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  • Make your code gooder with the goodies gem

    - by kerry
    I have decided to publish all my Ruby tools via a gem called ‘goodies’.  To install this gem simply type ‘gem install goodies’. The source is hosted on GitHub.  The first version (0.1) has the Hash object accessors and the String file path utility methods discussed in the previous two posts. Enjoy!   Ruby Goodies @ GitHub Goodies on gemcutter.org

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  • Any Flex 4 migration experience?

    - by Gok Demir
    My current development stack is MySQL + iBatis + Spring + Spring BlazeDS Integration 1.01 + BlazeDS 3.2 and Flex 3 with Mate 0.8.9 framework. Now Flash Builder 4 beta 2 is out. There are cool features like Data Centric Development (DCD), form generation etc... Do you know how Spring Blazeds Integration works with BlazeDS 4? What about Mate? Is there any issues with Flex 4 ? How DCD suits with mate eventmaps. I know it is better to try it out myself but I just want to check if somebody ever tried to migrate Flex 4. If so what are the issues? Did you notice any productivity speed up? Thanks.

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  • Django data migration when changing a field to ManyToMany

    - by Ken H
    I have a Django application in which I want to change a field from a ForeignKey to a ManyToManyField. I want to preserve my old data. What is the simplest/best process to follow for this? If it matters, I use sqlite3 as my database back-end. If my summary of the problem isn't clear, here is an example. Say I have two models: class Author(models.Model): author = models.CharField(max_length=100) class Book(models.Model): author = models.ForeignKey(Author) title = models.CharField(max_length=100) Say I have a lot of data in my database. Now, I want to change the Book model as follows: class Book(models.Model): author = models.ManyToManyField(Author) title = models.CharField(max_length=100) I don't want to "lose" all my prior data. What is the best/simplest way to accomplish this? Ken

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  • Custom Workflow migration to Windows Workflow foundation

    - by ASV
    I have an application that runs workflows custom developed in .Net 3.5. Now we want to build a case (to help customer understand) for migrating these custom workflows to WF. What should be the highlights of such a case? P.N: the customer has not asked for it but we want to build a case and present it to the customer. Thanks in advance ASV

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  • Dynamic Code for type casting Generic Types 'generically' in C#

