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  • Why not have a High Level Language based OS? Are Low Level Languages more efficient?

    - by rtindru
    Without being presumptuous, I would like you to consider the possibility of this. Most OS today are based on pretty low level languages (mainly C/C++) Even the new ones such as Android uses JNI & underlying implementation is in C In fact, (this is a personal observation) many programs written in C run a lot faster than their high level counterparts (eg: Transmission (a bittorrent client on Ubuntu) is a whole lot faster than Vuze(Java) or Deluge(Python)). Even python compilers are written in C, although PyPy is an exception. So is there a particular reason for this? Why is it that all our so called "High Level Languages" with the great "OOP" concepts can't be used in making a solid OS? So I have 2 questions basically. Why are applications written in low level languages more efficient than their HLL counterparts? Do low level languages perform better for the simple reason that they are low level and are translated to machine code easier? Why do we not have a full fledged OS based entirely on a High Level Language?

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  • Is it good to review programs with seniors and boss even if it is working fine?

    - by Himanshu
    In my company, before delivery of any project, my boss asks my seniors to review programs written by me or other team members or sometimes boss also sits with us for review. I think it is a good way of getting knowledge, but sometimes when programs are working fine, they don't work same after review and I need to look again into my program. They says that review helps to optimize program and query execution, but can we prefer optimization over actual functioning of program?

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  • Novice prototyping a massive multiplayer webpage based gaming system

    - by Sean Hendlin
    I'm trying to build a website based game in which various pages of the site act as different areas of the game. I am wondering what you would recommended as a design structure. Which languages would be best if building what will hopefully becomes a massive system able to scale to massive amounts of users. I am wondering if and how various elements from differing languages could be meshed to interact with each other. For example could I use html5, javascript, and PHP? What about asp.net how might that factor in? I'm a newbie programmer but I've been working on this idea for years and I want to build it to reality. Your comments and suggestions are appreciated. P.S.: The game is not all graphics and animation (though flash like appearance and some animation would be nice). What I am thinking of is essentially a heavily gamified system of forms. And LOTS of data in many different categories cross referencing each-other. I'm not sure how to go about structuring the collection of data. Also while I know javascript can be used to process some functions, I'm wondering what sort of base system I would need to handle the server side processing of what I am expecting to be some pretty significant algorithm processing. That is to say I expect to have many many many functions and I'm not sure how to mange this using javascript. I feel like they would be forgotten, mixed up, disorganizes as they essentially only exist where they are coded. I guess I need to learn something of libraries? OK, Thank you! Is enough from me for now.

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  • Can Scala be considered a functional superset of Java?

    - by Giorgio
    Apart from the differences in syntax, can Scala be considered a superset of Java that adds the functional paradigm to the object-oriented paradigm? Or are there any major features in Java for which there is no direct Scala equivalent? With major features I mean program constructs that would force me to heavily rewrite / restructure my code, e.g., if I had to port a Java program to Scala. Or can I expect that, given a Java program, I can port it to Scala almost line-by-line?

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • developers-designers-testers interaction [closed]

    - by user29124
    Sorry for my bad English, and also you may not read this and waste your time, because it is just a lament of layman developer... Seems no one want to learn anything at my workplace. We have Mantis bug tracker, but our testers use google-docs for reports and only developers and team lead report bugs in Mantis. We have SVN for version control and use Smarty as template system, but our designers give us pure HTML (sometimes it's ugly for programmers, but mostly it's OK) in archives, and changes to design made by programmers go nowhere (I mean designers use their own obsolete HTML and CSS most of the time). We have a testing environment but designers don't have access with restricted accounts to it. So we can only ask them where to look for the problem and then investigate the problem by ourselves (and made changes to CSS by ourselves (that go nowhere most of the time...)). I will not mention legacy code without documentation, tests, or any requirements, just an absence of real interaction in triangle programmers-designers-testers. I'm not talking about using HAML, SASS, continuous integration, or something else, just about using basic tools by all participants of the development process. Maybe the absence of communication is not a problem in short-time projects, which will finish up in 2 months time but rather on the types of projects that lasts for years. Any comments please...

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  • Design pattern and best practices

    - by insane-36
    I am an iphone developer. I am quite confident on developing iphone application with some minimal feature. I would consider myself as a fair application developer but the code I write is not so much structured. I make vey little use of MVC because I dont seem to find places to impose MVC. Most of the time, I create application with viewcontrollers and very few models only. How could I improve the skill for making my code more reusable, standard, easy and maintainable. I have seen few books on design patterns and tried few chapters myself but I dont seem to skip my habit. I know few of them but I am not being able to apply those patterns into my app. What is the best way to learn the design patterns and coding habit. Any kind of suggestion is warmly welcomed.

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  • Mail Scanning System

    - by Mr D
    In the same way gmail can generate ads based on email content, I am looking for a way to develop a system which can: Allow users to connect their email address to our site It then would continously monitor all incomming emails From the incomming emails there would be a critera(e.g. a certain address or subject) if any of the emails matched the critea it would would be saved to a database Then once a new email had been found the users would receive an email notification will tells them to log back into the site to see it. My questions are: Would this be possible? What would be a good language to use(generally I like php, python and java) Are there any frameworks which would help do this? How would I connect the users email account to allow access to their emails(do I need a mail server?) Any advice? Thank you! If you need more information please let me know.

