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  • Why the recent shift to removing/omitting semicolons from Javascript?

    - by Jonathan
    It seems to be fashionable recently to omit semicolons from Javascript. There was a blog post a few years ago emphasising that in Javascript, semicolons are optional and the gist of the post seemed to be that you shouldn't bother with them because they're unnecessary. The post, widely cited, doesn't give any compelling reasons not to use them, just that leaving them out has few side-effects. Even GitHub has jumped on the no-semicolon bandwagon, requiring their omission in any internally-developed code, and a recent commit to the zepto.js project by its maintainer has removed all semicolons from the codebase. His chief justifications were: it's a matter of preference for his team; less typing Are there other good reasons to leave them out? Frankly I can see no reason to omit them, and certainly no reason to go back over code to erase them. It also goes against (years of) recommended practice, which I don't really buy the "cargo cult" argument for. So, why all the recent semicolon-hate? Is there a shortage looming? Or is this just the latest Javascript fad?

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  • DIY Carbonator Creates Pop Rocks Like Fizzy Fruit [Science]

    - by Jason Fitzpatrick
    If you’ve ever sat around wishing that scientists would stop wasting time trying to solve pressing global problems and instead genetically engineer a bizarre but delicious hybrid of Pop Rocks candy and wholesome fruit, this mad scientist experiment is for you. Over at Evil Mad Scientist Laboratories they share a really fun weekend project. Contributor Rich Faulhaber was looking for a way to make eating fruit extra fun and science-infused for his kids. His solution? Build a homemade carbon dioxide injector that infuses fruit with carbonation. Having trouble imagining that? Envision a bowl of strawberries where every strawberry burst into a crazy flurry of strawberry flavor and champagne bubbles every time you bit into it. Fizzy fruit! Hit up the link below to see how he took pretty common parts: a C02 tank from a paint ball gun, a water filter canister from the hardware store, and other cheap and readily available parts (with the exception of the gas regulator which he suggests you shop garage sales and surplus stores to find a deal on), and combined them together to create a C02 fruit infuser. Hit up the link below to read more about his setup and the procedure he uses to infuse fruit with carbonation. The C02inator [Evil Mad Scientist Laboratories via Hack a Day] HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • OpenGL CPU vs. GPU

    - by Nitrex88
    So I've always been under the impression that doing work on the GPU is always faster than on the CPU. Because of this, in OpenGL, I usually try to do intensive tasks in shaders so they get the speed boost from the GPU. However, now I'm starting to realize that some things simply work better on the CPU and actually perform worse on the GPU (particularly when a geometry shader is involved). For example, in a recent project I did involving procedurally generated terrain, I tried passing a grid of single triangles into a geometry shader, and tesselated each of these triangles into quads with 400 vertices whose height was determined by a noise function. This worked fine, and looked great, but easily maxed out the GPU with only 25 base triangles and caused a very slow framerate. I then discovered that tesselating on the CPU instead, and setting the height (using noise function) in the vertex shader was actually faster! This prompted me to question the benefits of using the GPU as much as possible... So, I was wondering if someone could describe the general pros and cons of using the GPU vs CPU for intensive graphics tasks. I know this mainly comes down to what your trying to achieve, so if necessary, use the above scenario to discuss why the "CPU + vertex shader" was actually faster than doing everything in the geometry shader on the GPU. It's possible my hardware (newest macbook pro) isn't optomized well for the geometry shader (thus causing the slow framerate). Also, I read that the vertex shader is very good with parallelism, and would love a quick explanation of how this may have played a role in speeding up my procedural terrain. Any info/advice about CPU/GPU/shaders would be awesome!

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  • Batch OCR for many PDF files (not already OCRed) ?

