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  • Why Aren't Programs Written In Assembly More Often?

    - by mudge
    It seems to be a mainstream opinion that assembly programming takes longer and is more difficult to program in than a higher level language such as C. Therefore it seems to be recommend or assumed that it is better to write in a higher level language for these reasons and for the reason of better portability. Recently I've been writing in x86 assembly and it has dawned on me that perhaps these reasons are not really true, except perhaps portability. Perhaps it is more of a matter of familiarity and knowing how to write assembly well. I also noticed that programming in assembly is quite different than programming in an HLL. Perhaps a good and experienced assembly programmer could write programs just as easily and as quickly as an experienced C programmer writing in C. Perhaps it is because assembly programming is quite different than HLLs, and so requires different thinking, methods and ways, which makes it seem very awkward to program in for the unfamiliar, and so gives it its bad name for writing programs in. If portability isn't an issue, then really, what would C have over a good assembler such as NASM?

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  • How to insert into data base using multi threading programming [closed]

    - by user1196650
    I am having a method and that method needs to do the following thing: It has to insert records into a database. No insert is done for the same table again. All inserts are into different tables. I need a multi threading logic which inserts the details into db using different threads. I am using oracle db and driver configuration and remaining stuff are perfect. Please help me with an efficient answer. Can anyone could provide me with a skeleton logic of the program.

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  • Need help replicating directory structure with ColdFusion and jsTree

    - by Derek
    I am using this new jQuery plugin called jsTree www.jstree.com and using the HTML datasource. I am also using ColdFusion 7 with cfdirectory and filtering out files, so just dirs. I need to recreate the directory structure in the image, well any dir structure I give it actually. I am having a heck of a time with the logic. variables.imageDirectoriesLen = 8 in this scenario cause I am outputting from the middle of the actual file path, not from begining. Thanks for the help. Derek this is what I have so far <cfoutput query="clientImageDirsFilter"> <cfset nextLen = 0 /> <cfset nextDir = "" /> <cfset nextRowCnt = currentRow+1 /> <cfset nextDir = clientImageDirsFilter.directory[nextRowCnt] & "\" & clientImageDirsFilter.name[nextRowCnt] /> <cfset nextLen = listLen(nextDir, "\") /> <cfset currLen = listLen(clientImageDirsFilter.directory & "\" & clientImageDirsFilter.name,"\") /> <cfif currLen eq nextLen> <li rel="folder" id="node_#randRange(1,99999)#"><a href="##"><ins>&nbsp;</ins>#clientImageDirsFilter.name#</a></li> <cfelseif nextLen lt currLen> <cfif nextLen eq 0> #repeatString("</li></ul>",(currLen-nextLen-variables.imageDirectoriesLen))# </cfif> <cfelse> <ul> <li rel="folder" id="node_#randRange(1,99999)#"><a href="##"><ins>&nbsp;</ins>#clientImageDirsFilter.name#</a> <ul> </cfif>

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  • Project ideas for automated deduction/automated theorem proving?

    - by wsh
    Dear Stack Overflow brethren, I'm a second-semester junior who will embark upon my thesis soon, and I have an interest in automated deduction and automated theorem provers. As in, I'd like to advance the art in some way (I don't mean that pretentiously, but I do want to do something productive). I've Googled pretty far and wide and so far few promising ideas have emerged. There are a few student project idea pages, but most seem either horribly outdated or too advanced (I was originally going to attempt to synthesize postmodernist thought (hahaha) and abstract its logical content, build a complete and consistent model (if possible, of course), and attempt to automate it, grounding said model as possible in a nonstandard logic a la these. My advisor thought that gave postmodernist thought too much credit (a while ago I reimplemented the Postmodernism Generator in Haskell with Parsec, so that is in part where the idea came from); I am tempted to concur.) So, yeah. Does anyone have ideas? I apologize if there is some obvious gap in my approach here/if I haven't appropriately done my homework (and if there is one, please tell me!), but in large part I don't even know where to start, and thank you for reading all that.

