work flow currently looks like this: Lay out the distinct parts using html elements. Style each element very roughly (floats, minimal fonts and padding) so I can modify it using inspection. Using Chrome Developer Tools (inspect) add/change css attributes while updating the css file. Refresh the page after X amount of changes Use Pixel Perfect to refine the design more. Sit with the designer to make last adjustments. Inferring the paddings, margins, font sizes using trial and error takes a lot of time and I feel the process could become more efficient but not sure how to improve it. Using PSD files is not an option since buying Photoshop for each developer is currently not considered. Design guide is also not available since design is still evolving and new features are introduced. Ideas for improving the process above and sharing how the process looks like in your company will be great.

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  • Name for Osherove's modified singleton pattern?

    - by Kazark
    I'm pretty well sold on the "singletons are evil" line of thought. Nevertheless, there are limited occurrences when you want to limit the creation of an object. Roy Osherove advises, If you're planning to use a singleton in your design, separate the logic of the singleton class and the logic that makes it a singleton (the part that initializes a static variables, for example) into two separate classes. That way, you can keep the single responsibility principle (SRP) and also have a way to override singleton logic. (The Art of Unit Testing 261-262) This pattern still perpetuates the global state. However, it does result in a testable design, so it seems to me to be a good pattern for mitigating the damage of a singleton. However, Osherove does not give a name to this pattern; but naming a pattern, according to the Gang of Four, is important: Naming a pattern immediately increases our design vocabulary. It lets us design at a higher level of abstraction. (3) Is there a standard name for this pattern? It seems different enough from a standard singleton to deserve a separate name. Decoupled Singleton, perhaps?

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  • Advice on choosing a book to read

    - by Kioshiki
    I would like to ask for some recommendations on useful books to read. Initially I had intended on posting quite a long description of my current issue and asking for advice. But I realised that I didn’t have a clear idea of what I wanted to ask. One thing that is clear to me is that my knowledge in various areas needs improving and reading is one method of doing that. Though choosing the right book to read seems like a task in itself when there are so many books out there. I am a programmer but I also deal with analysis, design & testing. So I am not sure what type of book to read. One option might be to work through two books at the same time. I had thought maybe one about design or practices and another of a more technical focus. Recently I came across one book that I thought might be useful to read: http://xunitpatterns.com/index.html It seems like an interesting book, but the comments I read on amazon.co.uk show that the book is probably longer than it needs to be. Has anyone read it and can comment on this? Another book that I already own and would probably be a good one to finish reading is this: http://www.amazon.co.uk/Code-Complete-Practical-Handbook-Construction/dp/0735619670/ref=sr_1_1?ie=UTF8&qid=1309438553&sr=8-1 Has anyone else read this who can comment on its usefulness? Beyond these two I currently have no clear idea of what to read. I have thought about reading a book related to OO design or the GOF design patterns. But I wonder if I am worrying too much about the process and practices and not focusing on the actual work. I would be very grateful for any suggestions or comments. Many Thanks, Kioshiki

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  • Relationship between SOA and OOA

    - by TheSilverBullet
    Thomas Erl defines SOA as follows in his site: Service-oriented computing represents a new generation distributed computing platform. As such, it encompasses many things, including its own design paradigm and design principles, design pattern catalogs, pattern languages, a distinct architectural model, and related concepts, technologies, and frameworks. This definitely sounds like a whole new category which is parallel to object orientation. Almost one in which you would expect an entirely new language to exist for. Like procedural C and object oriented C#. Here is my understanding: In real life, we don't have entirely new language for SOA. And most application which have SOA architecture have an object oriented design underneath it. SOA is a "strategy" to make the entire application/service distributed and reliable. SOA needs OOPS working underneath it. Is this correct? Where does SOA (if at all it does) fit in with object oriented programming practices? Edit: I have learnt through answers that OOA and SOA work with each other and cannot be compared (in a "which is better" way). I have changed the title to "Relationship between SOA and OOA" rather than "comparison".

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