    - by David
    Hello, I use Google Desktop Search (I am on Vista) and not all my PDF files are recognized in my archive folder. It is normal as "PDF files that contain scanned images" are not indexed (http://desktop.google.com/support/bin/answer.py?hl=en&answer=90651) So I would like to OCR many of my PDF files that are not already OCRed. My goal : I give the program a folder and it search alone in the subfolders the PDF files that need to be converted into PDF-OCRed files. Note: In the past, if a PDF file was password protected, I removed the password with another batch (paying) tool: verypdf.com "pwdremover" Any (not too much expensive) idea ? I already tried : Finereader 6 pro on xp at the time, but there was no batch processor included... Paperfile paperfile.net which uses Tesseract code.google.com/p/tesseract-ocr/. But the OCR is only PDF to text, not PDF to PDF! There is also another project code.google.com/p/ocropus Thanks in advance ;)

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  • User Acceptance Testing Defect Classification when developing for an outside client

    - by DannyC
    I am involved in a large development project in which we (a very small start up) are developing for an outside client (a very large company). We recently received their first output from UAT testing of a fairly small iteration, which listed 12 'defects', triaged into three categories : Low, Medium and High. The issue we have is around whether everything in this list should be recorded as a 'defect' - some of the issues they found would be better described as refinements, or even 'nice-to-haves', and some we think are not defects at all. They client's QA lead says that it is standard for them to label every issues they identify as a defect, however, we are a bit uncomfortable about this. Whilst the relationship is good, we don't see a huge problem with this, but we are concerned that, if the relationship suffers in the future, these lists of 'defects' could prove costly for us. We don't want to come across as being difficult, or taking things too personally here, and we are happy to make all of the changes identified, however we are a bit concerned especially as there is a uneven power balance at play in our relationship. Are we being paranoid here? Or could we be setting ourselves up for problems down the line by agreeing to this classification?

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  • Have unit test generators helped you when working with legacy code?

    - by Duncan Bayne
    I am looking at a small (~70kLOC including generated) C# (.NET 4.0, some Silverlight) code-base that has very low test coverage. The code itself works in that it has passed user acceptance testing, but it is brittle and in some areas not very well factored. I would like to add solid unit test coverage around the legacy code using the usual suspects (NMock, NUnit, StatLight for the Silverlight bits). My normal approach is to start working through the project, unit testing & refactoring, until I am satisfied with the state of the code. I've done this many times in the past, and it's worked well. However, this time I'm thinking of using a test generator (in particular Pex) to create the test framework, then manually fleshing it out. My question is: have you used unit test generators in the past when commencing work on a legacy codebase, and if so, would you recommend them? My fear is that the generated tests will miss the semantic nuances of the code-base, leading to the dreaded situation of having tests for the sake of the coverage metric, rather than tests which clearly express the intended behaviour in code.

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  • What is the correlation between programming language and experience/skills of their users?

    - by Petr Pudlák
    I'm sure there is such a correlation, because experience and skill leads good programmers to picking languages that are better for them, in which they're more productive, and working in a language forms how programmers think and influences their methods and skills. Is there any research or some statistical data of this phenomenon? Perhaps this is not a purely academic question. For example, if someone is starting a new project, it could be worth considering a language (among other criteria of course) for which there is a higher chance of finding or attracting experienced programmers. Update: Please don't fixate on the last paragraph. It's not my intention to choose a language based on this criterion, and I know there are other far more important ones. My interested is mostly academic. It comes from the (subjective) observation and I wonder if someone has researched it a bit. Also, I'm talking about a correlation, not about a rule. Sure there are both great and terrible programmers in every language. Just that in general it seems to me there is a correlation.

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  • Were the first assemblers written in machine code?

    - by The111
    I am reading the book The Elements of Computing Systems: Building a Modern Computer from First Principles, which contains projects encompassing the build of a computer from boolean gates all the way to high level applications (in that order). The current project I'm working on is writing an assembler using a high level language of my choice, to translate from Hack assembly code to Hack machine code (Hack is the name of the hardware platform built in the previous chapters). Although the hardware has all been built in a simulator, I have tried to pretend that I am really constructing each level using only the tools available to me at that point in the real process. That said, it got me thinking. Using a high level language to write my assembler is certainly convenient, but for the very first assembler ever written (i.e. in history), wouldn't it need to be written in machine code, since that's all that existed at the time? And a correlated question... how about today? If a brand new CPU architecture comes out, with a brand new instruction set, and a brand new assembly syntax, how would the assembler be constructed? I'm assuming you could still use an existing high level language to generate binaries for the assembler program, since if you know the syntax of both the assembly and machine languages for your new platform, then the task of writing the assembler is really just a text analysis task and is not inherently related to that platform (i.e. needing to be written in that platform's machine language)... which is the very reason I am able to "cheat" while writing my Hack assembler in 2012, and use some preexisting high level language to help me out.

