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  • Platform Builder: Building Cloned Code from Multiple OS Versions

    - by Bruce Eitman
    My career goal is to delete more code than I write, and so far I have been fairly successful. But of course once in a while I need to clone code from the public tree which is contrary to my goal. Usually what follows is a new OS release. To help reach my goal, my team uses the same BSP code for multiple versions of the OS. That means that we need to handle the cloned code so that the correct code builds for the OS version that we are working on. To handle this we could use SKIPBUILD in the sources file, but that gets messy if the cloned code contains multiple folders. The solution that we use is to have a parent folder with subfolders that contain the OS version number. Example: PM |-PM500 |-PM600 |-PM700 The version number corresponds to the environment variable _WINCEOSVER. Then we have a simple DIRS file in the parent folder: DIRS=PM$( _WINCEOSVER) Which automatically selects the folder that goes with the OS version that we are building.   Copyright © 2010 – Bruce Eitman All Rights Reserved

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  • Lightweight PHP/HTML/CSS editor with code browser

    - by Nisto
    I'm looking for a freeware editor which has; syntax highlighting and a code browser (or code suggestions/hints). Preferably freeware license! I've tried out quite a few editors, but a lot of them are unfortunately very resource heavy and provides a lot more functions than I ever needed. So far, there's two editors that I really like, and is lightweight: jEdit and Notepad++. Although, unfortunately... Notepad++ doesn't have code browser support for both control structures and functions for PHP. Also, there's no code browser for HTML... I really liked jEdit as well, but there doesn't seem to be a code browser for it. Except for maybe Completion, but it's a bothersome plugin, and doesn't show the code browser unless you type something in and press CTRL+B. Other editors I've tried, but wasn't satisfied with: Adobe Dreamweaver CodeLobster PHP Edition Aptana Studio Komodo Edit EditPlus BlueFish PHP Designer 2007 - Personal PhpStorm Scriptly Eclipse UltraEdit Notepad2 EditPad Pro Rapid PHP EDIT I'm using Windows XP

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  • How often is software speed evident in the eyes of customers?

    - by rwong
    In theory, customers should be able to feel the software performance improvements from first-hand experience. In practice, sometimes the improvements are not noticible enough, such that in order to monetize from the improvements, it is necessary to use quotable performance figures in marketing in order to attract customers. We already know the difference between perceived performance (GUI latency, etc) and server-side performance (machines, networks, infrastructure, etc). How often is it that programmers need to go the extra length to "write up" performance analyses for which the audience is not fellow programmers, but managers and customers?

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  • CPU Architecture and floating-point math

    - by Jo-Herman Haugholt
    I'm trying to wrap my head around some details about how floating point math is performed on the CPU, trying to better understand what data types to use etc. I think I have a fairly good understanding of how integer math is performed. If I've understood correctly, and disregarding SIMD, a 32-bit CPU will generally perform integer math at at least 32-bit precision etc. Is it correct that floating-point math is dependent on the presence of a FPU? And that the FPU on the x86 is 80-bit, so floating point math is performed at this precision unless using SIMD? What about ARM?

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  • How does whitespace affect Python code?

    - by Codereview
    I've started programming about a year ago, I've learned the C and C++ languages and bits of Java. Recently I've started to learn the Python language (Notable: I'm using the Eclipse IDE). I'm used to formatting my code with whitespace, placing statements a bit to the right of my code for easier readability. Since I started working with Python it seems whitespace is a problem, I get some unnecessary whitespace warnings, and my code gets underlined (In eclipse). After a while I figured Python is very restrictive about whitespace for some reason, so I've been looking for the effects of whitespace on Python code. How does it affect the code? Does the code work different with unnecessary whitespace?

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • How to go about unused CSS issues

    - by Saif Bechan
    I am running some speedtests on a blog, and I always get complaints about unused CSS. But this is not CSS that I never use, it is just not used on that particular page. Now I work in a structured way, but there still has to be some CSS in the file that will not be used, because you need it on another page. I do not think that using different CSS files on different pages is the way to go, I think you are much better off just creating one big file that can be cached. Now is there an elegant way of dealing with this, or do you just stick with it.

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • Why is design by contract considered an alternative to the pseudo programming process?

    - by zoopp
    Right now I'm reading Code Complete by Steve McConnell and in chapter 9 he talks about the Pseudo Programming Process (PPP). From what I've understood, the PPP is a way of programming in which the programmer first writes the pseudo code for the routine he's working on, then refines it up to the point where pretty much each pseudo code line can be implemented in 1-3 lines of code, then writes the code in the designated programming language and finally the pseudo code is saved as comments for the purpose of documenting the routine. In chapter 9.4 the author mentions alternatives to the PPP, one of which is 'design by contract'. In design by contract you basically assert preconditions and postconditions of each routine. Now why would that be considered an alternative? To me it seems obvious that I should use both techniques at the same time and not chose one over the other.

