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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • What is the meaning of 'high cohesion'?

    - by Max
    I am a student who recently joined a software development company as an intern. Back at the university, one of my professors used to say that we have to strive to achieve "Low coupling and high cohesion". I understand the meaning of low coupling. It means to keep the code of separate components separately, so that a change in one place does not break the code in another. But what is meant by high cohesion. If it means integrating the various pieces of the same component well with each other, I dont understand how that becomes advantageous. What is meant by high cohesion? Can an example be explained to understand its benefits?

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  • Caching factory design

    - by max
    I have a factory class XFactory that creates objects of class X. Instances of X are very large, so the main purpose of the factory is to cache them, as transparently to the client code as possible. Objects of class X are immutable, so the following code seems reasonable: # module xfactory.py import x class XFactory: _registry = {} def get_x(self, arg1, arg2, use_cache = True): if use_cache: hash_id = hash((arg1, arg2)) if hash_id in _registry: return _registry[hash_id] obj = x.X(arg1, arg2) _registry[hash_id] = obj return obj # module x.py class X: # ... Is it a good pattern? (I know it's not the actual Factory Pattern.) Is there anything I should change? Now, I find that sometimes I want to cache X objects to disk. I'll use pickle for that purpose, and store as values in the _registry the filenames of the pickled objects instead of references to the objects. Of course, _registry itself would have to be stored persistently (perhaps in a pickle file of its own, in a text file, in a database, or simply by giving pickle files the filenames that contain hash_id). Except now the validity of the cached object depends not only on the parameters passed to get_x(), but also on the version of the code that created these objects. Strictly speaking, even a memory-cached object could become invalid if someone modifies x.py or any of its dependencies, and reloads it while the program is running. So far I ignored this danger since it seems unlikely for my application. But I certainly cannot ignore it when my objects are cached to persistent storage. What can I do? I suppose I could make the hash_id more robust by calculating hash of a tuple that contains arguments arg1 and arg2, as well as the filename and last modified date for x.py and every module and data file that it (recursively) depends on. To help delete cache files that won't ever be useful again, I'd add to the _registry the unhashed representation of the modified dates for each record. But even this solution isn't 100% safe since theoretically someone might load a module dynamically, and I wouldn't know about it from statically analyzing the source code. If I go all out and assume every file in the project is a dependency, the mechanism will still break if some module grabs data from an external website, etc.). In addition, the frequency of changes in x.py and its dependencies is quite high, leading to heavy cache invalidation. Thus, I figured I might as well give up some safety, and only invalidate the cache only when there is an obvious mismatch. This means that class X would have a class-level cache validation identifier that should be changed whenever the developer believes a change happened that should invalidate the cache. (With multiple developers, a separate invalidation identifier is required for each.) This identifier is hashed along with arg1 and arg2 and becomes part of the hash keys stored in _registry. Since developers may forget to update the validation identifier or not realize that they invalidated existing cache, it would seem better to add another validation mechanism: class X can have a method that returns all the known "traits" of X. For instance, if X is a table, I might add the names of all the columns. The hash calculation will include the traits as well. I can write this code, but I am afraid that I'm missing something important; and I'm also wondering if perhaps there's a framework or package that can do all of this stuff already. Ideally, I'd like to combine in-memory and disk-based caching.

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  • High CPU usage on Pong clone

    - by max
    I just made my first game, a clone of Pong, using OpenGL and C++. But its using ~50% of the CPU, which I guess is very high for a game like this. How can I improve that? Can you please look up my code and tell me what all things I am doing wrong? Any feedback is welcome. http://pastebin.com/L5zE3axh Also it would be extremely helpful if you give some general points on how to develop games in OpenGL efficiently.. Thanks in advance!

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  • We are moving an Access based corporate front-end into a Web-based App

    - by Max Vernon
    We have an enterprise application with a front end written in Microsoft Access 2003 that has evolved over the past 6 years. The back end data, and a fair amount of back-end logic is contained within several Microsoft SQL Server databases. This front end app consists of around 180 forms, and over 120,000 lines of code, and interacts with VB.Net DLLs that support various critical functions used by our sales force. The current system makes use of 3 monitors to display various information; the Access app uses COM+ to control Microsoft Outlook and Internet Explorer for various purposes. The Access front end sometimes occupies 2 screens, automatically resizing itself based on Windows API-reported screen dimensions. The app also uses a Google map to present data to our agents, and allows two-way interactivity with the map through COM+ connectivity to JavaScript contained in the Google map. At the urging of senior management, we are looking to completely rewrite this application using some web-based technology, such as ASP.Net or perhaps a LAMP stack (the thinking with the LAMP stack thing is "free" is pretty cheap). We want to move to a web-based app so we can eliminate the dependency on our physical location for hiring new sales force members. Currently, our main office is full to capacity, and we need to continue growing the company. Does anyone have any thoughts on what would be the best technology to use for a web-based app of this magnitude? Keeping in mind the app is dependent on back-end services on our existing infrastructure. The app handles financial data and personal customer data, among other things. [I've looked at Best practices for moving large MS Access application towards .Net? and read the answers, and most of the comments. Interesting reading, and has some valid points, but our C.O.O. and contracted Software Architect are pushing for a full web-based app, not a .Net Windows App]

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  • how to get the update manager window visible?