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  • Effective versus efficient code

    - by Todd Williamson
    TL;DR: Quick and dirty code, or "correct" (insert your definition of this term) code? There is often a tension between "efficient" and "effective" in software development. "Efficient" often means code that is "correct" from the point of view of adhering to standards, using widely-accepted patterns/approaches for structures, regardless of project size, budget, etc. "Effective" is not about being "right", but about getting things done. This often results in code that falls outside the bounds of commonly accepted "correct" standards, usage, etc. Usually the people paying for the development effort have dictated ahead of time what it is that they value more. An organization that lives in a technical space will tend towards the efficient end, others will tend towards the effective. Developers often refuse to compromise their favored approach for the other. In my own experience I have found that people with formal education in software development tend towards the Efficient camp. Those that picked up software development more or less as a tool to get things done tend towards the Effective camp. These camps don't get along very well. When managing a team of developers who are not all in one camp it is challenging. In your own experience, which camp do you land in, and do you find yourself having to justify your approach to others? To management? To other developers?

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  • Small-scale database options for .NET

    - by raney
    I have a .NET 4.0/WPF based application I've developed and maintain for my company that acts as a friendly GUI central-point-of-information, combining information pulled from a couple of SQL databases, as well as CSV exports from a few other applications. I would like to build out my own database to support the entirety of the information that the application accesses, so that I could have a service running on my server that would read in necessary remote SQL info and file exports, to provide the user's application with a single database to connect to, as well as to remove all of the file handling currently involved in the program (copying new CSV resources from network location, reading them into memory each launch.) I have complete control and flexibility here as long as the user's experience isn't affected, and this is as much a learning experience as it is tidying up. Caveat being, I don't have much in the way of a budget. Right now I recognize my options to be: SQL Express - I'm comfortable with the server setup, I like ADO.NET and LINQ to SQL. I feel that I have the least to learn here, but it would let me focus on SQL in a familiar environment. Perhaps in conjunction with Entity Framework? MongoDB - I don't know a whole lot about, but I've heard the name enough to make me curious. Brief research seems friendly enough, and there is .NET support. I like working with open source projects. My questions are: What's popular and extensible right now? I'm not far from starting to job-hunt, and I'd like this project to be relevant going forward. What am I missing? Pros, cons? Other options? What plays well with .NET? What are the things I should be considering, the questions I should be asking, when making a decision like this? Thanks for your time.

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  • Can a company use VPN to spy on me?

    - by orokusaki
    I'm about to work with a company on a development project, but they first need to set up a pretty complicated environment, and suggested they use VPN to work on my machine to do this. Should I be concerned that somebody can just watch me work? It would be embarrassing, if somebody could witness my work habits (e.g. Asking questions on SO and researching all day is part of my daily work regiment, and makes me feel like a noob, but it keeps me sharp. I also listen to conspiracy videos all day, and RadioLab podcasts, :). Is VPN going to introduce this possibility, and if so, is there a way around it? EDIT: Also, is there a way I can always tell when somebody is VPNed into my computer?

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  • Transaction classification. Artificial intelligence

    - by Alex
    For a project, I have to classify a list of banking transactions based on their description. Supose I have 2 categories: health and entertainment. Initially, the transactions will have basic information: date and time, ammount and a description given by the user. For example: Transaction 1: 09/17/2012 12:23:02 pm - 45.32$ - "medicine payments" Transaction 2: 09/18/2012 1:56:54 pm - 8.99$ - "movie ticket" Transaction 3: 09/18/2012 7:46:37 pm - 299.45$ - "dentist appointment" Transaction 4: 09/19/2012 6:50:17 am - 45.32$ - "videogame shopping" The idea is to use that description to classify the transaction. 1 and 3 would go to "health" category while 2 and 4 would go to "entertainment". I want to use the google prediction API to do this. In reality, I have 7 different categories, and for each one, a lot of key words related to that category. I would use some for training and some for testing. Is this even possible? I mean, to determine the category given a few words? Plus, the number of words is not necesarally the same on every transaction. Thanks for any help or guidance! Very appreciated Possible solution: https://developers.google.com/prediction/docs/hello_world?hl=es#theproblem

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  • Cork Board Solution to tack things up on top or to the side of a monitor

