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  • What did they program this toy with?

    - by Trix
    A rather strange question: I'm often asking myself with what programming languages things were created. I recently found this toy mini computer I played with when I was 13 or so at home. (Note: It is not one of those toy "notebooks", it's really small and came as an extra with a magazine) "Features": Hadware: LCD with a small field of pixels where the games were going on, besides that some stats such as score, highscore etc. Sounds and horrible music when started A really small "keyboard" with a wire Software: At least 14 or so games, from Snake over Tetris and Breakdown to some abomination of a car racing game A calculator Game selecting menu An alarm clock Inside there is a really small circuit board, I don't want to open the thing up now, though. Can you imagine if the games and "Operating System" of this thing where actually programmed using a language? If yes, what language could it be? If not with a programming language, how else was it created?

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  • I want to make video games, but I hate coding

    - by hoper
    I know this sounds eally crazy. However, I just want to ask. Now, I am studying C++ code in my school (My major is computer programming). Honestly, my grade is not so good, and assignments are really hard. Sometimes, I feel sad that I will spend 8~10 hours per day for coding (which is stressful) at the future for my job. But, I still want to make video games. Maybe this is the only one reason why I am taking all of stressful courses. I always write down plots, stories, characters, fictional gaming worlds. Once, I thought I should study artistic technology such as game design program not computer technology such as C++, C#, etc. However, most of popular game designers(or directors) such as Kojima, Miyamoto Shigeru, etc used to be good programmers. And, companies actaully assign programmers to directors because they understand how to make a game. I try to find other colleges or universities where teach game design program. However, one article that lists rank 10 game design schools in North America seems untrustful because the survey company only scores it from intervews of students. (Once, I tried to attend Art Institute of Vancouver which is rank 7 according to that article. However, one programmer who used to be an instructor in there told me the truth. That is the employement rate of graduated students is low) Do you guys have any advice for me?

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  • What do you do with coder's block?

    - by Garet Claborn
    Lately it has been a bit rough. I basically know all the things I need and all the avenues to get there for work. There's been no real issue of a problem with too high complexity, and performance is good. Still, after three major projects this year, my mind is behaving a little strange. It's like I'm used to working in O(1+log(N-neatTricks)) but for some reason it processes in O(N^2)! I've experienced a sort of burnout after long deadlines and drudging projects before, but when it turns into a longer experience, I haven't found the usual suspects to be helpful. Take more walks Work on other code Overdesign everything until I feel intensely driven to just make it (sorta works) How can a programmer recoup from the specific hole in your head programming leaves after being mentally ransacked by these bloody corporations and their fancy money? Hopefully some of you have some better ideas, because I could really use another round of being looted and pillaged.I've often wondered if there are special puzzles or some kind of activity that would de-stress the tangled balance of left and right braininess programmers often deal with. Do any special techniques, activities, anything seem to help with the developer's mindset especially?

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  • Solving Kaggle’s Bike Sharing Demand Machine Learning Problem

    - by Gopinath
    Kaggle.com hosts a lot of interesting machine learning problems online and thousands of its members compete to solve them for a bounty. Problems hosted on Kaggle has varying complexity to accomodate newbies to rock star developers – few problems are good enough for  newbies to learn basics of machine learning and few of them challenge the best of machine learning developers. I’m learning basics of machine learning for the past few weeks and had an opportunity to solve Kaggel’s Bike Sharing Demand problem. Bike Sharing systems allows customers to rent a bike (or a cycle as it is called in many part of the world) for several hours and return them back . The problem provides historical information about the demand for bike sharing business and we need to forecast the demand. For more information on the problem, visit Kaggle.com website. Here is the solution I written using random forests algorithm using R programming language and you can download the source code from github.  With this solution I was able to score RMSLE of 0.70117, which placed me somewhere in the mid of the leader board.  This is the best score I could get by spending 4 hours of my time. Please feel free to fork the code and improve it.   Get Kaggle Bike Sharing Demand solution code from GitHub

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  • What happened to Alan Cooper's Unified File Model?