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  • Code Reuse is (Damn) Hard

    - by James Michael Hare
    Being a development team lead, the task of interviewing new candidates was part of my job.  Like any typical interview, we started with some easy questions to get them warmed up and help calm their nerves before hitting the hard stuff. One of those easier questions was almost always: “Name some benefits of object-oriented development.”  Nearly every time, the candidate would chime in with a plethora of canned answers which typically included: “it helps ease code reuse.”  Of course, this is a gross oversimplification.  Tools only ease reuse, its developers that ultimately can cause code to be reusable or not, regardless of the language or methodology. But it did get me thinking…  we always used to say that as part of our mantra as to why Object-Oriented Programming was so great.  With polymorphism, inheritance, encapsulation, etc. we in essence set up the concepts to help facilitate reuse as much as possible.  And yes, as a developer now of many years, I unquestionably held that belief for ages before it really struck me how my views on reuse have jaded over the years.  In fact, in many ways Agile rightly eschews reuse as taking a backseat to developing what's needed for the here and now.  It used to be I was in complete opposition to that view, but more and more I've come to see the logic in it.  Too many times I've seen developers (myself included) get lost in design paralysis trying to come up with the perfect abstraction that would stand all time.  Nearly without fail, all of these pieces of code become obsolete in a matter of months or years. It’s not that I don’t like reuse – it’s just that reuse is hard.  In fact, reuse is DAMN hard.  Many times it is just a distraction that eats up architect and developer time, and worse yet can be counter-productive and force wrong decisions.  Now don’t get me wrong, I love the idea of reusable code when it makes sense.  These are in the few cases where you are designing something that is inherently reusable.  The problem is, most business-class code is inherently unfit for reuse! Furthermore, the code that is reusable will often fail to be reused if you don’t have the proper framework in place for effective reuse that includes standardized versioning, building, releasing, and documenting the components.  That should always be standard across the board when promoting reusable code.  All of this is hard, and it should only be done when you have code that is truly reusable or you will be exerting a large amount of development effort for very little bang for your buck. But my goal here is not to get into how to reuse (that is a topic unto itself) but what should be reused.  First, let’s look at an extension method.  There’s many times where I want to kick off a thread to handle a task, then when I want to reign that thread in of course I want to do a Join on it.  But what if I only want to wait a limited amount of time and then Abort?  Well, I could of course write that logic out by hand each time, but it seemed like a great extension method: 1: public static class ThreadExtensions 2: { 3: public static bool JoinOrAbort(this Thread thread, TimeSpan timeToWait) 4: { 5: bool isJoined = false; 6:  7: if (thread != null) 8: { 9: isJoined = thread.Join(timeToWait); 10:  11: if (!isJoined) 12: { 13: thread.Abort(); 14: } 15: } 16: return isJoined; 17: } 18: } 19:  When I look at this code, I can immediately see things that jump out at me as reasons why this code is very reusable.  Some of them are standard OO principles, and some are kind-of home grown litmus tests: Single Responsibility Principle (SRP) – The only reason this extension method need change is if the Thread class itself changes (one responsibility). Stable Dependencies Principle (SDP) – This method only depends on classes that are more stable than it is (System.Threading.Thread), and in itself is very stable, hence other classes may safely depend on it. It is also not dependent on any business domain, and thus isn't subject to changes as the business itself changes. Open-Closed Principle (OCP) – This class is inherently closed to change. Small and Stable Problem Domain – This method only cares about System.Threading.Thread. All-or-None Usage – A user of a reusable class should want the functionality of that class, not parts of that functionality.  That’s not to say they most use every method, but they shouldn’t be using a method just to get half of its result. Cost of Reuse vs. Cost to Recreate – since this class is highly stable and minimally complex, we can offer it up for reuse very cheaply by promoting it as “ready-to-go” and already unit tested (important!) and available through a standard release cycle (very important!). Okay, all seems good there, now lets look at an entity and DAO.  I don’t know about you all, but there have been times I’ve been in organizations that get the grand idea that all DAOs and entities should be standardized and shared.  While this may work for small or static organizations, it’s near ludicrous for anything large or volatile. 1: namespace Shared.Entities 2: { 3: public class Account 4: { 5: public int Id { get; set; } 6:  7: public string Name { get; set; } 8:  9: public Address HomeAddress { get; set; } 10:  11: public int Age { get; set;} 12:  13: public DateTime LastUsed { get; set; } 14:  15: // etc, etc, etc... 16: } 17: } 18:  19: ... 20:  21: namespace Shared.DataAccess 22: { 23: public class AccountDao 24: { 25: public Account FindAccount(int id) 26: { 27: // dao logic to query and return account 28: } 29:  30: ... 