    - by Max Waterman
    I can see from the launcher that the Update Manager is running - it has the little triangle by it. However, I am having trouble seeing the window. If I click on it from one desktop, it switches to another, so I assume that the Update Manager has its window on that other desktop, but it still doesn't show anything. If I click alt-tab to switch between apps, I can see that the Update Manager is there, but selecting it just shows me a blank screen. Also, when I select it, while still holding the alt-key, I see the top menu bar switch to 'Update Manager', but when I release alt, it changes back to Ubuntu Desktop. It's almost like the app is off the screen somewhere, perhaps with just a single pixel showing or something like that. disclaimer: One thing that might be affecting things is that I have 'focus follows mouse' configured, which makes things a bit funky with the menu not being on the window, where it should be (perhaps there's a way to put it back with the window?) - I like to be able to type into background windows, and manually control which window is in the foreground.

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  • How can I view localized versions of my site?

    - by Max Vernon
    We are adding internationalization to our site. We are getting the client's IP address from the headers and looking it up against the IP2location database to get the client's country. Several of our clients reported seeing a blank page over the weekend. We'd like to be able to get screenshots or use a browser from many different countries on an ongoing basis for testing code changes. I need to know what the site looks like when accessed from various countries since there are several elements that vary by country. I've used Tor and Vidalia, along with the Tor customized Firefox browser however it appears the CSS is getting mangled. I have also used http://webpagetest.org to check the site, however the screenshot it gives is too small to be really useful. Is there a site or a service I can use to get screenshots or interact with my website from various countries?

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  • Ubuntu 13.04 freezes after boot or suspend (every other time)

    - by Max
    I'm running 13.04 on Asus UL30A Process: Genuine Intel® CPU U7300 @ 1.30GHz × 2 Graphics: Mobile Intel® GM45 Express Chipset OS type: 64-bit Everything completely freezes after every other a boot or suspend. No keyboard or mouse. It happens every other time. It freezes, I reboot and it works work. Next time I will reboot, it will freeze again. This never happened with 12.10. Any advice on how to fix this?

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  • How do I change my PYTHONPATH to make 3,2 my default Python instead of 2.7.2?

    - by max
    I have python3.2 located in /usr/lib/python3.2. I am not sure if that means it's installed but I assume it is for now. Some facts about my system: $ which python /usr/local/bin/python When I type python in terminal I get the following $ python Python 2.7.2 (default, Dec 19 2011, 11:12:13) [GCC 4.4.3] on linux2 Type "help", "copyright", "credits" or "license" for more information. Then to find the path I do >>> sys.info >>> sys.path ['', '/usr/local/lib/python2.7/site-packages/setuptools-0.6c11-py2.7.egg', '/usr/local/lib/python2.7/site-packages/pip-1.0.2-py2.7.egg', '/usr/local/lib/python2.7/site-packages/PIL-1.1.7-py2.7-linux-x86_64.egg', '/usr/local/lib/python27.zip', '/usr/local/lib/python2.7', '/usr/local/lib/python2.7/plat-linux2', '/usr/local/lib/python2.7/lib-tk', '/usr/local/lib/python2.7/lib-old', '/usr/local/lib/python2.7/lib-dynload', '/usr/local/lib/python2.7/site-packages'] So knowing all of this, how do I change my default system python from 2.7.2 to 3.2?

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  • How to make Gmail open when clicking mailto: links in the same browser it is clicked in under Unity Ubuntu 12.04?

    - by max
    I just installed 12.04 and when clicking mailto: links Thunderbird opens. I want Gmail to open in the browser that the mailto: link is clicked. So if I am in Firefox and click a mailto: link a new FF tab opens with Gmailloaded. And if I am in Chrome and click a mailto: link then a new Chrome tab opens up with Gmail loaded. Is there a way to do this via some script? Or would I need to set this in some system settings?

