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  • Idera Compliance Manager 3.5 and SQL Server 2012 Release Candidate

    Unlike most conventional database auditing solutions, SQL Compliance Manager places a blanket over data access with real-time auditing. Clients can pinpoint any malicious intent with sensitive column auditing. This feature gives specifics as to who has accessed information located within an audited table's sensitive columns. With transaction status auditing, database administrators can detect suspicious activity by auditing the status of transactions that execute DML statements on an audited database with the help of rollbacks and save-points. In addition, SQL Compliance Manager lives up t...

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  • Library to fake intermittent failures according to tester-defined policy?

    - by crosstalk
    I'm looking for a library that I can use to help mock a program component that works only intermittently - usually, it works fine, but sometimes it fails. For example, suppose I need to read data from a file, and my program has to avoid crashing or hanging when a read fails due to a disk head crash. I'd like to model that by having a mock data reader function that returns mock data 90% of the time, but hangs or returns garbage otherwise. Or, if I'm stress-testing my full program, I could turn on debugging code in my real data reader module to make it return real data 90% of the time and hang otherwise. Now, obviously, in this particular example I could just code up my mock manually to test against a random() routine. However, I was looking for a system that allows implementing any failure policy I want, including: Fail randomly 10% of the time Succeed 10 times, fail 4 times, repeat Fail semi-randomly, such that one failure tends to be followed by a burst of more failures Any policy the tester wants to define Furthermore, I'd like to be able to change the failure policy at runtime, using either code internal to the program under test, or external knobs or switches (though the latter can be implemented with the former). In pig-Java, I'd envision a FailureFaker interface like so: interface FailureFaker { /** Return true if and only if the mocked operation succeeded. Implementors should override this method with versions consistent with their failure policy. */ public boolean attempt(); } And each failure policy would be a class implementing FailureFaker; for example there would be a PatternFailureFaker that would succeed N times, then fail M times, then repeat, and a AlwaysFailFailureFaker that I'd use temporarily when I need to simulate, say, someone removing the external hard drive my data was on. The policy could then be used (and changed) in my mock object code like so: class MyMockComponent { FailureFaker faker; public void doSomething() { if (faker.attempt()) { // ... } else { throw new RuntimeException(); } } void setFailurePolicy (FailureFaker policy) { this.faker = policy; } } Now, this seems like something that would be part of a mocking library, so I wouldn't be surprised if it's been done before. (In fact, I got the idea from Steve Maguire's Writing Solid Code, where he discusses this exact idea on pages 228-231, saying that such facilities were common in Microsoft code of that early-90's era.) However, I'm only familiar with EasyMock and jMockit for Java, and neither AFAIK have this function, or something similar with different syntax. Hence, the question: Do such libraries as I've described above exist? If they do, where have you found them useful? If you haven't found them useful, why not?

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  • Languages on embedded systems in aeronautic and spatial sector

    - by Niels
    I know that my question is very broad but a general answer would be nice. I would like to know which are the main languages used in aeronautic and spatial sector. I know that the OS which run on embedded systems are RTOS (Real time OS) and I think that, this languages must be checked correctly by different methods (formal methods, unit tests) and must permit a sure verification of whole process of a program.

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  • Is there a maximum delay an UDP packet can have?

    - by Jens Nolte
    I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am wondering just how late they can arrive. I have researched the topic and have not found any mention of it, so I assume there is no technical limitation, but I wonder if common network/internet architecture (or hardware) gives an effective limitation of how late a UDP packet can be delivered.

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  • Has any hobbyist attempted to make a simple VGA-graphics based operating system in machine code?

    - by Bigyellow Bastion
    I mean real bare bones, bare machine here(no Linux kernel, pre-existing kernel, or any bootloader). I mean honestly write the bootloading software in direct microarchitecture-specific machine opcode, host the operating system, interrupts, I/O, services, and graphical software and all hardware interaction, computation, and design entirely in binary. I know this is quite the leap here, but I was thinking to practice first in x86 assembly (not binary) 16-bit style. Any ideas?

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  • Endpoint Security: How to Protect Data on a Laptop

    <b>Small Business Computing:</b> "But the pain of buying a new computer pales in the face of losing the data from an unprotected laptop. A few simple steps toward data protection can avoid an invasion of your privacy and the real likelihood of identity theft."