    - by Bela
    I'm trying to find some sort of physical product that would either go on the top or the side of an lcd monitor and give me space to tape/push-pin/post it note things for myself. In my head I am picturing an extra space above your monitor 6 inches tall that lets you tape/push pin things up in front of you. For random notes and things I want to keep track of, having them on the top/side of my monitor would keep the space on my desk itself clear, and they would be closer to my field of vision. Does something like this exist? Do I need to rig up something myself? EDIT This is the closest thing I can find so far http://www.unplggd.com/unplggd/diy-project/reverse-engineer-how-to-feel-up-your-monitor-048251

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  • TFS2010 Build Controllers

    - by Kabir Rao
    As I know, In TFS2010, One Build Controller serves One Project Collection. And, ideally one build server should have One build controller into it. However, as per the link below- http://marknic.com/2010/05/14/MultipleTFS2010BuildControllersOnASingleBuildBox.aspx we can install mutiple build controller in a single build box. Can two or more build controller can run at a same time. Because the link suggests that, we need to switch between controllers .... Is it that, we can use one controller at a time.

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  • Proven and Scalable Comet Server

    - by demetriusnunes
    What is the most proven, scalable comet server solution out there that can handle up to 100.000 real-life connections per node using HTTP streaming (not long-poll)? It must be a free, preferably open-source project. We've already tried Meteor (Perl), with no success. Meteor was able to scale just up to 20.000 connections per node. We are looking right now at these options: APE (C++), Orbited (Python), Grizzly (Glassfish), Cometd (Jetty). Any big success stories with any of these?

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  • How do I account for changed or forgotten tasks in an estimate?

    - by Andrew
    To handle task-level estimates and time reporting, I have been using (roughly) the technique that Steve McConnell describes in Chapter 10 of Software Estimation. Specifically, when the time comes for me to create task-level estimates (right before coding begins on a project), I determine the tasks at a fairly granular level so that, whenever possible, I have no tasks with a single-point, 50%-confidence estimate greater than four hours. That way, the task estimation process helps with constructing the software while helping me not to forget tasks during estimation. I come up with a range of hours possible for each task also, and using the statistical calculations that McConnell describes along with my historical accuracy data, I can generate estimates at other confidence levels when desired. I feel like this method has been working fairly well for me. We are required to put tasks and their estimates into TFS for tracking, so I use the estimates at the percentage of confidence I am told to use. I am unsure, however, what to do when I do forget a task, or I end up needing to do work that does not neatly fall within one of the tasks I estimated. Of course, trying to avoid this situation is best, but how do I account for forgotten/changed tasks? I want to have the best historical data I can to help me with future estimates, but right now, I basically am just calculating whether I made the 50%-confidence estimate and whether I made it inside the ranged estimate. I'll be happy to clarify what I'm asking if needed -- let me know what is unclear.

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  • PHP5 without PHP4 compatibility

    - by Serty Oan
    This is the opposite question of this one. My purpose is that there is no need when you write only PHP5 code to have PHP4 compatibility. It is not helpful at all and due to differences between object models in those two version, it must be penalizing on interpreter performances (or am I wrong ?). So my questions are : is it possible to recompile PHP5 without retrocompatibility with PHP4 or to disable it in any other way to gain performances ? if it is not possible, is there a project somewhere which aim that goal ?

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  • Advantages and Disadvantages of the Waterfall Methodology

    In my personal opinion I believe the waterfall method is one of the worst methodologies to use when developing larger systems because it leaves is no room for mistakes. As the name implies the waterfall methodology does not allow  for projects to go back up stream to recover from design errors, missing and/or limited requirements. In addition, hidden bugs are not usually found until the testing phase. This can prove to be very costly and time consuming to the developer and the client. According to NCycles.com, the waterfall methodology structures a project into separate stages with defined deliverables from each phase. Define Design Code Test Implement Document and Maintain The advantages found by Ncycle.com to this methodology are: Ease in analyzing potential changes  Ability to coordinate larger teams, even if geographically distributed Can enable precise dollar budget Less total time required from Subject Matter Experts The disadvantages found by Ncycle.com to this methodology are: Lack of flexibility Hard to predict all needs in advance Intangible knowledge lost between hand-offs Lack of team cohesion Design flaws not discovered until the Testing phase References: NCycles.com  (2002). Retrieved from http://www.ncycles.com/e_whi_Methodologies.htmmethodology on April 17, 2009

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  • What is your strategy for converting RC builds into retail?