    - by Rick Strahl
    C# is a strongly typed language and while that's a fundamental feature of the language there are more and more situations where dynamic types make a lot of sense. I've written quite a bit about how I use dynamic for creating new type extensions: Dynamic Types and DynamicObject References in C# Creating a dynamic, extensible C# Expando Object Creating a dynamic DataReader for dynamic Property Access Today I want to point out an example of a much simpler usage for dynamic that I use occasionally to get around potential static typing issues in C# code especially those concerning generic types. TypeCasting Generics Generic types have been around since .NET 2.0 I've run into a number of situations in the past - especially with generic types that don't implement specific interfaces that can be cast to - where I've been unable to properly cast an object when it's passed to a method or assigned to a property. Granted often this can be a sign of bad design, but in at least some situations the code that needs to be integrated is not under my control so I have to make due with what's available or the parent object is too complex or intermingled to be easily refactored to a new usage scenario. Here's an example that I ran into in my own RazorHosting library - so I have really no excuse, but I also don't see another clean way around it in this case. A Generic Example Imagine I've implemented a generic type like this: public class RazorEngine<TBaseTemplateType> where TBaseTemplateType : RazorTemplateBase, new() You can now happily instantiate new generic versions of this type with custom template bases or even a non-generic version which is implemented like this: public class RazorEngine : RazorEngine<RazorTemplateBase> { public RazorEngine() : base() { } } To instantiate one: var engine = new RazorEngine<MyCustomRazorTemplate>(); Now imagine that the template class receives a reference to the engine when it's instantiated. This code is fired as part of the Engine pipeline when it gets ready to execute the template. It instantiates the template and assigns itself to the template: var template = new TBaseTemplateType() { Engine = this } The problem here is that possibly many variations of RazorEngine<T> can be passed. I can have RazorTemplateBase, RazorFolderHostTemplateBase, CustomRazorTemplateBase etc. as generic parameters and the Engine property has to reflect that somehow. So, how would I cast that? My first inclination was to use an interface on the engine class and then cast to the interface.  Generally that works, but unfortunately here the engine class is generic and has a few members that require the template type in the member signatures. So while I certainly can implement an interface: public interface IRazorEngine<TBaseTemplateType> it doesn't really help for passing this generically templated object to the template class - I still can't cast it if multiple differently typed versions of the generic type could be passed. I have the exact same issue in that I can't specify a 'generic' generic parameter, since there's no underlying base type that's common. In light of this I decided on using object and the following syntax for the property (and the same would be true for a method parameter): public class RazorTemplateBase :MarshalByRefObject,IDisposable { public object Engine {get;set; } } Now because the Engine property is a non-typed object, when I need to do something with this value, I still have no way to cast it explicitly. What I really would need is: public RazorEngine<> Engine { get; set; } but that's not possible. Dynamic to the Rescue Luckily with the dynamic type this sort of thing can be mitigated fairly easily. For example here's a method that uses the Engine property and uses the well known class interface by simply casting the plain object reference to dynamic and then firing away on the properties and methods of the base template class that are common to all templates:/// <summary> /// Allows rendering a dynamic template from a string template /// passing in a model. This is like rendering a partial /// but providing the input as a /// </summary> public virtual string RenderTemplate(string template,object model) { if (template == null) return string.Empty; // if there's no template markup if(!template.Contains("@")) return template; // use dynamic to get around generic type casting dynamic engine = Engine; string result = engine.RenderTemplate(template, model); if (result == null) throw new ApplicationException("RenderTemplate failed: " + engine.ErrorMessage); return result; } Prior to .NET 4.0  I would have had to use Reflection for this sort of thing which would have a been a heck of a lot more verbose, but dynamic makes this so much easier and cleaner and in this case at least the overhead is negliable since it's a single dynamic operation on an otherwise very complex operation call. Dynamic as  a Bailout Sometimes this sort of thing often reeks of a design flaw, and I agree that in hindsight this could have been designed differently. But as is often the case this particular scenario wasn't planned for originally and removing the generic signatures from the base type would break a ton of other code in the framework. Given the existing fairly complex engine design, refactoring an interface to remove generic types just to make this particular code work would have been overkill. Instead dynamic provides a nice and simple and relatively clean solution. Now if there were many other places where this occurs I would probably consider reworking the code to make this cleaner but given this isolated instance and relatively low profile operation use of dynamic seems a valid choice for me. This solution really works anywhere where you might end up with an inheritance structure that doesn't have a common base or interface that is sufficient. In the example above I know what I'm getting but there's no common base type that I can cast to. All that said, it's a good idea to think about use of dynamic before you rush in. In many situations there are alternatives that can still work with static typing. Dynamic definitely has some overhead compared to direct static access of objects, so if possible we should definitely stick to static typing. In the example above the application already uses dynamics extensively for dynamic page page templating and passing models around so introducing dynamics here has very little additional overhead. The operation itself also fires of a fairly resource heavy operation where the overhead of a couple of dynamic member accesses are not a performance issue. So, what's your experience with dynamic as a bailout mechanism? © Rick Strahl, West Wind Technologies, 2005-2012Posted in CSharp   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Visitor pattern and compiler code generation, how to get children attributes?