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  • Outlying DBAs

    - by steveh99999
    Read an interesting book recently, ‘Outliers – the story of success’ by Malcolm Gladwell. There’s a good synopsis of the book here on wikipedia. I don’t want to write in detailed review of the book, but it’s well worth a read. There were a couple of sections which I thought were possibly relevant to IT professionals and DBAs in particular. Firstly, ‘the 10,000 hour rule’, in this section Gladwell asserts that to be a real ‘elite performer’ takes 10,000 hours of practice. ‘Practice isn’t the thing you do once you’re good, it’s the thing you do that makes you good’.  He gives many interesting examples – the Beatles, Bill Gates etc – but I was wondering could this be applied to DBAs ? If it takes 10,000 hours to be a really elite DBA – how long does that really take ? 8 hours a day makes 1250 days. If we assume that most DBAs work around 230 days a year – then it takes around 5 and a half years to become an elite DBA.   But how much time per day does a DBA spend actually doing DBA work ? Certainly it’s my experience that the more experienced I get as a DBA, the less time I seem to spend actually doing DBA work – ie meetings, change-control meetings, project planning, liasing with other teams, appraisals etc.  Is it more accurate to assume that a DBA spends half their time actually doing ‘real’ DBA work – or is that just my bad luck ?   So, in reality, I’d argue it can take at least 5 1/2 and more likely closer to 10 years to become an elite DBA. Why do I keep receiving CVs for senior DBAs with 2-4 years actual DBA experience ? In the second section I found particularly interesting, Gladwell writes about analysis of plane crashes and the importance of in-cockpit communications. He describes a couple of crashes involving Korean Airlines – where co-pilots were often deferrential to pilots, and unwilling to openly criticise their more senior colleagues or point out errors when things were going badly wrong… There’s a better summary of Gladwell’s concepts on mitigation  here – but to apply this to a DBA role… If you are a DBA and you do not agree with  a decision of one of your superiors, then it’s your duty as a DBA to say what you think is wrong, before it’s too late…  Obviously there’s a fine line between constructive criticism and moaning, but a good senior DBA or manager should be able to take well-researched criticism\debate from a more junior DBA.   Is this really possible ?

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  • Raw Materials - Og, Sumerian DBA, Part 2

    A disruptive innovation raises an old, old question. Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

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  • atkbd.c spamming the logs. How to get rid? what is this?

    - by turbo
    On my Vostro 1000 notebook the following messages spam my dmesg: [18678.728936] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18678.728941] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18679.831109] atkbd.c: Unknown key pressed (translated set 2, code 0x8d on isa0060/serio0). [18679.831119] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18679.841607] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18679.841615] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18680.901733] atkbd.c: Unknown key pressed (translated set 2, code 0x8d on isa0060/serio0). [18680.901744] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. [18680.911536] atkbd.c: Unknown key released (translated set 2, code 0x8d on isa0060/serio0). [18680.911546] atkbd.c: Use 'setkeycodes e00d <keycode>' to make it known. It's most probably not from an actual key because it appears in regular intervals. First what is it? It could be my battery since it's nearly dead, as in loadable to 11 % of the initial capacity, but I have no evidence for that. What is this / how can I find out where this comes from? How can I get rid of it? Is there a 'dud' keycode? When I assign a keycode with sudo setkeycode e00d $(random keycode) the key does actually get pressed. That makes it impossible to enter sudo password for example. So any 'real' keycode is not an option. It hasn't been like that half a year ago. Even better than the dud keycode would be a real fix. It happens from 10.04 to 12.04 (before that I don't know). I did read zcat /usr/share/doc/udev/README.keymap.txt.gz |less as suggested in the Ubuntu Wiki. /lib/udev/findkeyboards && sudo /lib/udev/keymap -i input/event5 produces what appears to be newlines in rapid succession. sudo udevadm monitor doesn't show the event.