    - by Matthew PK
    We're trying to implement a strategy for how we transition our builds from RC to released retail code. When we label a build as a release candidate, we send it to QA for regression. If they approve it, that RC then becomes our released retail code. I liked the idea of "obvious" labeling of versions so that a user knows whether they have a beta or an RC or retail code... where you would have some obvious watermark in non-retail code (think Windows 7 where the RC or non-genuine builds watermark in the bottom right). ... but it seemed strange to us to manipulate the project (to remove the watermark) once it passed regression. If QA certified version a.b.c.d then our retail code should be that same version, not a.b.c.d+1 what strategies have you employed to clearly label non-release software versions without incrementing your build to disable the watermarks in your retail code? One idea I've considered is writing your build to look for a signed file in the installer archive... non-release code wouldn't include this file and so the app would know to display a watermark. But even this seems like QA is then working with non-release code. Ideas?

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  • NetBeans at JavaOne Latin America 2012

    - by TinuA
    The place to be in early December is Sao Paolo, Brazil, for JavaOne 2012 Latin America (pt_ BR site)--and the NetBeans team will be making the trip!Drop-in on technical sessions and hands-labs that show the latest features of the NetBeans IDE in action. Watch demos of HTML5, CSS3 and JavaScript support in NetBeans IDE 7.3 (Release: Winter 2013) and find out how developers can easily and quickly create rich Web and mobile applications. Discover how the IDE provides the best and latest support for building JavaEE and JavaFX 2.0 applications, and join the conversation about what's up ahead for NetBeans development.With over 50 technical sessions, tons of demos and labs, JavaOne Latin America is the conference to attend to enhance your coding skills and mingle with experts and developers from the Oracle and Java communities. Mark your calendars and check out NetBeans IDE in the following sessions! Tuesday, December 4 12:15 - 13:15 Designing Java EE Applications in the Age of CDI Speakers: Michel Graciano, Consultant, Summa Technologies do Brasil; Michael Santos, TecSinapse Mezanino: Sala 14 Wednesday, December 5 10:00 - 11:00 Make Your Clients Richer: JavaFX and the NetBeans Platform Speakers: Gail Anderson, Director of Research; Paul Anderson, Director of Training, Anderson Software Group, Inc. Mezanino: Sala 12 Thursday, December 6 13:45 - 14:45 Unlocking the Java Platform with NetBeans Speaker: John Jullion-Ceccarelli, Software Development Director, Oracle Keynote Hall 15:00 - 16:00 Project EASEL: Developing and Managing HTML5 in a Java World Speaker: John Jullion-Ceccarelli, Software Development Director, Oracle Mezanino: Sala 14 See full conference schedule for detailed agenda. Get more JavaOne news.

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  • SQL SERVER 2008 – 2011 – Declare and Assign Variable in Single Statement

    - by pinaldave
    Many of us are tend to overlook simple things even if we are capable of doing complex work. In SQL Server 2008, inline variable assignment is available. This feature exists from last 3 years, but I hardly see its utilization. One of the common arguments was that as the project migrated from the earlier version, the feature disappears. I totally accept this argument and acknowledge it. However, my point is that this new feature should be used in all the new coding – what is your opinion? The code which we used in SQL Server 2005 and the earlier version is as follows: DECLARE @iVariable INT, @vVariable VARCHAR(100), @dDateTime DATETIME SET @iVariable = 1 SET @vVariable = 'myvar' SET @dDateTime = GETDATE() SELECT @iVariable iVar, @vVariable vVar, @dDateTime dDT GO The same should be re-written as following: DECLARE @iVariable INT = 1, @vVariable VARCHAR(100) = 'myvar', @dDateTime DATETIME = GETDATE() SELECT @iVariable iVar, @vVariable vVar, @dDateTime dDT GO I have started to use this new method to assign variables as I personally find it very easy to read as well write. Do you still use the earlier method to declare and assign variables? If yes, is there any particular reason or just an old routine? I am interested to hear about this. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • The Stub Proto: Not Just For Stub Objects Anymore