    - by LeleDumbo
    I'd like to modify my compiler's code generator to use visitor pattern since the current approach must use multiple conditional statement to check the real type of a child before generating the corresponding code. However, I have problems to get children attributes after they're visited. For instance, in binary expression I use this: LHSCode := GenerateExpressionCode(LHSNode); RHSCode := GenerateExpressionCode(RHSNode); CreateBinaryExpression(Self,LHS,RHS); In visitor pattern the visit method is usually void, so I can't get the expression code from LHS and RHS. Keeping shared global variables isn't an option since expression code generation is recursive thus could erase previous values kept in the variables. I'll just show the binary expression as this is the most complicated part (for now): function TLLVMCodeGenerator.GenerateExpressionCode( Expr: TASTExpression): TLLVMValue; var BinExpr: TASTBinaryExpression; UnExpr: TASTUnaryExpression; LHSCode, RHSCode, ExprCode: TLLVMValue; VarExpr: TASTVariableExpression; begin if Expr is TASTBinaryExpression then begin BinExpr := Expr as TASTBinaryExpression; LHSCode := GenerateExpressionCode(BinExpr.LHS); RHSCode := GenerateExpressionCode(BinExpr.RHS); case BinExpr.Op of '<': Result := FBuilder.CreateICmp(ccSLT, LHSCode, RHSCode); '<=': Result := FBuilder.CreateICmp(ccSLE, LHSCode, RHSCode); '>': Result := FBuilder.CreateICmp(ccSGT, LHSCode, RHSCode); '>=': Result := FBuilder.CreateICmp(ccSGE, LHSCode, RHSCode); '==': Result := FBuilder.CreateICmp(ccEQ, LHSCode, RHSCode); '<>': Result := FBuilder.CreateICmp(ccNE, LHSCode, RHSCode); '/\': Result := FBuilder.CreateAnd(LHSCode, RHSCode); '\/': Result := FBuilder.CreateOr(LHSCode, RHSCode); '+': Result := FBuilder.CreateAdd(LHSCode, RHSCode); '-': Result := FBuilder.CreateSub(LHSCode, RHSCode); '*': Result := FBuilder.CreateMul(LHSCode, RHSCode); '/': Result := FBuilder.CreateSDiv(LHSCode, RHSCode); end; end else if Expr is TASTPrimaryExpression then if Expr is TASTBooleanConstant then with Expr as TASTBooleanConstant do Result := FBuilder.CreateConstant(Ord(Value), ltI1) else if Expr is TASTIntegerConstant then with Expr as TASTIntegerConstant do Result := FBuilder.CreateConstant(Value, ltI32) else if Expr is TASTUnaryExpression then begin UnExpr := Expr as TASTUnaryExpression; ExprCode := GenerateExpressionCode(UnExpr.Expr); case UnExpr.Op of '~': Result := FBuilder.CreateXor( FBuilder.CreateConstant(1, ltI1), ExprCode); '-': Result := FBuilder.CreateSub( FBuilder.CreateConstant(0, ltI32), ExprCode); end; end else if Expr is TASTVariableExpression then begin VarExpr := Expr as TASTVariableExpression; with VarExpr.VarDecl do Result := FBuilder.CreateVar(Ident, BaseTypeLLVMTypeMap[BaseType]); end; end; Hope you understand it :)

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  • Slides and code for MPI Cluster Debugger

    I've blogged before about the MPI Cluster Debugger in VS2010 that facilitates launching the application on the cluster and attaching the debugger (btw, a shorter version of the screencast I link to there, is here).There have been requests for the code I use in the screencast, so please find a ZIP with that code.There have also been requests for a PowerPoint deck to use when showing this feature to others. Feel free to download some slides I threw together the other day. Comments about this post welcome at the original blog.

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  • Migrating from VBA Excel 2003

    - by Krazy_Kaos
    I have a series of big excel files that work like a program, but I hate beeing tied up (stuck in VBA for excel 2003), so... Whats the best way to implement a gui over a excel vba program (office 2003)? (are there any tools for that... I want to move away from the office suite, but still have it in the background) Or what's the easiest alternative for migrating this code to a more open language. Any ideias?

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  • How do I (tactfully) tell my project manager or lead developer that the project's codebase needs serious work?