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  • Generating geometry when using VBO

    - by onedayitwillmake
    Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads. I am doing this by storing a STD::Vector, and removing the oldest verticies once enough exist, and then calling glDrawArrays. I am interested in switching to a shader based model, usually examples I see the VBO is generated at start and then that's basically it. What is the best route to go about creating geometry in real time, using shader / VBO approach

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  • Book Review: Brownfield Application Development in .NET

    - by DotNetBlues
    I recently finished reading the book Brownfield Application Development in .NET by Kyle Baley and Donald Belcham.  The book is available from Manning.  First off, let me say that I'm a huge fan of Manning as a publisher.  I've found their books to be top-quality, over all.  As a Kindle owner, I also appreciate getting an ebook copy along with the dead tree copy.  I find ebooks to be much more convenient to read, but hard-copies are easier to reference. The book covers, surprisingly enough, working with brownfield applications.  Which is well and good, if that term has meaning to you.  It didn't for me.  Without retreading a chunk of the first chapter, the authors break code bases into three broad categories: greenfield, brownfield, and legacy.  Greenfield is, essentially, new development that hasn't had time to rust and is (hopefully) being approached with some discipline.  Legacy applications are those that are more or less stable and functional, that do not expect to see a lot of work done to them, and are more likely to be replaced than reworked. Brownfield code is the gray (brown?) area between the two and the authors argue, quite effectively, that it is the most likely state for an application to be in.  Brownfield code has, in some way, been allowed to tarnish around the edges and can be difficult to work with.  Although I hadn't realized it, most of the code I've worked on has been brownfield.  Sometimes, there's talk of scrapping and starting over.  Sometimes, the team dismisses increased discipline as ivory tower nonsense.  And, sometimes, I've been the ignorant culprit vexing my future self. The book is broken into two major sections, plus an introduction chapter and an appendix.  The first section covers what the authors refer to as "The Ecosystem" which consists of version control, build and integration, testing, metrics, and defect management.  The second section is on actually writing code for brownfield applications and discusses object-oriented principles, architecture, external dependencies, and, of course, how to deal with these when coming into an existing code base. The ecosystem section is just shy of 140 pages long and brings some real meat to the matter.  The focus on "pain points" immediately sets the tone as problem-solution, rather than academic.  The authors also approach some of the topics from a different angle than some essays I've read on similar topics.  For example, the chapter on automated testing is on just that -- automated testing.  It's all well and good to criticize a project as conflating integration tests with unit tests, but it really doesn't make anyone's life better.  The discussion on testing is more focused on the "right" level of testing for existing projects.  Sometimes, an integration test is the best you can do without gutting a section of functional code.  Even if you can sell other developers and/or management on doing so, it doesn't actually provide benefit to your customers to rewrite code that works.  This isn't to say the authors encourage sloppy coding.  Far from it.  Just that they point out the wisdom of ignoring the sleeping bear until after you deal with the snarling wolf. The other sections take a similarly real-world, workable approach to the pain points they address.  As the section moves from technical solutions like version control and continuous integration (CI) to the softer, process issues of metrics and defect tracking, the authors begin to gently suggest moving toward a zero defect count.  While that really sounds like an unreasonable goal for a lot of ongoing projects, it's quite apparent that the authors have first-hand experience with taming some gruesome projects.  The suggestions are grounded and workable, and the difficulty of some situations is explicitly acknowledged. I have to admit that I started getting bored by the end of the ecosystem section.  No matter how valuable I think a good project manager or business analyst is to a successful ALM, at the end of the day, I'm a gear-head.  Also, while I agreed with a lot of the ecosystem ideas, in theory, I didn't necessarily feel that a lot of the single-developer projects that I'm often involved in really needed that level of rigor.  It's only after reading the sidebars and commentary in the coding section that I had the context for the arguments made in favor of a strong ecosystem supporting the development process.  That isn't to say that I didn't support good product management -- indeed, I've probably pushed too hard, on occasion, for a strong ALM outside of just development.  This book gave me deeper insight into why some corners shouldn't be cut and how damaging certain sins of omission can be. The code section, though, kept me engaged for its entirety.  Many technical books can be used as reference material from day one.  The authors were clear, however, that this book is not one of these.  The first chapter of the section (chapter seven, over all) addresses object oriented (OO) practices.  I've read any number of definitions, discussions, and treatises on OO.  None of the chapter was new to me, but it was a good review, and I'm of the opinion that it's good to review the foundations of what you do, from time to time, so I didn't mind. The remainder of the book is really just about how to apply OOP to existing code -- and, just because all your code exists in classes does not mean that it's object oriented.  That topic has the potential to be extremely condescending, but the authors miraculously managed to never once make me feel like a dolt or that they were wagging their finger at me for my prior sins.  Instead, they continue the "pain points" and problem-solution presentation to give concrete examples of how to apply some pretty academic-sounding ideas.  That's a point worth emphasizing, as my experience with most OO discussions is that they stay in the academic realm.  This book gives some very, very good explanations of why things like the Liskov Substitution Principle exist and why a corporate programmer should even care.  Even if you know, with absolute certainty, that you'll never have to work on an existing code-base, I would recommend this book just for the clarity it provides on OOP. This book goes beyond just theory, or even real-world application.  It presents some methods for fixing problems that any developer can, and probably will, encounter in the wild.  First, the authors address refactoring application layers and internal dependencies.  Then, they take you through those layers from the UI to the data access layer and external dependencies.  Finally, they come full circle to tie it all back to the overall process.  By the time the book is done, you're left with a lot of ideas, but also a reasonable plan to begin to improve an existing project structure. Throughout the book, it's apparent that the authors have their own preferred methodology (TDD and domain-driven design), as well as some preferred tools.  The "Our .NET Toolbox" is something of a neon sign pointing to that latter point.  They do not beat the reader over the head with anything resembling a "One True Way" mentality.  Even for the most emphatic points, the tone is quite congenial and helpful.  With some of the near-theological divides that exist within the tech community, I found this to be one of the more remarkable characteristics of the book.  Although the authors favor tools that might be considered Alt.NET, there is no reason the advice and techniques given couldn't be quite successful in a pure Microsoft shop with Team Foundation Server.  For that matter, even though the book specifically addresses .NET, it could be applied to a Java and Oracle shop, as well.