    - by user9154181
    One of the great pleasures of programming is to invent something for a narrow purpose, and then to realize that it is a general solution to a broader problem. In hindsight, these things seem perfectly natural and obvious. The stub proto area used to build the core Solaris consolidation has turned out to be one of those things. As discussed in an earlier article, the stub proto area was invented as part of the effort to use stub objects to build the core ON consolidation. Its purpose was merely as a place to hold stub objects. However, we keep finding other uses for it. It turns out that the stub proto should be more properly thought of as an auxiliary place to put things that we would like to put into the proto to help us build the product, but which we do not wish to package or deliver to the end user. Stub objects are one example, but private lint libraries, header files, archives, and relocatable objects, are all examples of things that might profitably go into the stub proto. Without a stub proto, these items were handled in a variety of ad hoc ways: If one part of the workspace needed private header files, libraries, or other such items, it might modify its Makefile to reach up and over to the place in the workspace where those things live and use them from there. There are several problems with this: Each component invents its own approach, meaning that programmers maintaining the system have to invest extra effort to understand what things mean. In the past, this has created makefile ghettos in which only the person who wrote the makefiles feels confident to modify them, while everyone else ignores them. This causes many difficulties and benefits no one. These interdependencies are not obvious to the make, utility, and can lead to races. They are not obvious to the human reader, who may therefore not realize that they exist, and break them. Our policy in ON is not to deliver files into the proto unless those files are intended to be packaged and delivered to the end user. However, sometimes non-shipping files were copied into the proto anyway, causing a different set of problems: It requires a long list of exceptions to silence our normal unused proto item error checking. In the past, we have accidentally shipped files that we did not intend to deliver to the end user. Mixing cruft with valuable items makes it hard to discern which is which. The stub proto area offers a convenient and robust solution. Files needed to build the workspace that are not delivered to the end user can instead be installed into the stub proto. No special exceptions or custom make rules are needed, and the intent is always clear. We are already accessing some private lint libraries and compilation symlinks in this manner. Ultimately, I'd like to see all of the files in the proto that have a packaging exception delivered to the stub proto instead, and for the elimination of all existing special case makefile rules. This would include shared objects, header files, and lint libraries. I don't expect this to happen overnight — it will be a long term case by case project, but the overall trend is clear. The Stub Proto, -z assert_deflib, And The End Of Accidental System Object Linking We recently used the stub proto to solve an annoying build issue that goes back to the earliest days of Solaris: How to ensure that we're linking to the OS bits we're building instead of to those from the running system. The Solaris product is made up of objects and files from a number of different consolidations, each of which is built separately from the others from an independent code base called a gate. The core Solaris OS consolidation is ON, which stands for "Operating System and Networking". You will frequently also see ON called the OSnet. There are consolidations for X11 graphics, the desktop environment, open source utilities, compilers and development tools, and many others. The collection of consolidations that make up Solaris is known as the "Wad Of Stuff", usually referred to simply as the WOS. None of these consolidations is self contained. Even the core ON consolidation has some dependencies on libraries that come from other consolidations. The build server used to build the OSnet must be running a relatively recent version of Solaris, which means that its objects will be very similar to the new ones being built. However, it is necessarily true that the build system objects will always be a little behind, and that incompatible differences may exist. The objects built by the OSnet link to other objects. Some of these dependencies come from the OSnet, while others come from other consolidations. The objects from other consolidations are provided by the standard library directories on the build system (/lib, /usr/lib). The objects from the OSnet itself are supposed to come from the proto areas in the workspace, and not from the build server. In order to achieve this, we make use of the -L command line option to the link-editor. The link-editor finds dependencies by looking in the directories specified by the caller using the -L command line option. If the desired dependency is not found in one of these locations, ld will then fall back to looking at the default locations (/lib, /usr/lib). In order to use OSnet objects from the workspace instead of the system, while still accessing non-OSnet objects from the system, our Makefiles set -L link-editor options that point at the workspace proto areas. In general, this works well and dependencies are found in the right places. However, there have always been failures: Building objects in the wrong order might mean that an OSnet dependency hasn't been built before an object that needs it. If so, the dependency will not be seen in the proto, and the link-editor will silently fall back to the one on the build server. Errors in the makefiles can wipe out the -L options that our top level makefiles establish to cause ld to look at the workspace proto first. In this case, all objects will be