    - by Adam Maras
    I just joined a (relatively) small development team that's been working on a project for several months, if not a year. As with most developer joining a project, I spent my first couple of days reviewing the project's codebase. The project (a medium- to large-sized ASP.NET WebForms internal line of business application) is, for lack of a more descriptive term, a disaster. There are three immediately noticeable problems with the coding standards: The standard is very loose. It describes more of what not to do (don't use Hungarian notation, etc..) than what to do. The standard isn't always followed. There are inconsistencies with the code formatting everywhere. The standard doesn't follow Microsoft's style guidelines. In my opinion, there's no value in deviating from the guidelines that were set forth by the developer of the framework and the largest contributor to the language specification. As for point 3, perhaps it bothers me more because I've taken the time to get my MCPD with a focus on web applications (specifically, ASP.NET). I'm also the only Microsoft Certified Professional on the team. Because of what I learned in all of my schooling, self-teaching, and on-the-job learning (including my preparation for the certification exams) I've also spotted several instances in the project's code where things are simply not done in the best way. I've only been on this team for a week, but I see so many issues with their codebase that I imagine I'll be spending more time fighting with what's already written to do things in "their way" than I would if I were working on a project that, for example, followed more widely accepted coding standards, architecture patterns, and best practices. This brings me to my question: Should I (and if so, how do I) propose to my project manager and team lead that the project needs to be majorly renovated? I don't want to walk into their office, waving my MCTS and MCPD certificates around, saying that their project's codebase is crap. But I also don't want to have to stay silent and have to write kludgey code atop their kludgey code, because I actually want to write quality software and I want the end product to be stable and easily maintainable.

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  • Philly.NET Code Camp

    - by Steve Michelotti
    This Saturday I will be at the Philly.NET Code Camp presenting C# 4.0.  The code camp is currently registered to capacity (800 attendees) but you will be able to view certain presentations on a Live Meeting simulcast (and later on Channel 9).  You can tune it at 3:30PM Eastern time to view my presentation. The attendee URL is here.

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  • 4th Annual Hartford Code Camp - The Code Camp Manifesto lives on!

    - by SB Chatterjee
    It is amazing that Thom Robbins' blog posting back in December 2004 laid the foundation of the Code Camps that have grown world-wide - there is at least one every week-end in some country (unscientific tweets stats sampling). This week end, we at the Connecticut .NET Developers Group had the 4th Annual Hartford Code Camp and it was well attended with 120+ attendees with ~30 sessions. Our thanks to the Speakers from near and far who made our event a success.

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  • ASP.NET MVC 2 actionlink breaking after migration from MVC version 1

    - by thermal7
    Hi, I am migrating my application from asp.net mvc to mvc version 2 and am having the following issue. I have paging links << < that I include in each page. Like so: <% Html.RenderPartial("PagingControl", Model); %> They exist in an ascx file as follows. <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<BankingDB.Controllers.Utility.IPagedSortedObject>" %> <div class="paging"> <div class="previous-paging"> <!- error!! -><%= Model.HasPreviousPage ? Html.ActionLink("<<", "Index", Model.buildParams(1)) : "<<"%> <%= Model.HasPreviousPage ? Html.ActionLink("<", "Index", Model.buildParams(Model.PreviousPageIndex)) : "<"%> </div> <div class="paging-details"> Showing records <%= Model.BaseRecordIndex %> to <%= Model.MaxRecordIndex %> of <%= Model.TotalRecordCount %> </div> <div class="next-paging"> <%= Model.HasNextPage ? Html.ActionLink(">", "Index", Model.buildParams(Model.NextPageIndex)) : ">"%> <%= Model.HasNextPage ? Html.ActionLink(">>", "Index", Model.buildParams(Model.PageCount)) : ">>"%> </div> </div> When I try to access the page I get the error: CS0173: Type of conditional expression cannot be determined because there is no implicit conversion between 'System.Web.Mvc.MvcHtmlString' and 'string' The error is marked above and appears to be with the action link. Including the controller name doesn't help. Any ideas?