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  • SEO, Social Media & Skinny Jeans

    No longer is social media just the "cool thing" to do - like rocking an 80's inspired flat top hairdo in 2010. Social networking now has a definitive effect on your SEO efforts, and as such, it must be monitored closely. While previous social networking efforts were generally tied to connecting with a business's customer base, Google is now including real-time social media into their search results - resulting in increased (and practically effortless) SEO opportunities.

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  • Upgrade from 13.04 to 13.10 fails

    - by John
    Tried to upgrade my computer from 13.04 to 13.10, but directly after pressing the upgrade, a couple files appear to download, and then the window disappears and nothing happens... I tried it from the terminal window and this is the output (same result) jessijo@halesite3:~$ update-manager Checking for a new Ubuntu release authenticate 'saucy.tar.gz' against 'saucy.tar.gz.gpg' extracting 'saucy.tar.gz' Real-time signal 0 Any ideas?

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  • Ubuntu full installation on Chromebook

    - by user193385
    Guys I am quite new here :) I just bought a Google Chromebook HP 14 and I am very happy to be honest. But I do miss my Ubuntu OS :), and the options available to use aren't a real native OS system but adaptations that sometimes do not work :( Does anyone have an idea how to install with dual boot Ubuntu alongside Chrome OS. (I hope I am not repeating any questions here) Thank so much for your time guys :) Gustavo

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  • Midsize InDepth Newsletter - Simplify and Modernize Your Business with Cloud Solutions

    - by Roxana Babiciu
    Read the Oracle Midsize InDepth Newsletter feature articles to read the latest Dynamic Market Report on real world adoption of cloud applications at midsize organizations, hear from Talent Management expert and evangelist Pamela Stroko on the current state of employee engagement, and find out how midsize companies adopt Oracle WebLogic Server on Oracle Database Appliance. Plus new research reports, videos, success stories and the latest midsize news.

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  • Assembly Language being used in Aircraft System

    - by caramel23
    Today my lecturer mentioned the reason why the aircraft system is programmed in assembly language is due to the program being written have less error . Is this statement true ? Because when he asked about our opinion I said assembly can create faster program thus it is a good language for real-time oriented aircraft system program . I search around google but can't seem to find an article clarifying my lecturer's statement .