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  • CLR Stored Procedures

    - by Paul Hatcherian
    In an ASP.NET application, I have a small number of fairly complex, frequently used operations to execute against a database. In these operations, one or more of several tables needs updates or inserts based a logical evaluation of both input parameters and values of certain tables. I've maintained a separation of logic and data access, so the operation currently looks like this: Request received from client Business layer invokes data layer to retrieve data from database Business layer processes result and determines which operation to execute Business layer invokes appropriate data operation Response sent to client As you can see, the client is kept waiting while two separate requests are made to the database. In searching for a solution to this, I've found CLR Stored Procedures, but I'm not sure if I have the right idea about what they are useful for. I have written a replacement for the code above which especially places steps 2-4 in a CLR SP. My understanding is that the SP will be executed locally by SQL Server and result in only one call being made to the server. My initial benchmark tests show this is actually orders of magnitude slower than my original code, but I attribute that recompilation of the code I have not worked out yet and/or some flaw in my environment. My question is basically, is this the intended use of CLR SPs or am I missing something? I realize this is a bit of a compromise structurally, so if there's a better way to do it I'd love to hear it.

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  • Linear feedback shift register?

    - by Mattia Gobbi
    Lately I bumped repeatedly into the concept of LFSR, that I find quite interesting because of its links with different fields and also fascinating in itself. It took me some effort to understand, the final help was this really good page, much better than the (at first) cryptic wikipedia entry. So I wanted to write some small code for a program that worked like a LFSR. To be more precise, that somehow showed how a LFSR works. Here's the cleanest thing I could come up with after some lenghtier attempts (Python): def lfsr(seed, taps): sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor sr, xor = str(xor) + sr[:-1], 0 print sr if sr == seed: break lfsr('11001001', (8,7,6,1)) #example I named "xor" the output of the XOR function, not very correct. However, this is just meant to show how it circles through its possible states, in fact you noticed the register is represented by a string. Not much logical coherence. This can be easily turned into a nice toy you can watch for hours (at least I could :-) def lfsr(seed, taps): import time sr, xor = seed, 0 while 1: for t in taps: xor += int(sr[t-1]) if xor%2 == 0.0: xor = 0 else: xor = 1 print xor print time.sleep(0.75) sr, xor = str(xor) + sr[:-1], 0 print sr print time.sleep(0.75) Then it struck me, what use is this in writing software? I heard it can generate random numbers; is it true? how? So, it would be nice if someone could: explain how to use such a device in software development come up with some code, to support the point above or just like mine to show different ways to do it, in any language Also, as theres not much didactic stuff around about this piece of logic and digital circuitry, it would be nice if this could be a place for noobies (like me) to get a better understanding of this thing, or better, to understand what it is and how it can be useful when writing software. Should have made it a community wiki? That said, if someone feels like golfing... you're welcome.

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  • Events and references pattern

    - by serhio
    In a project I have the following relation between BO and GUI By e.g. G could represent a graphic with time lines, C a TimeLine curve, P - points of that curve and T the time that represents each point. Each GUI object is associated with the BO corresponding object. When T changes GUI P captures the Changed event and changes its location. So, when G should be modified, it modifies internally its objects and as result T changes, P moves and the GuiG visually changes, everything is OK. But there is an inconvenient of this architecture... BO should not be recreated, because this will breack the link between BO and GUIO. In particular, GUI P should always have the same reference of T. If in a business logic I do by e.g. P1.T = new T(this.T + 10) GUI_P1 will not move anymore, because it wait an event from the reference of former P1.T object, that does not belongs to P1 anymore. So the solution was to always modify the existing objects, not to recreate it. But here is an other inconvenient: performance. Say I have a ready newC object that should replace the older one. Instead of doing G1.C = newC I should do foreach T in foreach P in C replace with T from P from newC. Is there an other more optimal way to do it?