    - by PAUL Mansour
    For a long time Alan Cooper (in the 3 versions of his book "About Face") has been promoting a "unified file model" to, among other things, dispense with what he calls the most idiotic message box ever invented - the one the pops up when hit the close button on an app or form saying "Do you want to discard your changes?" I like the idea and his arguments, but also have the knee-jerk reaction against it that most seasoned programmers and users have. While Cooper's book seems quite popular and respected, there is remarkably little discussion of this particular issue on the Web that I can find. Petter Hesselberg, the author of "Programming Industrial Strength Windows" mentions it but that seems about it. I have an opportunity to implement this in the (desktop) project I am working on, but face resistance by customers and co-workers, who are of course familiar with the MS Word and Excel way of doing things. I'm in a position to override their objections, but am not sure if I should. My questions are: Are there any good discussions of this that I have failed to find? Is anyone doing this in their apps? Is it a good idea that it is unfortunately not practical to implement until, say, Microsoft does it?

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  • How do I implement the bg, &, and fg commands functionaliity in my custom unix shell program written in C

    - by user1631009
    I am extending the functionality of a custom unix shell which I wrote as part of my lab assignment. It currently supports all commands through execvp calls, in-built commands like pwd, cd, history, echo and export, and also redirection and pipes. Now I wanted to add support for running a command in background e.g. $ls -la& I also want to implement bg and fg job control commands. I know this can be achieved if I execute the command by forking a new child process and not waiting for it in the parent process. But how do I again bring this command to foreground using fg? I have the idea of entering each background command in a list assigning each of them a serial number. But I don't know how do I make the processes execute in the background, then bring them back to foreground. I guess wait() and waitpid() system calls would come handy but I am not that comfortable with them. I tried reading the man pages but still am in the dark. Can someone please explain in a layman's language how to achieve this in UNIX system programming? And does it have something to do with SIGCONT and SIGSTP signals?

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • Is Test Driven Development viable in game development?

    - by Will Marcouiller
    As being Scrum certified, I tend to prone for Agile methodologies while developping a system, and even use some canvas from the Scrum framework to manage my day-to-day work. Besides, I am wondering whether TDD is an option in game development, if it is viable? If I believe this GD question, TDD is not much of a use in game development. Why are MVC & TDD not employed more in game architecture? I come from industrial programming where big projects with big budgets need to work flawlessly, as it could result to catastrophic scenarios if the code wasn't throroughly tested inside and out. Plus, following Scrum rules encourages meeting the due dates of your work while every single action in Scrum is time-boxed! So, I agree when in the question linked above they say to stop trying to build a system, and start writing the game. It is quite what Scrum says, try not to build the perfect system, first: make it work by the Sprint end. Then, refactor the code while working in the second Sprint if needed! I understand that if not all departments responsible for the game development use Scrum, Scrum becomes useless. But let's consider for a moment that all the departments do use Scrum... I think that TDD would be good to write bug-free code, though you do not want to write the "perfect" system/game. So my question is the following: Is TDD viable in game development anyhow?

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  • How do I implement the bg, &, and bg commands functionaliity in my custom unix shell program written in C

    - by user1631009
    I am trying to extend the functionality of my custom unix shell which I earlier wrote as part of my lab assignment. It currently supports all commands through execvp calls, in-built commands like pwd, cd, history, echo and export, and also redirection and pipes. Now I wanted to add the support for running a command in background e.g. $ls -la& Now I also want to implement bg and fg job control commands. I know this can be achieved if I execute the command by forking a new child process and not waiting for it in the parent process. But how do I again bring this command to foreground using fg? I have the idea of entering each background command in a list assigning each of them a serial number. But I don't know how do I make the processes execute in the background, then bring them back to foreground. I guess wait() and waitpid() system calls would come handy but I am not that comfortable with them. I tried reading the man pages but still am in the dark. Can someone please explain in a layman's language how to achieve this in UNIX system programming? And does it have something to do with SIGCONT and SIGSTP signals?