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  • mvc2 migration issue

    - by Sefer KILIÇ
    i migrate my mvc1 project to mvc2. my jquery json result function does not work anymore. have any idea ? aspx $.getJSON('Customer/GetWarningList/0', function(jsonResult) { $.each(jsonResult, function(i, val) { $('#LastUpdates').prepend(jsonResult[i].Url); }); }); controller public JsonResult GetWarningList(string id) { List<WarningList> OldBck = new List<WarningList>(); return this.Json(OldBck); }

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  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

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  • SQL Server to PostgreSQL - Migration and design concerns

    - by youwhut
    Currently migrating from SQL Server to PostgreSQL and attempting to improve a couple of key areas on the way: I have an Articles table: CREATE TABLE [dbo].[Articles]( [server_ref] [int] NOT NULL, [article_ref] [int] NOT NULL, [article_title] [varchar](400) NOT NULL, [category_ref] [int] NOT NULL, [size] [bigint] NOT NULL ) Data (comma delimited text files) is dumped on the import server by ~500 (out of ~1000) servers on a daily basis. Importing: Indexes are disabled on the Articles table. For each dumped text file Data is BULK copied to a temporary table. Temporary table is updated. Old data for the server is dropped from the Articles table. Temporary table data is copied to Articles table. Temporary table dropped. Once this process is complete for all servers the indexes are built and the new database is copied to a web server. I am reasonably happy with this process but there is always room for improvement as I strive for a real-time (haha!) system. Is what I am doing correct? The Articles table contains ~500 million records and is expected to grow. Searching across this table is okay but could be better. i.e. SELECT * FROM Articles WHERE server_ref=33 AND article_title LIKE '%criteria%' has been satisfactory but I want to improve the speed of searching. Obviously the "LIKE" is my problem here. Suggestions? SELECT * FROM Articles WHERE article_title LIKE '%criteria%' is horrendous. Partitioning is a feature of SQL Server Enterprise but $$$ which is one of the many exciting prospects of PostgreSQL. What performance hit will be incurred for the import process (drop data, insert data) and building indexes? Will the database grow by a huge amount? The database currently stands at 200 GB and will grow. Copying this across the network is not ideal but it works. I am putting thought into changing the hardware structure of the system. The thought process of having an import server and a web server is so that the import server can do the dirty work (WITHOUT indexes) while the web server (WITH indexes) can present reports. Maybe reducing the system down to one server would work to skip the copying across the network stage. This one server would have two versions of the database: one with the indexes for delivering reports and the other without for importing new data. The databases would swap daily. Thoughts? This is a fantastic system, and believe it or not there is some method to my madness by giving it a big shake up. UPDATE: I am not looking for help with relational databases, but hoping to bounce ideas around with data warehouse experts.

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  • More Chicago Code Camp Information

    - by Tim Murphy
    It seems the guys have posted the venue.  The Chicago Code Camp will be held at the Illinois Institute of Technology on May 1, 2010.  Sign up and join in. IIT- Stuart Building 10 West 31st Chicago, IL 60616   del.icio.us Tags: Chicago Code Camp

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  • Structuring multi-threaded programs

    - by davidk01
    Are there any canonical sources for learning how to structure multi-threaded programs? Even with all the concurrency utility classes that Java provides I'm having a hard time properly structuring multi-threaded programs. Whenever threads are involved my code becomes very brittle, any little change can potentially break the program because the code that jumps back and forth between the threads tends to be very convoluted.

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • What's the best book for coding conventions?

    - by Joschua
    What's the best book about coding conventions (and perhaps design patterns), that you highly recommend (at best code samples in Python, C++ or Java)? It would be good, if the book (or just another) also covers the topics project management and agile software development if appropriate (for example how projects fail through spaghetti code). I will accept the answer with the book(s) (maximum two books per answer, please), that looks the most interesting, because the reading might take a while :)

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  • Bill Gates et Mark Zuckerberg vont enseigner la programmation à travers l'initiative Code.org

    Bill Gates et Zuckerberg rejoignent la campagne Hour of code une initiative de code.org destinée à apprendre la programmation aux plus jeunesLa moisson est abondante pour le vaste marché de l'emploi aux États-Unis, mais les ouvriers sont peu nombreux. Le « Bureau of Labor Statistics » américain estime que les années à venir devraient donner naissance à près de 122 000 opportunités d'emploi en relation avec l'informatique. La condition requise pour postuler à ces offres sera d'avoir au minimum...

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