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  • Patterns / Solutions to complicated Feature Management

    - by yclian
    Hi all, My company develops CDN / Web-Hosting solution. We have a middleware that's served as a business logic layer and exposes web service for the front-end. I would like to seek for a clean solution to feature management - there're uncertainties and ugly workarounds/solutions in the software that the dev would say "when it happens or is broken, we will fix it". For example, here're the following features that a web publisher can have: Sites limit Bandwidth limit SSL feature + SSL configuration per site If we downgrade a web publisher, when he's having 10 sites, down to 5 sites, we can choose not to suspend the rest of the 5 sites, or we shall prompt for suspension before the downgrade. For the case of bandwidth limit, the downgrade is easy, when the bandwidth check happens, if the publisher has it exceeded, then we will suspend his account. For the case of SSL feature. Every SSL configuration is tied to a site, what shall happen to these configuration object when the SSL feature is downgraded from enabled to disabled? So as you can see, there're many different situations and there are different ways of handling it. I can make a system that examines the impacts and prompts the user to make changes before the downgrade/upgrade. Or a system that ignores the impacts and just upgrade/downgrade. Bad. Or a system designed in a way that the client code need to be aware of the complex feature matrix (or I can expose a helper to the client code to check if a feature is not DEFUNCT) There can be many ways that I am still thinking but puzzled. I am wondering, how would you tackle this issue and is there any recommended patterns or books or software that you think I can refer to? Appreciate your help.

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  • Handling Complex Rules in in GUI applciations (C++ or C#)

    - by Canacourse
    Im working on a dialog box in which several rules must be satisfied before the OK button is enabled. Currently any action on the page such as entering data or selecting an item from a drop down list (amongst other things) calls a single function called ProcessEvent() - this function handles all logic and either enables or disables the OK button. My problem is I finding it difficult making the rules concise and understandable. Some of the rules can be negated by another action on the dialog and I have now ended up with if else statements all over the place or which are difficult to read and follow & extend. The code below is a simplification of the problem but demonstrates it well. How do I handle this problem better (If its Possible) bool CWorkstation::ProcessEvent(void) { UpdateData(); CharCount = GetDlgItemInt(IDC_CharCount, NULL, FALSE); //get latest if ( IsDlgButtonChecked(IDC_USEDBNAME)) { if (!IsDlgButtonChecked(IDC_MAXDBNAME)) { EnableNext(TRUE); } } if (IsDlgButtonChecked(IDC_MAXDBNAME) && CharCount) { if (IsDlgButtonChecked(IDC_USEXMLNAME)) { if ( PrefixName.IsEmpty() ) { EnableNext(FALSE); } else { EnableNext(TRUE); } } } if (IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1) { EnableNext(TRUE); } if ( IsDlgButtonChecked(IDC_WSAUTONAME) || IsDlgButtonChecked(IDC_RENAMEIFDUP)) { // TRACE("IDC_WSAUTONAME is Checked\n"); if ( IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1 ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) ) { EnableNext(TRUE); } else if ( IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } else { EnableNext(FALSE); } } if ( !IsDlgButtonChecked(IDC_USEPREFIX) ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) || IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } } return false; } }

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  • Simulate Golf Game Strategy

    - by Mitchel Sellers
    I am working on what at best could be considered a "primitive" golf game, where after a certain bit of randomness is introduced I need to play out a hole of golf. The hole is static and I am not concerned about the UI aspect as I just have to draw a line on a graphic of the hole after the ball has been hit showing where it traveled. I'm looking for input on thoughts of how to manage the "logic" side of the puzzle, below are some of my thoughts on the matter, input, suggestions, or references are greatly appreciated. Map out the hole into an array with a specific amount of precision, noting the type of surface: out of bounds, fairway, rough, green, sand, water, and most important the hole. Map out "regions" and if the ball is contained inside one of these regions setup parameters for "maximum" angle of departure. (For example the first part of the hole the shot must be between certain angles Using the current placement of the ball, and the region contained in #2, define a routine to randomly select the shooting angle, and power then move the ball, adjust the trajectory and move again. I know this isn't the "most elegant" solution, but in reality, we are looking for a quick and dirty solution, as I just have to do this a few times, set it and forget it afterward. From a languages perspective I'll be using ASP.NET and C# to get this done.