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  • How would you refactor nested IF Statements?

    - by saunderl
    I was cruising around the programming blogosphere when I happened upon this post about GOTO's: http://giuliozambon.blogspot.com/2010/12/programmers-tabu.html Here the writer talks about how "one must come to the conclusion that there are situations where GOTOs make for more readable and more maintainable code" and then goes on to show an example similar to this: if (Check#1) { CodeBlock#1 if (Check#2) { CodeBlock#2 if (Check#3) { CodeBlock#3 if (Check#4) { CodeBlock#4 if (Check#5) { CodeBlock#5 if (Check#6) { CodeBlock#6 if (Check#7) { CodeBlock#7 } else { rest - of - the - program } } } } } } } The writer then proposes that using GOTO's would make this code much easier to read and maintain. I personally can think of at least 3 different ways to flatten it out and make this code more readable without resorting to flow-breaking GOTO's. Here are my two favorites. 1 - Nested Small Functions. Take each if and its code block and turn it into a function. If the boolean check fails, just return. If it passes, then call the next function in the chain. (Boy, that sounds a lot like recursion, could you do it in a single loop with function pointers?) 2 - Sentinal Variable. To me this is the easyest. Just use a blnContinueProcessing variable and check to see if it is still true in your if check. Then if the check fails, set the variable to false. How many different ways can this type of coding problem be refactored to reduce nesting and increase maintainability?

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  • Do you ever worry that you're more concerned with how something is built rather than what you are actually building?

    - by Rob Stevenson-Leggett
    As a programmer I have an inherent nagging annoyance at my tools, other peoples code, my code, the world in general. I always want to improve it. So I refactor, I stay on top of the latest techniques. I try and learn patterns, I try to use frameworks so as not to reinvent the wheel. I can write a tech spec that will blow your socks off with the amount of patterns I can squeeze in. However, lately I feel I actually know more about the tools I use than how to actually implement successful software. I feel like I'm lacking in the human factors skill set and I believe that to be a successful software engineer takes more than knowing the coolest framework. I think it needs some of the following skillsets too. Interaction design User experience Marketing I've got a bit of this that I've learned from people I've worked with and great projects I've worked on but I don't feel like I "own" these skills. Am I right? Should I be trying to develop these skills further, or should these be left to the people who do these for a career? How do you make sure you don't get too tied up in how you're doing something and make sure you "make your users awesome"? Does anyone know of good resources for learning these skills from a programming point of view?

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  • Is there a process-oriented IDE ?

    - by Raveline
    My problem is simple : when I'm programming in an OO paradigm, I'm often having part of a main business process divided in many classes. Which means, if I want to examine the whole functional chain that leads to the output, for debugging or for optimization research, it can be a bit painful. So I was wondering : is there an IDE that let you put a "process tag" on functions coming from different objects, and give you a view of all those functions having the same tag ? edit : To give an example (that I'm making up completely, sorry if it doesn't sound very realistic). Let's say we have the following business process for a HR application : receive a holiday-request by an employee, check the validity of the request, then give an alert to his boss ("one of those lazy programmer wants another day off"); at the same time, let's say the boss will want to have a table of all employee's timetable during the time the employee wants his vacations; then handle the answer of the boss, send a nice little mail to the employee ("No way, lazy bones"). Even if we get rid of everything not purely business-related (mail sending process, db handling to get the useful info, GUI functionalities, and so on), we still have something that doesn't really fit in "one class". I'd like to have an IDE that would give me the opportunity to embrace quickly, at the very least : The function handling the validation of the request by the employee; The function preparing the "timetable" for the boss; The function handling the validation of the request by the boss; I wouldn't put all those functions in the same class (but perhaps that's my mistake ?). This is where my dreamed IDE could be helpful.