31:  32: } 33: } Now to be fair, I’m not saying there doesn’t exist an organization where some entites may be extremely static and unchanging.  But at best such entities and DAOs will be problematic cases of reuse.  Let’s examine those same tests: Single Responsibility Principle (SRP) – The reasons to change for these classes will be strongly dependent on what the definition of the account is which can change over time and may have multiple influences depending on the number of systems an account can cover. Stable Dependencies Principle (SDP) – This method depends on the data model beneath itself which also is largely dependent on the business definition of an account which can be very inherently unstable. Open-Closed Principle (OCP) – This class is not really closed for modification.  Every time the account definition may change, you’d need to modify this class. Small and Stable Problem Domain – The definition of an account is inherently unstable and in fact may be very large.  What if you are designing a system that aggregates account information from several sources? All-or-None Usage – What if your view of the account encompasses data from 3 different sources but you only care about one of those sources or one piece of data?  Should you have to take the hit of looking up all the other data?  On the other hand, should you have ten different methods returning portions of data in chunks people tend to ask for?  Neither is really a great solution. Cost of Reuse vs. Cost to Recreate – DAOs are really trivial to rewrite, and unless your definition of an account is EXTREMELY stable, the cost to promote, support, and release a reusable account entity and DAO are usually far higher than the cost to recreate as needed. It’s no accident that my case for reuse was a utility class and my case for non-reuse was an entity/DAO.  In general, the smaller and more stable an abstraction is, the higher its level of reuse.  When I became the lead of the Shared Components Committee at my workplace, one of the original goals we looked at satisfying was to find (or create), version, release, and promote a shared library of common utility classes, frameworks, and data access objects.  Now, of course, many of you will point to nHibernate and Entity for the latter, but we were looking at larger, macro collections of data that span multiple data sources of varying types (databases, web services, etc). As we got deeper and deeper in the details of how to manage and release these items, it quickly became apparent that while the case for reuse was typically a slam dunk for utilities and frameworks, the data access objects just didn’t “smell” right.  We ended up having session after session of design meetings to try and find the right way to share these data access components. When someone asked me why it was taking so long to iron out the shared entities, my response was quite simple, “Reuse is hard...”  And that’s when I realized, that while reuse is an awesome goal and we should strive to make code maintainable, often times you end up creating far more work for yourself than necessary by trying to force code to be reusable that inherently isn’t. Think about classes the times you’ve worked in a company where in the design session people fight over the best way to implement a class to make it maximally reusable, extensible, and any other buzzwordable.  Then think about how quickly that design became obsolete.  Many times I set out to do a project and think, “yes, this is the best design, I can extend it easily!” only to find out the business requirements change COMPLETELY in such a way that the design is rendered invalid.  Code, in general, tends to rust and age over time.  As such, writing reusable code can often be difficult and many times ends up being a futile exercise and worse yet, sometimes makes the code harder to maintain because it obfuscates the design in the name of extensibility or reusability. So what do I think are reusable components? Generic Utility classes – these tend to be small classes that assist in a task and have no business context whatsoever. Implementation Abstraction Frameworks – home-grown frameworks that try to isolate changes to third party products you may be depending on (like writing a messaging abstraction layer for publishing/subscribing that is independent of whether you use JMS, MSMQ, etc). Simplification and Uniformity Frameworks – To some extent this is similar to an abstraction framework, but there may be one chosen provider but a development shop mandate to perform certain complex items in a certain way.  Or, perhaps to simplify and dumb-down a complex task for the average developer (such as implementing a particular development-shop’s method of encryption). And what are less reusable? Application and Business Layers – tend to fluctuate a lot as requirements change and new features are added, so tend to be an unstable dependency.  May be reused across applications but also very volatile. Entities and Data Access Layers – these tend to be tuned to the scope of the application, so reusing them can be hard unless the abstract is very stable. So what’s the big lesson?  Reuse is hard.  In fact it’s damn hard.  And much of the time I’m not convinced we should focus too hard on it. If you’re designing a utility or framework, then by all means design it for reuse.  But you most also really set down a good versioning, release, and documentation process to maximize your chances.  For anything else, design it to be maintainable and extendable, but don’t waste the effort on reusability for something that most likely will be obsolete in a year or two anyway.