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  • The technology behind 22can's curiosity

    - by Cameron Scully
    I don't have alot of experience with mobile apps and I definitely don't know much about MMO's but I was wondering what the basic architecture of a game like that would be (understandably some don't consider it a game, but it must use some game theory and implementation). Mainly, how are they able to send/recieve real time feed back of the cube being chipped away by thousands of players on their mobile devices? How is data of the cube's millions of pieces stored and accessed so quickly? Thanks

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  • What are the advantages of GLSL's compilation model?

    - by Kos
    GLSL is fundamentally different from other shader solutions because the server (GPU driver) is responsible for shader compilation. Cg and HLSL are (afaik) generally compiled a priori and sent to the GPU in that way. This causes some real-world practical issues: many drivers provide buggy compilers compilers differ in terms of strictness (one GPU can accept a program while another won't) also we can't know how the assembler code will be optimised What are the upsides of GLSL's current approach? Is it worth it?

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  • Correcting color-shifted mirrored i915 driver in 12.04?

    - by Will Martin
    I was called in to fix a friend's malfunctioning HP Pavilion. She's not sure exactly which model, but the sticker on the bottom says "G60". The problem was a failed upgrade to 12.04. I was able to mostly repair it with sudo apt-get -f install, which ran setup and configuration for several hundred packages. The biggest problem at the moment is Xorg. The login screen (lightdm) loads normally but at a reduced resolution (1024x768 instead of 1366x768). But once you log in, it looks like this: Observe that the colors of the dock on the left and the bar at the top are normal. But the background is filled with bizarro color-skewed ghost images of the desktop. In all cases, the actual contents of any programs you run is a totally illegible mess, except that the bar at the top of any program windows looks and acts normally. And the ghost images are interactive! For example, if you click the icon in the top right corner to get the "shut down" menu, the same menu will appear in the ghost images below. Starting a terminal will start a terminal window in both the real desktop and the ghost images, and moving it around updates both the real and ghost desktops. I suspect Xorg is using some kind of wrong driver and/or parameter for the graphics hardware. Here is the graphics-relevant portion of the lspci -v output: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 09) Subsystem: Hewlett-Packard Company Device 360b Flags: bus master, fast devsel, latency 0 Capabilities: [e0] Vendor Specific Information: Len=0a <?> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) (prog-if 00 [VGA controller]) Subsystem: Hewlett-Packard Company Device 360b Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at d0000000 (64-bit, non-prefetchable) [size=4M] Memory at c0000000 (64-bit, prefetchable) [size=256M] I/O ports at 5110 [size=8] Expansion ROM at <unassigned> [disabled] Capabilities: [90] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [d0] Power Management version 3 Kernel driver in use: i915 Kernel modules: i915 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) Subsystem: Hewlett-Packard Company Device 360b Flags: bus master, fast devsel, latency 0 Memory at d2500000 (64-bit, non-prefetchable) [size=1M] Capabilities: [d0] Power Management version 3 I'm not sure what to check next. I would ordinarily check xorg.conf to see what it says, but that apparently doesn't exist any more, and my googling has not yielded any useful techniques for getting Xorg to tell me what settings it decided to use. The weird part is that it works fine on the login screen. It's only when you actually log in as a user that the display gets screwed up. Suggestions?

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  • Google I/O 2012 - Advancing Accessibility for the Web

    Google I/O 2012 - Advancing Accessibility for the Web Rachel Shearer, Dominic Mazzoni, Charles Chen This session will help you learn through code samples and real world examples how to design and test your web apps for complete accessibility coverage. We will review APIs such as the Text-to-speech (TTS) API, tools like ChromeVox and ChromeShades and how Google products implement solutions today for users with disabilities. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 61 3 ratings Time: 55:25 More in Science & Technology

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  • Why do we (really) program to interfaces?