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  • Is these company terms good for a programmer or should I move?

    - by o_O
    Here are some of the terms and conditions set forward by my employer. Does these make sense for a job like programming? No freelancing in any way even in your free time outside company work hours (may be okay. May be they wanted their employees to be fully concentrating on their full time job. Also they don't want their employees to do similar work for a competing client. Completely rational in that sense). - So sort of agreed. Any thing you develop like ideas, design, code etc while I'm employed there, makes them the owner of that. Seriously? Don't you think that its bad (for me)? If I'm to develop something in my free time (by cutting down sleep and hard working), outside the company time and resource, is that claim rational? I heard that Steve Wozniak had such a contract while he was working at HP. But that sort of hardware design and also those companies pay well, when compared to the peanuts I get. No other kind of works allowed. Means no open source stuffs. Fully dedicated to being a puppet for the employer, though the working environment is sort of okay. According to my assessment this place would score a 10/12 in Joel's test. So are these terms okay especially considering the fact that I'm underpaid with peanuts?

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  • How programmers can afford to NOT learn new things.

    - by newbie
    Good day! I am wondering how programmers learn many things because as a career shifter (from engineering to IT), I find it really hard to absorb everything. Three months ago, I learned HTML/CSS/Javascript. Two months ago, I learned mySQL and CCNA1. One month ago I learned C and Java. Now I am trying to learn J2EE. But it seems that I must combine everything I learned then add more into my brain (especially because J2EE is HUGE! -- XML, servlets, JSP, JSTL, EJB, frameworks(Hibernate, Structs, Spring), JDBC... and so on!!!) So I am wondering, how can programmers learn everything, then add something new without being confused of everything! Because Right now, I feel like my brain is going to explode because of information overload! And these knowledge I am trying to acquire are just the BASICS of programming (icing on the cake)! I still need to learn MORE to become a good programmer! And new technology emerges now and then that requires programmers to learn more again.. Learn.. learn.. learn... Any suggestions on how you as a programmer fit all you've learned into your brain? And how do you know which is the right thing for you to learn? Aren't you afraid that what you've learned may be obsolete next year then start learning again...?

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  • First Experience with Web Services

    When I first started programming with Microsoft .Net (1.0 Framework) I had a strong desire to learn how search engines indexed web sites. At that time I was a working as a search engine spammer creating web pages to generate traffic for specific themes for various clients. One way I attempted to better understand .Net was to build a web spider that analyzed web pages on demand. An example of the spider is hosted at AddLinkz.com. After my spider was built I had no real idea what I could/should do with it until I found the MSN Search API. I used this web service to compare its results with my spider. Additionally, I used the API to feed my .Net web spider new URLs from the API based on specific search terms. MSN’s search API was very easy to use, I just had to request information by calling a web URL with parameters via a Get request and the results were returned in XML. At that time all requests were limited to XML responses and a maximum of 1,000 results per query.   Since then the entire API has gone through several reconstructions, rebranding and new search services.  Microsoft’s new Bing API replaced the older MSN search API and added several new search capabilities. These new features allow search data to be returned for web searches, image searches, new searches, and related search terms to name a few. Bing API Version 2.0 SourceTypes Web Searches for web content Sushi Image Searches for images on the web Sushi News Searches news stories Sushi InstantAnswer Searches Encarta online what is sushi, convert 5 feet to meters, x*5=7, and 2 plus 2 Spell Searches Encarta dictionary for spelling suggestions Phonebook Searches phonebook entries sushi in Los Angeles RelatedSearch Returns the query strings most similar to yours Ad Returns advertisements to incorporate with results I currently plan to start using the web search feature from the new Bing 2.0 API in an open source project related to exception management. Currently, it is still in the conception phase.

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  • Are these company terms good for a programmer or should I move?