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  • Can AJAX in a CMS slow down your server

    - by Saif Bechan
    I am currently developing some plugins for WordPress, and I was wondering which route to take. Let's take an example, you want to display the last 3 tweets on your page. Option 1 You do things the normal way inside WordPress. Someone enters the website, while generating the page, you fetch the tweets in php via the twitter api, and just display them where you want. Now the small problem with this is, that you have to wait for the response from twitter. This takes a few ms. NO real problem, but this is question is just out of curiosity. Option 2 Here you don't do anything in WordPress on the initial load, but you do have the API inside. Now you just generate the page, and as soon as the page is done on the client side, you do a small AJAX call back to the server via a WordPress plugin, to fetch your latest tweets. Also called asynchronously. Now the problem with this IMO is that you have much more stress on your server. For starters you have two HTTP requests instead of one. Secondly the WordPress core has to load two times instead of one. Other options Now I know there are a lot of other options: 1) Getting the tweets directly via javascript, no stress on the server at all. 2) Cache the tweets so they are fetched from the DB instead of using the API every time. 3) Getting the tweets from an ajax call that is not a WordPress plugin. 4) Many more. My Question Now my question is if you only compare 1 and 2, which would be a better choice.

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  • Optimizing MySQL -

    - by Josh
    I've been researching how to optimize MySQL a bit, but I still have a few questions. MySQL Primer Results http://pastie.org/private/lzjukl8wacxfjbjhge6vw Based on this, the first problem seems to be that the max_connections limit is too low. I had a similar problem with Apache initially, the max connection limit was set to 100, and the web server would frequently lock up and take an excruciatingly long time to deliver pages. Raising the connection limit to 512 fixed this issue, and I read that raising the connection limit on MySQL to match this was considered good practice. Being that MySQL has actually been "locking up" recently as well (connections have been refused entirely for a few minutes at a time at random intervals) I'm assuming this is the main cause of the issue. However, as far as table cache goes, I'm not sure what I should set this as. I've read that setting this too high can hinder performance further, so should I raise this to right around 551, 560, 600, or do something else? Lastly, as far as raising the join_buffer_size value goes, this doesn't even seem to be included in Debian's my.cnf file by default. Assuming there's not much I can do about adding indexes, should I look into raising this? Any suggested values? Any suggestions in general here would be appreciated as well. Edit: Here's the number of open tables the MySQL server is reporting. I believe this value is related to my question (Opened_tables: 22574)

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  • Five C# Code Snippets

    A snippet is a small section of text or source code that can be inserted into the code of a program. Snippets provide an easy way to implement commonly used code or functions into a larger section of code. Instead of rewriting the same code over and over again, a programmer can save the code [...] Related posts:How To Obtain Environment Details With .NET 3.5 How-to: Easily Send Emails With .NET Understanding SMTP Status Codes ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Performance tracking/monitoring in games

    - by vitaliy kotik
    Let's say I have an online game with a downloadable client / browser plugin. I want to track performance of my software and automatically send summary to the server. Let it be fps, latency, load time, physics step calc. time, whatever... I also want tools to perform data analysis: per session stats, per hardware stats, avgs, totals, diagrams, etc. So that I could see what are the real world hotspots / bottlenecks. Is there any common out-of-the-box / SaS solution?

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  • Ensure we're found in Facebook search for both full & abbreviated company names?

    - by hawbsl
    We have a client with a facebook page, let's say his company is called Bob Roberts Super Widgets. And if you search in Facebook for Bob Roberts Super Widgets then up he pops. But the shorthand he's commonly known by is BR Super Widgets and indeed the website we've created for him is br-super-widgets.com. In Facebook, searching for BR Super Widgets doesn't show up our Mr Bob. We don't have a lot of Facebook expertise, so asking for help here. Does anyone know how to ensure you're found in Facebook search for both short and long company names? Have found this this similar question in the Facebook forum but the poor old questioner never got a response.

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  • How to make this game loop deterministic

    - by Lanaru
    I am using the following game loop for my pacman clone: long prevTime = System.currentTimeMillis(); while (running) { long curTime = System.currentTimeMillis(); float frameTime = (curTime - prevTime) / 1000f; prevTime = curTime; while (frameTime > 0.0f) { final float deltaTime = Math.min(frameTime, TIME_STEP); update(deltaTime); frameTime -= deltaTime; } repaint(); } The thing is, I don't always get the same ghost movement every time I run the game (their logic is deterministic), so it must be the game loop. I imagine it's due to the final float deltaTime = Math.min(frameTime, TIME_STEP); line. What's the best way of modifying this to perform the exact same way every time I run it? Also, any further improvements I can make?