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  • Turning logical expression around

    - by BluePrint
    I have the following code: bool s = true; for (...; ...; ...) { // code that defines A, B, C, D // and w, x, y, z if (!(A < w) && s == true) { s = false; } if (!(B < x) && s == true) { s = false; } if (!(C < y) && s == true) { s = false; } if (!(D < z) && s == true) { s = false; } } This code is working well. However, I want to, for several (unimportant) reasons, change the code so that I can initiate s = false; and set it to true inside the if-statement. It tried the following: bool s = false; for (...; ...; ...) { // code that defines A, B, C, D // and w, x, y, z if (A >= w && s == false) { s = true; } if (B >= x && s == false) { s = true; } if (C >= y && s == false) { s = true; } if (D >= z && s == false) { s = true; } } However, this is not working properly as the code above is working. I know thought wrong somewhere in the logic, but I can't figure out where. Does anbyone see my probably obvious error? EDIT: Added three more if-statemets. Missed them since they were commented away.

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  • Network communication for a turn based board game

    - by randooom
    Hi all, my first question here, so please don't be to harsh if something went wrong :) I'm currently a CS student (from Germany, if this info is of any use ;) ) and we got a, free selectable, programming assignment, which we have to write in a C++/CLI Windows Forms Application. My team, two others and me, decided to go for a network-compatible port of the board game Risk. We divided the work in 3 Parts, namely UI, game logic and network. Now we're on the part where we have to get everything working together and the big question mark is, how to get the clients synchronized with each other? Our approach so far is, that each client has all information necessary to calculate and/or execute all possible actions. Actually the clients have all information available at all, aside from the game-initializing phase (add players, select map, etc.), which needs one "super-client" with some extra stuff to control things. This is the standard scenario of our approach: player performs action, the action is valid and got executed on the players client action is sent over the network action is executed on the other clients The design (i.e. no or code so far) we came up with so far, is something like the following pseudo sequence diagram. Gui, Controller and Network implement all possible actions (i.e. all actions which change data) as methods from an interface. So each part can implement the method in a way to get their job done. Example with Action(): On the player side's Client: Player-->Gui.Action() Gui-->Controller.Action() Controller-->Logic.Action (Logic.Action() == NoError)? Controller-->Network.Action() Network-->Parser.ParseAction() Network.Send(msg) On all other clients: Network.Recv(msg) Network-->Parser.Deparse(msg) Parser-->Logic.Action() Logic-->Gui.Action() The questions: Is this a viable approach to our task? Any better/easier way to this? Recommendations, critique? Our knowledge (so you can better target your answer): We are on the beginner side, in regards to programming on a somewhat larger projects with a small team. All of us have some general programming experience and basic understanding of the .Net Libraries and Windows Forms. If you need any further information, please feel free to ask.

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  • OpenGL or OpenGL ES

    - by zxspectrum
    What should I learn? OpenGL 4.1 or OpenGL ES 2.0? I will be developing desktop applications using Qt but I may start developing mobile applications in a few months, too. I don't know anything about 3D, 3D math, etc and I'd rather spend 100 bucks in a good book than 1 week digging websites and going through trial and error. One problem I see with OpenGL 4.1 is as far as I know there is no book yet (the most recent ones are for OpenGL 3.3 or 4.0), while there are books on OpenGL ES 2.0. On the other hand, from my naive point of view, OpenGL 4.1 seems like OpenGL ES 2.0 + additions, so it looks like it would be easier/better to first learn OpenGL ES 2.0, then go for the shader language, etc Please, don't tell me to use NeHe (it's generally agreed it's full of bad/old practices), the Durian tutorial, etc. Thanks

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  • How To Delete Top 100 Rows From SQL Server Tables

    - by Gopinath
    If you want to delete top 100/n records from an SQL Server table, it is very easy with the following query: DELETE FROM MyTable WHERE PK_Column IN(     SELECT TOP 100 PK_Column     FROM MyTable     ORDER BY creation    ) Why Would You Require To Delete Top 100 Records? I often delete a top n records of a table when number of rows in the are too huge. Lets say if I’ve 1000000000 records in a table, deleting 10000 rows at a time in a loop is faster than trying to delete all the 1000000000  at a time. What ever may be reason, if you ever come across a requirement of deleting a bunch of rows at a time, this query will be helpful to you. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • displaying python's autodoc to the user (python 3.3)