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  • emacs keybindings

    - by Max
    I read a lot about vim and emacs and how they make you much more productive, but I didn't know which one to pick. Finally when I decided to teach myself common lisp, the decision was straight forward: everybody says that there's no better editor for common lisp, than emacs + slime. So I started with emacs tutorial and immediately I ran into something that seems very unproductive to me. I'm talking about key bindings for cursor keys: forward/backward: Ctrl+f, Ctrl+b up/down: Ctrl+p, Ctrl+n I find these bindings very strange. I assume that fingers should be on their home rows (am I wrong here?), so to move cursor forward or backward I should use my left index finger and for up and down right pinky and right index fingers. When working with any of Windows IDEs and text editors to navigate text I usually place my right hand in a position so that my thumb is on the right ctrl and my index, ring and middle fingers are on the cursor keys. From this position it is very easy and comfortable to move cursor: I can do one-character moves with my 3 right fingers, or I can press ctrl with my right thumb and do word-moves instead. Also I can press shift with my left pinky and do single-character or word selections. Also it is a very comfortable position to reach PgUp, PgDn, Home, End, Delete and Backspace keys with my right hand. So I have even more navigation and selection possibilities. I understand that the decision not to use cursor keys is to allow one to use emacs to connect to remote terminal sessions, where these keys are not supported, but I still find the choice of cursor keys very unfortunate. Why not to use j, k, i, l instead? This way I could use my right hand without much finger stretching. So how is emacs more productive? What am I doing wrong?

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  • Cloning Oracle E-Business Suite Release 12.2 on Real Application Clusters

    - by Max Arderius
    We are pleased to announce the certification of Rapid Clone with Oracle E-Business Suite Release 12.2 on systems running Real Application Clusters (RAC). A new cloning procedure for Oracle E-Business Suite 12.2 has been published in the following My Oracle Support document: Cloning Oracle E-Business Suite Release 12.2 RAC Enabled Systems with Rapid Clone (Note 1679270.1) Please review that document for all required patches and prerequisites. Related Documents 1383621.1 : Cloning Oracle Applications Release 12.2 with Rapid Clone 1583092.1 : Oracle E-Business Suite Release 12.2: Suite-Wide Rollup and AD/TXK Delta Information 1617461.1 : Applying R12.AD.C.Delta.4 and R12.TXK.C.Delta.4 Release Update Packs

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  • Realtek 8188ce stops working after 2minutes

    - by Max M
    I am using ubuntu 12.10 on an hp dm4-2191us via wubi with the Realtek 8188ce wifi adapter. Everything works very well with the exception of the wifi. I have used wicd and it didn't worked at all so i went back to Network Manager with variable success. It works for 30 min - 2 min before i have to reconnect to get it to work again. I would really like to use Ubuntu (it is a better platform in my opinion) but no wifi could really be a deal breaker.

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  • Should I make up my own HTTP status codes? (a la Twitter 420: Enhance Your Calm)

    - by Max Bucknell
    I'm currently implementing an HTTP API, my first ever. I've been spending a lot of time looking at the Wikipedia page for HTTP status codes, because I'm determined to implement the right codes for the right situations. Listed on that page is a code with number 420, which is a custom code that Twitter used to use for rate limiting. There is already a code for rate limiting, though. It's 429. This led me to wonder why they would set a custom one, when there is already a use case. Is that just being cute? And if so, then which circumstances would make it acceptable to return a different status code, and what, if any problems may clients have with it? I read somewhere that Mozilla doesn't implement the joke 418: I’m a teapot response, which makes me think that clients choose which status codes they implement. If that's true, then I can imagine Twitter's funny little enhance your calm code being problematic. Unless I'm mistaken, and we can appropriate any code number to mean whatever we like, and that only convention dictates that 404 means not found, and 429 means take it easy.

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  • Ubuntu 12.10 install freezes at configuring hardware

    - by Max Keener
    I'm installing Ubuntu 12.10 (64 bit) from a bootable USB stick. At first I had trouble with a black screen after selecting 'install ubuntu'. I added nomodeset and xforcevesa to the options to fix that problem. Now when installing, it hangs at 'Configuring Hardware', specifically at ubuntu ubiquity: update-initramfs: Generating /boot/initrd.img-3.5.0-17-generic Specs: Asus UX32a DB51 Intel Core i5 3317U 1.7 GHz 4GB DDR3 RAM intel hd 4000 graphics 500 GB harddrive with 25 GB sandisk ssd I'm trying to install Ubuntu by itself right now on the SSD. I made custom partitions (100 mb EFI boot partition, 4GB swap space, 20GB ext4 mounted on '/') I've tried re-downloading the ubuntu iso and creating a new boot image on my flash drive and it results in the same problem. Thanks in advance for the help!