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  • Temp Table Recompiles

    - by Derek D.
    If you landed on this article, then you most likely know that temp tables can cause recompilation. This happens because temp tables are treated just like regular tables by the SQL Server Engine. When the tables (in which underlying queries rely on) change significantly, SQL Server detects this change (using auto update statistics) [...]

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  • Coarse Collision Detection in highly dynamic environment

    - by Millianz
    I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, but I am now trying to optimize the collision detection (which is currently O(N^2) -- linear search). I thought about multiple options, a bounding volume hierarchy, a Binary Spatial Partitioning tree, an Octree or a Grid. I however need some help with deciding what's best for my situation. A grid seems unfeasible simply due to the space requirements and cache coherence problems. Since everything is so dynamic however, it seems to be that trees aren't ideal either, since they would have to be completely rebuilt every frame. I must admit I never implemented a physics engine that required spatial partitioning, do I indeed need to rebuild the tree every frame (assuming that everything is constantly moving) or can I update the trees after integrating? Advice is much appreciated - to give some more background: You're flying a space ship in an asteroid field, and there are lots and lots of asteroids and some enemy ships, all of which shoot bullets. EDIT: I came across the "Sweep an Prune" algorithm, which seems like the right thing for my purposes. It appears like the right mixture of fast building of the data structures involved and detailed enough partitioning. This is the best resource I can find: http://www.codercorner.com/SAP.pdf If anyone has any suggestions whether or not I'm going in the right direction, please let me know.

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  • Spend a Week With Kalen Delaney in the Boston Area

    - by Adam Machanic
    If you're reading this blog, you're undoubtedly already familiar with Kalen Delaney . She's been writing the premier internals book series for Microsoft since SQL Server 2000, teaching SQL Server for many years before that, and is known as one of the most knowledgeable people in the world when it comes to how SQL Server works and the art of applying that knowledge to your day-to-day work. Given Kalen's extreme depth and reputation as a fantastic teacher, it should come as no surprise that last time...(read more)

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  • Learning to optimize with Assembly

    - by niktehpui
    I am a second year student of Computer Games Technology. I recently finished my first prototype of my "kind" of own pathfinder (that doesn't use A* instead a geometrical approach/pattern recognition, the pathfinder just needs the knowledge about the terrain that is in his view to make decisions, because I wanted an AI that could actually explore, if the terrain is already known, then it will walk the shortest way easily, because the pathfinder has a memory of nodes). Anyway my question is more general: How do I start optimizing algorithms/loops/for_each/etc. using Assembly, although general tips are welcome. I am specifically looking for good books, because it is really hard to find good books on this topic. There are some small articles out there like this one, but still isn't enough knowledge to optimize an algorithm/game... I hope there is a modern good book out there, that I just couldn't find...

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  • Smoothing found path on grid

    - by Denis Ermolin
    I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is extremly slow. I found nice video showing an RTS demo where paths are found on big grid but units dont move from each cell's center to center. How do I implement such behavior? Some examples would be great.

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  • Does a prose to code compiler exist?

    - by Raynos
    I have seen some horrible code in my time including people virtually duplicating the code in comments // add 4 to x x+=4; // for each i in 0 to 9 for (int i = 0; i < 10; i++) { // multiply x by i x *= i; } Taking this concept further, I'm curious whether prose to code compilers exist. Is there a valid use case for English prose to code? Do compilers exist that do this? The distinction between this and auto generated code, is that auto generated code is generally always a subset of a project. Can we have complete projects auto generated from english prose? I realise that this might overlap with the concept of declarative languages.

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  • why not use unmanaged safe code in c#

    - by user613326
    There is an option in c# to execute code unchecked. It's generally not advised to do so, as managed code is much safer and it overcomes a lot of problems. However I am wondering, if you're sure your code won't cause errors, and you know how to handle memory then why (if you like fast code) follow the general advice? I am wondering this since I wrote a program for a video camera, which required some extremely fast bitmap manipulation. I made some fast graphical algorithms myself, and they work excellent on the bitmaps using unmanaged code. Now I wonder in general, if you're sure you don't have memory leaks, or risks of crashes, why not use unmanaged code more often ? PS my background: I kinda rolled into this programming world and I work alone (I do so for a few years) and so I hope this software design question isn't that strange. I don't really have other people out there like a teacher to ask such things.

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  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

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