    - by Plotinus
    I'm writing a simple command line math game, and I'm using python's autodoc for my math algorithms to help me remember, for example, what a proth number is while i'm writing the algorithm, but later on I'll want to tell that information to the user as well, so they'll know what the answer was. So, for example I have: def is_proth(): """Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k.""" [snip] return proths and then I tried to make a dictionary, like so: definitions = {"proths" : help(is_proth)} But it doesn't work. It prints this when I start the program, one for each item in the dictionary, and then it errors out on one of them that returns a set. And anyway, I don't want it displayed to the user until after they've played the game. Help on function is_proth in module __main__: is_proth() Proth numbers and numbers that fit the formula k×2^n + 1, where k are odd positive integers, and 2^n > k. (END) I understand the purpose of autodoc is more for helping programmers who are calling a function than for generating userdoc, but it seems inefficient to have to type out the definition of what a proth number is twice, once in a comment to help me remember what an algorithm does and then once to tell the user the answer to the game they were playing after they've won or lost.

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  • What popular "best practices" are not always best, and why?

    - by SnOrfus
    "Best practices" are everywhere in our industry. A Google search on "coding best practices" turns up nearly 1.5 million results. The idea seems to bring comfort to many; just follow the instructions, and everything will turn out fine. When I read about a best practice - for example, I just read through several in Clean Code recently - I get nervous. Does this mean that I should always use this practice? Are there conditions attached? Are there situations where it might not be a good practice? How can I know for sure until I've learned more about the problem? Several of the practices mentioned in Clean Code did not sit right with me, but I'm honestly not sure if that's because they're potentially bad, or if that's just my personal bias talking. I do know that many prominent people in the tech industry seem to think that there are no best practices, so at least my nagging doubts place me in good company. The number of best practices I've read about are simply too numerous to list here or ask individual questions about, so I would like to phrase this as a general question: Which coding practices that are popularly labeled as "best practices" can be sub-optimal or even harmful under certain circumstances? What are those circumstances and why do they make the practice a poor one? I would prefer to hear about specific examples and experiences.

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  • What are best practices when switching between projects/coming back to projects frequently?

    - by dj444
    The nature of my job is that I have to switch back and forth between projects every few weeks. I find that one of the biggest impediments to my productivity is the ramp-up time to getting all the relevant pieces of code "back in my head" again after not seeing it for a period. This happens to a smaller and larger extent for briefer breaks / longer breaks. Obviously, good design, documentation, commenting, and physical structure all help with this (not to mention switching between projects as infrequently as possible). But I'm wondering if there are practices/tools that I may be missing out on. What are your specific practices for improving on this?

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  • We are hiring (take a minute to read this, is not another BS talk ;) )

    - by gsusx
    I really wanted to wait until our new website was out to blog about this but I hope you can put up with the ugly website for a few more days J. Tellago keeps growing and, after a quick break at the beginning of the year, we are back in hiring mode J. We are currently expanding our teams in the United States and Argentina and have various positions open in the following categories. .NET developers: If you are an exceptional .NET programmer with a passion for creating great software solutions working...(read more)

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  • Best practices that you disagree with

    - by SnOrfus
    'Best practices' is a bit of a fuzzy term. Recently I've gone through another wave of self-improvement in my coding practices (mostly brought on by reading Clean Code) and I find that some of the things I disagree with. I'd hate to take things at face value and not think about them critically, but I wonder whether or not my thinking is wrong. So I wonder, what are some best practies or practices that you've seen that many of your peers seem to agree with that you disagree with? For the time being, I'm speaking strictly of coding practices.

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  • What are developer's problems with helpful error messages?