    - by o_O
    Here are some of the terms and conditions set forward by my employer. Does these make sense for a job like programming? No freelancing in any way even in your free time outside company work hours (may be okay. May be they wanted their employees to be fully concentrating on their full time job. Also they don't want their employees to do similar work for a competing client. Completely rational in that sense). - So sort of agreed. Any thing you develop like ideas, design, code etc while I'm employed there, makes them the owner of that. Seriously? Don't you think that its bad (for me)? If I'm to develop something in my free time (by cutting down sleep and hard working), outside the company time and resource, is that claim rational? I heard that Steve Wozniak had such a contract while he was working at HP. But that sort of hardware design and also those companies pay well, when compared to the peanuts I get. No other kind of works allowed. Means no open source stuffs. Fully dedicated to being a puppet for the employer, though the working environment is sort of okay. According to my assessment this place would score a 10/12 in Joel's test. So are these terms okay especially considering the fact that I'm underpaid with peanuts?

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  • What determines which Javascript functions are blocking vs non-blocking?

    - by Sean
    I have been doing web-based Javascript (vanilla JS, jQuery, Backbone, etc.) for a few years now, and recently I've been doing some work with Node.js. It took me a while to get the hang of "non-blocking" programming, but I've now gotten used to using callbacks for IO operations and whatnot. I understand that Javascript is single-threaded by nature. I understand the concept of the Node "event queue". What I DON'T understand is what determines whether an individual javascript operation is "blocking" vs. "non-blocking". How do I know which operations I can depend on to produce an output synchronously for me to use in later code, and which ones I'll need to pass callbacks to so I can process the output after the initial operation has completed? Is there a list of Javascript functions somewhere that are asynchronous/non-blocking, and a list of ones that are synchronous/blocking? What is preventing my Javascript app from being one giant race condition? I know that operations that take a long time, like IO operations in Node and AJAX operations on the web, require them to be asynchronous and therefore use callbacks - but who is determining what qualifies as "a long time"? Is there some sort of trigger within these operations that removes them from the normal "event queue"? If not, what makes them different from simple operations like assigning values to variables or looping through arrays, which it seems we can depend on to finish in a synchronous manner? Perhaps I'm not even thinking of this correctly - hoping someone can set me straight. Thanks!

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • Can too much abstraction be bad?

    - by m3th0dman
    As programmers I feel that our goal is to provide good abstractions on the given domain model and business logic. But where should this abstraction stop? How to make the trade-off between abstraction and all it's benefits (flexibility, ease of changing etc.) and ease of understanding the code and all it's benefits. I believe I tend to write code overly abstracted and I don't know how good is it; I often tend to write it like it is some kind of a micro-framework, which consists of two parts: Micro-Modules which are hooked up in the micro-framework: these modules are easy to be understood, developed and maintained as single units. This code basically represents the code that actually does the functional stuff, described in requirements. Connecting code; now here I believe stands the problem. This code tends to be complicated because it is sometimes very abstracted and is hard to be understood at the beginning; this arises due to the fact that it is only pure abstraction, the base in reality and business logic being performed in the code presented 1; from this reason this code is not expected to be changed once tested. Is this a good approach at programming? That it, having changing code very fragmented in many modules and very easy to be understood and non-changing code very complex from the abstraction POV? Should all the code be uniformly complex (that is code 1 more complex and interlinked and code 2 more simple) so that anybody looking through it can understand it in a reasonable amount of time but change is expensive or the solution presented above is good, where "changing code" is very easy to be understood, debugged, changed and "linking code" is kind of difficult. Note: this is not about code readability! Both code at 1 and 2 is readable, but code at 2 comes with more complex abstractions while code 1 comes with simple abstractions.