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  • Mac mini 2012 graphic upgrade for UE4 Unity3D Blender

    - by DaCrAn
    I have a mac mini (late 2012) i7, 16gb ram Vengeance graphic card intel HD4000. I buy recently a thunderbolt expansion PCIE whit support a graphic card PCIE 2.0 16x whit space for Full leght card. I have dubts about what graphic card gona give me the best results for using the Unreal Engine 4 UE4 or Unity3D, and Blender. My badget cover a Nvidia Quadro K4000 3gb or ATI Firepro W7000 4gb. Any recomendation? What professional graphic card can be better for design games in 3D? Thanks. DaCrAn

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  • Infix vs Prefix Notation - Which do you prefer?

    - by Jetti
    I have been learning Clojure and looking at Scheme and CL which introduced me to the world of prefix notation. At first I didn't like it but it is still starting to grow on me. To be honest though, there are still long calculations that are difficult for me to understand but I think that is an issue of me needing more exposure/practice and I'll get it. But that leads me to the question: Which type of notation do you prefer and why?

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  • Stuff you should have learned in school but didn't pay attention to at the time

    - by HLGEM
    This question made me think that there was a better question to ask. What did you learn in school that you didn't care about at the time, but turned out to be useful or you had to relearn in the workplace because you had it in school, but didn't retain the information and you needed it? (I mean for software related jobs.) I think this might help college students identify some of what they really should be paying attention to while they are in school.

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  • Default values - are they good or evil?

    - by Andrew
    The question about default values in general - default return function values, default parameter values, default logic for when something is missing, default logic for handling exceptions, default logic for handling the edge conditions etc. For a long time I considered default values to be a "pure evil" thing, something that "cloaks the catastrophe" and results in a very hard do find bugs. But recently I started to think about default values as some sort of a technical debt ... which is not a straight bad thing but something that could provide some "short term financing" get us to survive the project (how many of us could afford to buy a house without taking out the mortgage?). When I say a "short term" - I don't mean - "do something quickly first and do refactor it out later before it hits the production". No - I am talking about relying on a hardcoded default values in a production software. Granted - it could cause some issues, but what if it only going to cause a single trouble in a whole year. Again - I am talking about the "average" mainstream software here (not a software for a nuclear power station) - the average web site or a UI application for the accounting software, meaning that people lives are not at stake, nor millions of dollars. Again, from my experience, business users would rather live with the software which "works somehow", rather then wait for a perfect one. And the use of default values helps a lot if you develop a software in a RAD style. But again - the longest debug sessions I have spent were because of the bugs introduced by a default value which either stopped being "a default" along the way or because a small subsystem has recently been upgraded and as a result of this upgrade it does not handle the default correctly (e.g. empty list vs null, or null string vs empty string). So my question is - are the default values good or evil. And if they are a technical debt - how do measure up how much you can borrow so you can afford the repayments? Would really appreciate any input. Cheers. EDIT: If I am using the default values as a way to cut the corners during the development - and if the corners cutting results in a bugs and issues - what is the methodology to recover from these issues?

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Is there a way to procedurally generate the history of a world?

    - by pdusen
    I am somewhat intrigued by the diagram found here representing 1800 years of cultural history in an imaginary world some guy created. This sort of thing would seem to have strong applications for game development, insofar as world design. It looks like he did this diagram by hand. What I'm interested in is seeing if there is a way to create this sort of diagram programatically. If you were tasked with generating diagrams in the style of the above from random values, how would you go about it? Are there any particular data structures or algorithms that you would consider?

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  • Grading an algorithm: Readability vs. Compactness

    - by amiregelz
    Consider the following question in a test \ interview: Implement the strcpy() function in C: void strcpy(char *destination, char *source); The strcpy function copies the C string pointed by source into the array pointed by destination, including the terminating null character. Assume that the size of the array pointed by destination is long enough to contain the same C string as source, and does not overlap in memory with source. Say you were the tester, how would you grade the following answers to this question? 1) void strcpy(char *destination, char *source) { while (*source != '\0') { *destination = *source; source++; destionation++; } *destionation = *source; } 2) void strcpy(char *destination, char *source) { while (*(destination++) = *(source++)) ; } The first implementation is straightforward - it is readable and programmer-friendly. The second implementation is shorter (one line of code) but less programmer-friendly; it's not so easy to understand the way this code is working, and if you're not familiar with the priorities in this code then it's a problem. I'm wondering if the first answer would show more complexity and more advanced thinking, in the tester's eyes, even though both algorithms behave the same, and although code readability is considered to be more important than code compactness. It seems to me that since making an algorithm this compact is more difficult to implement, it will show a higher level of thinking as an answer in a test. However, it is also possible that a tester would consider the first answer not good because it's not readable. I would also like to mention that this is not specific to this example, but general for code readability vs. compactness when implementing an algorithm, specifically in tests \ interviews.