    - by Moo-Juice
    It continue to astounds me that, in this day and age, products that have years of use under their belt, built by teams of professionals, still to this day - fail to provide helpful error messages to the user. In some cases, the addition of just a little piece of extra information could save a user hours of trouble. A program that generates an error, generated it for a reason. It has everything at its disposal to inform the user as much as it can, why something failed. And yet it seems that providing information to aid the user is a low-priority. I think this is a huge failing. One example is from SQL Server. When you try and restore a database that is in use, it quite rightly won't let you. SQL Server knows what processes and applications are accessing it. Why can't it include information about the process(es) that are using the database? I know not everyone passes an Applicatio_Name attribute on their connection string, but even a hint about the machine in question could be helpful. Another candidate, also SQL Server (and mySQL) is the lovely string or binary data would be truncated error message and equivalents. A lot of the time, a simple perusal of the SQL statement that was generated and the table shows which column is the culprit. This isn't always the case, and if the database engine picked up on the error, why can't it save us that time and just tells us which damned column it was? On this example, you could argue that there may be a performance hit to checking it and that this would impede the writer. Fine, I'll buy that. How about, once the database engine knows there is an error, it does a quick comparison after-the-fact, between values that were going to be stored, versus the column lengths. Then display that to the user. ASP.NET's horrid Table Adapters are also guilty. Queries can be executed and one can be given an error message saying that a constraint somewhere is being violated. Thanks for that. Time to compare my data model against the database, because the developers are too lazy to provide even a row number, or example data. (For the record, I'd never use this data-access method by choice, it's just a project I have inherited!). Whenever I throw an exception from my C# or C++ code, I provide everything I have at hand to the user. The decision has been made to throw it, so the more information I can give, the better. Why did my function throw an exception? What was passed in, and what was expected? It takes me just a little longer to put something meaningful in the body of an exception message. Hell, it does nothing but help me whilst I develop, because I know my code throws things that are meaningful. One could argue that complicated exception messages should not be displayed to the user. Whilst I disagree with that, it is an argument that can easily be appeased by having a different level of verbosity depending on your build. Even then, the users of ASP.NET and SQL Server are not your typical users, and would prefer something full of verbosity and yummy information because they can track down their problems faster. Why to developers think it is okay, in this day and age, to provide the bare minimum amount of information when an error occurs? It's 2011 guys, come on.

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  • Should a newcomer to Perl learn both Perl 5 and 6?

    - by M. Joanis
    Hello! I have started playing around with Perl 5 lately, and it seems very interesting. I would like to spend some time learning it more in depth when I can. My question, since Perl 6 is slowly taking place (I believe...) and is said to break backward compatibility, is this: am I better learning Perl 5 and then Perl 6, or is learning Perl 6 directly a better time investment according to you? If the changes from Perl 5 to 6 are making it hard to understand Perl 5, I should certainly start with Perl 5 to be able to read "old" scripts, then check Perl 6. There is also the "Perl 6 is not yet completely released" problem. I know there's an early adopter implementation for Perl 6, but if Perl 6 isn't officially released before some more years, I'll stick to 5 for now. I would certainly like some insight on this. Feel free to discuss related stuff. My interest in scripting languages is fairly new. Thanks!

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  • Is CUDA, cuBLAS or cuBLAS-XT the right place to start with for machine learning?

    - by Stefan R. Falk
    I am not sure if this is the right forum to post this question - but it surely is no question for stackoverflow. I work on my bachelor thesis and therefore I am implementing a so called Echo-State Network which basically is an artificial neural network that has a large reservoir of randomly initialized neurons and just a few input and output neurons .. but I think we can skip that. The thing is, there is a Python library called Theano which I am using for this implementation. It encapsulates the CUDA API and offers a quiet "comfortable" way to access the power of a NVIDIA graphics card. Since CUDA 6.0 there is a sub-library called cuBLAS (Basic Linear Algebra Subroutines) for LinAlg operations and also a cuBLAS-XT an extention which allows to run calculations on multiple graphics cards. My question at this point is if it would make sense to start using cuBLAS and/or cuBLAS-XT right now since the API is quite complex or rather wait for libraries that will build up on those library (such as Theano does on basic CUDA)? If you think this is the wrong place for this question please tell me which one is, thank you.

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  • On improving commit practices

    - by greengit
    I was thinking about ways to improving my commit practices. Is there any co-relation between no. of source code lines and no. of commits? In a recent project that I was involved in, I was going at 30 commits per 1000 lines. One typical file from the project has these stats language: JavaScript total commits that include this file: 32 total lines: 1408 source lines: 1140 comment lines: 98 no. of function declarations: 28 other declarations: 8 Another file has these... Language: Python total commits that include this file: 17 total lines: 933 source lines: 730 comment lines: 80 classes: 1 methods: 10 I also think that no. of commits is more related to no. of features or no. of changes to the code and less to the no. of lines. The general git community motto is make short commits and commit often. So, do you really think about you commit strategy before you start the project. For that matter, is there anything like commit strategy? If so, what's yours?

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