    - by Kyle Burns
    One of the earliest lessons I was taught in Enterprise development was "always program against an interface".  This was back in the VB6 days and I quickly learned that no code would be allowed to move to the QA server unless my business objects and data access objects each are defined as an interface and have a matching implementation class.  Why?  "It's more reusable" was one answer.  "It doesn't tie you to a specific implementation" a slightly more knowing answer.  And let's not forget the discussion ending "it's a standard".  The problem with these responses was that senior people didn't really understand the reason we were doing the things we were doing and because of that, we were entirely unable to realize the intent behind the practice - we simply used interfaces and had a bunch of extra code to maintain to show for it. It wasn't until a few years later that I finally heard the term "Inversion of Control".  Simply put, "Inversion of Control" takes the creation of objects that used to be within the control (and therefore a responsibility of) of your component and moves it to some outside force.  For example, consider the following code which follows the old "always program against an interface" rule in the manner of many corporate development shops: 1: ICatalog catalog = new Catalog(); 2: Category[] categories = catalog.GetCategories(); In this example, I met the requirement of the rule by declaring the variable as ICatalog, but I didn't hit "it doesn't tie you to a specific implementation" because I explicitly created an instance of the concrete Catalog object.  If I want to test the functionality of the code I just wrote I have to have an environment in which Catalog can be created along with any of the resources upon which it depends (e.g. configuration files, database connections, etc) in order to test my functionality.  That's a lot of setup work and one of the things that I think ultimately discourages real buy-in of unit testing in many development shops. So how do I test my code without needing Catalog to work?  A very primitive approach I've seen is to change the line the instantiates catalog to read: 1: ICatalog catalog = new FakeCatalog();   once the test is run and passes, the code is switched back to the real thing.  This obviously poses a huge risk for introducing test code into production and in my opinion is worse than just keeping the dependency and its associated setup work.  Another popular approach is to make use of Factory methods which use an object whose "job" is to know how to obtain a valid instance of the object.  Using this approach, the code may look something like this: 1: ICatalog catalog = CatalogFactory.GetCatalog();   The code inside the factory is responsible for deciding "what kind" of catalog is needed.  This is a far better approach than the previous one, but it does make projects grow considerably because now in addition to the interface, the real implementation, and the fake implementation(s) for testing you have added a minimum of one factory (or at least a factory method) for each of your interfaces.  Once again, developers say "that's too complicated and has me writing a bunch of useless code" and quietly slip back into just creating a new Catalog and chalking any test failures up to "it will probably work on the server". This is where software intended specifically to facilitate Inversion of Control comes into play.  There are many libraries that take on the Inversion of Control responsibilities in .Net and most of them have many pros and cons.  From this point forward I'll discuss concepts from the standpoint of the Unity framework produced by Microsoft's Patterns and Practices team.  I'm primarily focusing on this library because it questions about it inspired this posting. At Unity's core and that of most any IoC framework is a catalog or registry of components.  This registry can be configured either through code or using the application's configuration file and in the most simple terms says "interface X maps to concrete implementation Y".  It can get much more complicated, but I want to keep things at the "what does it do" level instead of "how does it do it".  The object that exposes most of the Unity functionality is the UnityContainer.  This object exposes methods to configure the catalog as well as the Resolve<T> method which is used to obtain an instance of the type represented by T.  When using the Resolve<T> method, Unity does not necessarily have to just "new up" the requested object, but also can track dependencies of that object and ensure that the entire dependency chain is satisfied. There are three basic ways that I have seen Unity used within projects.  Those are through classes directly using the Unity container, classes requiring injection of dependencies, and classes making use of the Service Locator pattern. The first usage of Unity is when classes are aware of the Unity container and directly call its Resolve method whenever they need the services advertised by an interface.  The up side of this approach is that IoC is utilized, but the down side is that every class has to be aware that Unity is being used and tied directly to that implementation. Many developers don't like the idea of as close a tie to specific IoC implementation as is represented by using Unity within all of your classes and for the most part I agree that this isn't a good idea.  As an alternative, classes can be designed for Dependency Injection.  Dependency Injection is where a force outside the class itself manipulates the object to provide implementations of the interfaces that the class needs to interact with the outside world.  This is typically done either through constructor injection where the object has a constructor that accepts an instance of each interface it requires or through property setters accepting the service providers.  When using dependency, I lean toward the use of constructor injection because I view the constructor as being a much better way to "discover" what is required for the instance to be ready for use.  During resolution, Unity looks for an injection constructor and will attempt to resolve instances of each interface required by the constructor, throwing an exception of unable to meet the advertised needs of the class.  The up side of this approach is that the needs of the class are very clearly advertised and the class is unaware of which IoC container (if any) is being used.  The down side of this approach is that you're required to maintain the objects passed to the constructor as instance variables throughout the life of your object and that objects which coordinate with many external services require a lot of additional constructor arguments (this gets ugly and may indicate a need for refactoring). The final way that I've seen and used Unity is to make use of the ServiceLocator pattern, of which the Patterns and Practices team has also provided a Unity-compatible implementation.  When using the ServiceLocator, your class calls ServiceLocator.Retrieve in places where it would have called Resolve on the Unity container.  Like using Unity directly, it does tie you directly to the ServiceLocator implementation and makes your code aware that dependency injection is taking place, but it does have the up side of giving you the freedom to swap out the underlying IoC container if necessary.  I'm not hugely concerned with hiding IoC entirely from the class (I view this as a "nice to have"), so the single biggest problem that I see with the ServiceLocator approach is that it provides no way to proactively advertise needs in the way that constructor injection does, allowing more opportunity for difficult to track runtime errors. This blog entry has not been intended in any way to be a definitive work on IoC, but rather as something to spur thought about why we program to interfaces and some ways to reach the intended value of the practice instead of having it just complicate your code.  I hope that it helps somebody begin or continue a journey away from being a "Cargo Cult Programmer".