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  • Learning how to design knowledge and data flow [closed]

    - by max
    In designing software, I spend a lot of time deciding how the knowledge (algorithms / business logic) and data should be allocated between different entities; that is, which object should know what. I am asking for advice about books, articles, presentations, classes, or other resources that would help me learn how to do it better. I code primarily in Python, but my question is not really language-specific; even if some of the insights I learn don't work in Python, that's fine. I'll give a couple examples to clarify what I mean. Example 1 I want to perform some computation. As a user, I will need to provide parameters to do the computation. I can have all those parameters sent to the "main" object, which then uses them to create other objects as needed. Or I can create one "main" object, as well as several additional objects; the additional objects would then be sent to the "main" object as parameters. What factors should I consider to make this choice? Example 2 Let's say I have a few objects of type A that can perform a certain computation. The main computation often involves using an object of type B that performs some interim computation. I can either "teach" A instances what exact parameters to pass to B instances (i.e., make B "dumb"); or I can "teach" B instances to figure out what needs to be done when looking at an A instance (i.e., make B "smart"). What should I think about when I'm making this choice?

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  • How do non-coders do simple local templating to avoid redundant HTML? [closed]

    - by Max Cantor
    I'm a web developer. When I start designing a site, I use a framework to handle templating for me, even if it's just rack + erubis. What do non-developers do? If you want to implement a site in HTML and CSS without a framework running on a webserver, without frames, and without WYSYWIG tools like Dreamweaver... how do you avoid copy-and-pasting the HTML of your navigation (for example) on every single page you're writing? I feel stupid asking this because it seems like their must be an obvious answer, but for the life of me, I can't think of one right now.

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  • Can casper use a squashfs in the initrd?

    - by Max Brustkern
    I've built a very large initrd containing a full squashfs from a desktop image, and used it to boot a machine over PXE. Unfortunately, casper cannot seem to locate the squashfs, since it's not present on any of the block devices it scans. Is there some way I can force it to check the initrd, or point to a filesystem location there in the bootfrom parameter? I've tried using bootfrom=/ with the casper directory in the root of the initrd, and that didn't seem to work.

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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  • Guidelines for creating referentially transparent callables

    - by max
    In some cases, I want to use referentially transparent callables while coding in Python. My goals are to help with handling concurrency, memoization, unit testing, and verification of code correctness. I want to write down clear rules for myself and other developers to follow that would ensure referential transparency. I don't mind that Python won't enforce any rules - we trust ourselves to follow them. Note that we never modify functions or methods in place (i.e., by hacking into the bytecode). Would the following make sense? A callable object c of class C will be referentially transparent if: Whenever the returned value of c(...) depends on any instance attributes, global variables, or disk files, such attributes, variables, and files must not change for the duration of the program execution; the only exception is that instance attributes may be changed during instance initialization. When c(...) is executed, no modifications to the program state occur that may affect the behavior of any object accessed through its "public interface" (as defined by us). If we don't put any restrictions on what "public interface" includes, then rule #2 becomes: When c(...) is executed, no objects are modified that are visible outside the scope of c.__call__. Note: I unsuccessfully tried to ask this question on SO, but I'm hoping it's more appropriate to this site.

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  • Where can I find Ad Networks with single liner Ads?

    - by MaX
    I've developed a site that serves pure HTML Weather widgets (and they are great looking too). Just after two months I am generating 1.25K hits monthly (Google Analytics). Now I want to generate some money out of it. You can check my service out on Here . I am looking for affiliate or an Ads service that can I can hookup within but there is a twist in story. I want single liner text Ad in a particular location otherwise widgets will look rubbish, see this snapshot: Plus I have some unique places in my site to place some banner ads as well, Here are existing set of services that I've already tried: Ad Sense, doesn't allow or have such formats of methods. Peefly provides you with straight links works best but I recorded some clicks (Through Google Events) and they didn't show me any, plus it introduces overhead of manually going and choosing your links. BidVertise totally rubbish opens popups and what not, makes site look like spam I am new to this ad stuff so have a limited knowledge. Suggestions please? I have one more place in Forecast but I want to start simple. P.S. I also have a MetroUI like widget coming in the pipeline but its not ready yet.

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  • Using git (or any version control) regarding migration from one language to another [on hold]

    - by Max Benin
    I'm polishing an old project that i released some years ago, and the main purpose on that, is to arrange some folder structures and port the entire code from actionscript to haxe. All the game features, assets and design will remain the same. I have some doubts regarding versioning the project in this circumstance. Assuming that the only thing that will be drastically changed is the code migration, is it correct maintaining the new project changes on the same repository ? I was thinking in tagging it something like V1.1 or Branch the entire project. But i'm afraid that i'm gonna deviate from the versioning patterns. How can i use this version control issue in the best practice way ? Thanks.

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  • Should a standard include header be specified in each file or as a compiler parameter?

    - by Max
    I've got a file such as this: #ifndef STDINCLUDE #define STDINCLUDE #include <memory> #include <stdexcept> #endif I want this file to be included in every header file, because I use stuff from those headers so much. Is it preferable to include this via compiler options (-I stdinclude.hpp), or should I physically include them in each header? (#include <stdinclude>). Note that I am attempting to be cross-platform-minded. I use cmake to serve atleast Unix and Windows.

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