found on the build server. These failures were rarely if ever caught. As I mentioned earlier, the objects on the build server are generally quite close to the objects built in the workspace. If they offer compatible linking interfaces, then the objects that link to them will behave properly, and no issue will ever be seen. However, if they do not offer compatible linking interfaces, the failure modes can be puzzling and hard to pin down. Either way, there won't be a compile-time warning or error. The advent of the stub proto eliminated the first type of failure. With stub objects, there is no dependency ordering, and the necessary stub object dependency will always be in place for any OSnet object that needs it. However, makefile errors do still occur, and so, the second form of error was still possible. While working on the stub object project, we realized that the stub proto was also the key to solving the second form of failure caused by makefile errors: Due to the way we set the -L options to point at our workspace proto areas, any valid object from the OSnet should be found via a path specified by -L, and not from the default locations (/lib, /usr/lib). Any OSnet object found via the default locations means that we've linked to the build server, which is an error we'd like to catch. Non-OSnet objects don't exist in the proto areas, and so are found via the default paths. However, if we were to create a symlink in the stub proto pointing at each non-OSnet dependency that we require, then the non-OSnet objects would also be found via the paths specified by -L, and not from the link-editor defaults. Given the above, we should not find any dependency objects from the link-editor defaults. Any dependency found via the link-editor defaults means that we have a Makefile error, and that we are linking to the build server inappropriately. All we need to make use of this fact is a linker option to produce a warning when it happens. Although warnings are nice, we in the OSnet have a zero tolerance policy for build noise. The -z fatal-warnings option that was recently introduced with -z guidance can be used to turn the warnings into fatal build errors, forcing the programmer to fix them. This was too easy to resist. I integrated 7021198 ld option to warn when link accesses a library via default path PSARC/2011/068 ld -z assert-deflib option into snv_161 (February 2011), shortly after the stub proto was introduced into ON. This putback introduced the -z assert-deflib option to the link-editor: -z assert-deflib=[libname] Enables warning messages for libraries specified with the -l command line option that are found by examining the default search paths provided by the link-editor. If a libname value is provided, the default library warning feature is enabled, and the specified library is added to a list of libraries for which no warnings will be issued. Multiple -z assert-deflib options can be specified in order to specify multiple libraries for which warnings should not be issued. The libname value should be the name of the library file, as found by the link-editor, without any path components. For example, the following enables default library warnings, and excludes the standard C library. ld ... -z assert-deflib=libc.so ... -z assert-deflib is a specialized option, primarily of interest in build environments where multiple objects with the same name exist and tight control over the library used is required. If is not intended for general use. Note that the definition of -z assert-deflib allows for exceptions to be specified as arguments to the option. In general, the idea of using a symlink from the stub proto is superior because it does not clutter up the link command with a long list of objects. When building the OSnet, we usually use the plain from of -z deflib, and make symlinks for the non-OSnet dependencies. The exception to this are dependencies supplied by the compiler itself, which are usually found at whatever arbitrary location the compiler happens to be installed at. To handle these special cases, the command line version works better. Following the integration of the link-editor change, I made use of -z assert-deflib in OSnet builds with 7021896 Prevent OSnet from accidentally linking to build system which integrated into snv_162 (March 2011). Turning on -z assert-deflib exposed between 10 and 20 existing errors in our Makefiles, which were all fixed in the same putback. The errors we found in our Makefiles underscore how difficult they can be prevent without an automatic system in place to catch them. Conclusions The stub proto is proving to be a generally useful construct for ON builds that goes beyond serving as a place to hold stub objects. Although invented to hold stub objects, it has already allowed us to simplify a number of previously difficult situations in our makefiles and builds. I expect that we'll find uses for it beyond those described here as we go forward.

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  • Changing IP every sec with Firefox

    - by Carol
    I looking for ip changer what is faster than PROXY (i tried Elite Proxy Switcher + Firefox add-on, but it's too slow. I set automatic switching to 4 sec and yes he change the ip every 4 sec however it's not enough because it loads pages very slowly.) Secondly I tried the TOR Project but this is not good..because the TOR would be nice and working good however he needs more than 10 seconds, a new identity and it's not to good for me because i want to change my ip lass than 10 sec. So I find the solution. This is IPfucker alias ipFlood (https://addons.mozilla.org/en-us/firefox.../ipflood/) But it does not work on all sites unfortunately...because this is just simulation "Simulate the use of a series of proxy changing at each new connection.". Anyone knows a solution to the problem? Is there an alternative (VPS, Proxy, TOR)? Thanks in advice.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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