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  • iTorque for a simple arcade game

    - by Herfus
    I have a basic understanding of programming, but I am no programmer. I've had a couple of a semesters with java programming, so we're talking pretty basic here. I have some scripting experience with game editors where I've created a few (simple) encounters, boss AI, abilities, events and so on. I've mostly done level design with UDK, Source and several other toolsets for a few years now, but I'd like to divert some of the focus to iphone-development. I've participated in a few development projects (source, udk, daot) where I've had a variety of roles (yet never beyond simple scripting). I have just finished prototyping an Iphone game (using game maker) and begun a bit more precise planning on what I'll have to do for the real version. The game is fairly simple, perhaps the best comparison in scope and complexity would be Doodlejump for iPhone. The reason I created the prototype was not just to answer a few questions about the gameplay, but to get some insight into what kind of problems I might face when trying to develop the real thing. I've been looking for engines that I can use for this. iTorque looks, so far, like the best option with a scripting language and WYSIWYG-editor. However the price is fairly steep and I'd like to prepare myself as much as possible before jumping into this, which is why I'm going to ask a few questions here. What kind of difficulties do you think I might run into, considering what you've read so far? Not just with torque, but development in general. I'm making this question mostly to have someone to reality check me. I usually achieve to do what I'm trying to do with scripting, but something tells me there's a very big difference between scripting an AI or an event and creating game logic. Will it be too much of a leap? Just how simple is it to use the Torque scripting language? Obviously I don't expect to be prepared, I expect it to be a learning process. However, I'd still like to be at least a bit confident on the time I'll have to dedicate to this first.

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  • Does something like this "dream" online IDE product exist?

    - by Dan Tao
    I was thinking the other day, it would be amazing if a web-based product with the following features existed: Customizable text editor with nice formatting like ACE Real-time collaborative editing like Google Docs (or the late Wave) Online multi-language compiling capabilities like Ideone.com SCM hosting and/or integration + issue management like... oh, I don't know, GitHub Clearly (considering the examples), all the desired features exist. Is there anywhere that they exist all in one product? If not, does anything come close?

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  • 7 Things About Online Marketing I Learned Playing World of Warcraft

    Are you a World of Warcraft addict too? Did you always get told off by others that you get nothing from WoW to apply to the real world? Well tell them to think again. It is highly comparable to Online Marketing, from starting off as a Newbie, Competing, Gaining Comrades, Leveling up, Investing Time, Earning Gold, and Not being left behind. Read up on the 7 Things about Online Marketing I learned playing World of Warcraft!

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  • How to compare Shared versus VPS hosting? [closed]

    - by Itai
    Possible Duplicate: How to find web hosting that meets my requirements? While shopping around for a new hosting service, I have find that I have no idea how to decide between shared hosting (which I presently use for all my sites) service or go towards virtual (VPS) hosting which are always much more expensive. The real question is How to determine when shared hosting is no longer an option for a site? PS: This question covers some similar ground but is too specific for my needs.

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