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  • How to handle compensation issue

    - by Ali
    I consider myself an expert Software Developer. Recently, I noticed my current company posted a new job through a recruting firm requiring half experience than I have and even lesser set of skills. However, they are offering the same salary as my current salary. When I joined my current company a year ago, they declined to pay my asking salary. My evaluations are good and there are critical projects in the pipeline where my involvement is crucial for their success. I'm little confused on how to handle this situation. I don't want to come across threatning or any thing like that.

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  • Naming: objectAction or actionObject?

    - by DocSalvage
    The question, Stored procedure Naming conventions?, and Joel's excellent Making Wrong Code Look Wrong article come closest to addressing my question, but I'm looking for a more general set of criteria to use in deciding how to name modules containing code (classes, objects, methods, functions, widgets, or whatever). English (my only human language) is structured as action-object (i.e closeFile, openFile, saveFile) and since almost all computer languages are based on English, this is the most common convention. However, in trying to keep related code close together and still be able to find things, I've found object-action (i.e. fileClose, fileOpen, fileSave) to be very attractive. Quite a number of non-English human languages follow this structure as well. I doubt that one form is universally superior, but when should each be used in the pursuit of helping to make sure bad code looks bad?

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  • Is there a Source Insight alternative?

    - by hansioux
    I am not a developer, but for my work I trace a lot of codes. It is actually rather difficult reading other people's code, especially for bigger projects. Source Insight is a great application that stores all the symbols in a data base, so you can see a new function being called, click on it and see how the function is written. You can see all the referrer of a object or jump to a caller. You don't need to break the train of thought and think up shell commands just to find these things every time you ran into a new variable/structure/function from some other files. I have it running on WINE, but there are little glitches that sometimes gets in the way. I know people will mention C-scope, I've tried it, but it really isn't the same. So, with so many huge open source projects out there for Ubuntu, are there native tools to help read them efficiently? EDIT: Thanks for the suggestions, but does CODE::BLOCKS or CodeLite provide abilities to see the function that the mouse clicked on without jumping to it, so I can see the caller and callee at the same time?

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  • Is the copy/paste approach professionally viable when working with the Google Maps API?

    - by Ian Campbell
    I find that I understand much of the Javascript concepts used in the Google Maps API code, but then again there is quite a bit that is way over my head in syntax. For example, the geocoder syntax seems to be of Ajax form, though I don't understand what is happening under the hood (especially with lines like results[0].geometry.location). I am able to modify the body of if (status == google.maps.GeocoderStatus.OK) for different purposes though. So, being that I am able to take various code from the Developer's Guide and rework it to an extent for my own purposes, all the while not fully understanding what Google Maps is actually doing, does this make me a copy-paste programmer? Is this a bad practice, or is this professionally viable? I am, of course, interested in learning as much as I can, but what if time-constraints outweigh the learning process?

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • Which is more important in a web application code promotion hierarchy? production environment to repo equivalence or unidirectional propagation?

    - by ghbarratt
    Lets say you have a code promotion hierarchy consisting of several environments, (the polar end) two of which are development (dev) and production (prod). Lets say you also have a web application where important (but not developer controlled) files are created (and perhaps altered) in the production environment. Lets say that you (or someone above you) decided that the files which are controlled/created/altered/deleted in the production environment needed to go into the repository. Which of the following two sets of practice / approaches do you find best: Committing these non-developed file modifications made in the production environment so that the repository reflects the production environment as closely and as often as possible. Generally ignoring the non-developed production environment alterations, placing confidence in backups to restore the production environment should it be harmed, and keeping a resolution to avoid pushing developments through the promotion hierarchy in the reverse direction (avoiding pushing from prod to dev), only committing the files found in the production environment if they were absolutely necessary in other environments for development. So, 1 or 2, and why? PS - I am currently slightly biased toward maintaining production environment to repository equivalence (option 1), but I keep an open mind and would accept an answer supporting either.

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  • Cloud Computing - just get started already!

    - by BuckWoody
    OK - you've been hearing about "cloud" (I really dislike that term, but whatever) for over two years. You've equated it with just throwing some VM's in some vendor's datacenter - which is certainly part of it, but not the whole story. There's a whole world of - wait for it - *coding* out there that you should be working on. If you're a developer, this is just a set of servers with operating systems and the runtime layer (like.NET, Java, PHP, etc.) that you can deploy code to and have it run. It can expand in a horizontal way, allowing massive - and I really, honestly mean massive, not just marketing talk kind of scale. We see this every day. If you're not a developer, well, now's the time to learn. Explore a little. Try it. We'll help you. There's a free conference you can attend in November, and you can sign up for it now. It's all on-line, and the tools you need to code are free. Put down Facebook and Twitter for a minute - go sign up. Learn. Do. :) See you there. http://www.windowsazureconf.net/

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  • Should code comments have scope?

    - by Rig Veda
    I am asking this because I have seen places where, whoever coded initially had provided proper comments, but later on modifications were made to the code but the comments were left untouched. I remember reading somewhere " Don't get suckered in by the comments, debug only code". So is it a good/ relevant/ practical idea that tells the scope of the comments so as to prompt the developer for editing the comment. Your thoughts.

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