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  • Breaking up classes and methods into smaller units

    - by micahhoover
    During code reviews a couple devs have recommended I break up my methods into smaller methods. Their justification was (1) increased readability and (2) the back trace that comes back from production showing the method name is more specific to the line of code that failed. There may have also been some colorful words about functional programming. Additionally I think I may have failed an interview a while back because I didn't give an acceptable answer about when to break things up. My inclination is that when I see a bunch of methods in a class or across a bunch of files, it isn't clear to me how they flow together, and how many times each one gets called. I don't really have a good feel for the linearity of it as quickly just by eye-balling it. The other thing is a lot of people seem to place a premium of organization over content (e.g. 'Look at how organized my sock drawer is!' Me: 'Overall, I think I can get to my socks faster if you count the time it took to organize them'). Our business requirements are not very stable. I'm afraid that if the classes/methods are very granular it will take longer to refactor to requirement changes. I'm not sure how much of a factor this should be. Anyway, computer science is part art / part science, but I'm not sure how much this applies to this issue.

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  • Have there been attempts to make object containers that search for valid programs by auto wiring compatible components?

    - by Aaron Anodide
    I hope this post isn't too "Fringe" - I'm sure someone will just kill it if it is :) Three things made me want to reach out about this now: Decoupling is so in the forefront of design. TDD inspires the idea that it doesn't matter how a program comes to exist as long as it works. Seeing how often the adapter pattern is applied to achieve (1). I'm almost sure this has been tried from a memory of reading about it around the year 2000 or so. If I had to guess, it was maybe about and earlier version of the Java Spring framework. At this time we were not so far from days when the belief was that computer programs could exhibit useful emergent behavior. I think the article said it didn't work, but it didn't say it was impossible. I wonder if since then it has been deemed impossible or simply an illusion due to a false assumption of similarity between a brain and a CPU. I know this illusion existed because I had an internship in 1996 where I programmed neural nets that were supposedly going to exhibit "brain damage". STILL, after all that, I'm sitting around this morning and not able to shake the idea that it should be possible to have a method of programming to allow autonomous components to find each other, attempt to collaborate and their outputs evaluated against a set desired results.

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • What's the right/standard way of achieving separation of concerns?

    - by Ghanima
    Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much time as needed to make sure that I have the basics right before moving on to something bigger. I have medium programming experience but I realize making games is a different thing. I find myself wondering many things like should this be in a separate class? Should this module handle this stuff or is it better to let other modules have that kind of functionality? For example, the bouncing of a ball in pong, right now is handled in the ball module, but maybe it's better that some other module did it. Right now I have different modules: one for the graphics, one for the game logic, and others for the objects (depending on the kind of movement required, not all the objects are alike). I know I am asking a lot, any tips you have will be very much appreciated. Short question: What's the right or standard way of separating the modules? What have you found most effective? Is it enough to just keep the drawing (graphics) and the logic separate? Is it necessary to have a lot of classes? (for example for the objects in the game, to handle the movement, etc)

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  • Using foldr to append two lists together (Haskell)

    - by Luke Murphy
    I have been given the following question as part of a college assignment. Due to the module being very short, we are using only a subset of Haskell, without any of the syntactic sugar or idiomatic shortcuts....I must write: append xs ys : The list formed by joining the lists xs and ys, in that order append (5:8:3:[]) (4:7:[]) => 5:8:3:4:7:[] I understand the concept of how foldr works, but I am only starting off in Functional programming. I managed to write the following working solution (hidden for the benefit of others in my class...) : However, I just can't for the life of me, explain what the hell is going on!? I wrote it by just fiddling around in the interpreter, for example, the following line : foldr (\x -> \y -> x:y) [] (2:3:4:[]) which returned [2:3:4] , which led me to try, foldr (\x -> \y -> x:y) (2:3:4:[]) (5:6:7:[]) which returned [5,6,7,2,3,4] so I worked it out from there. I came to the correct solution through guess work and a bit of luck... I am working from the following definition of foldr: foldr = \f -> \s -> \xs -> if null xs then s else f (head xs) (foldr f s (tail xs) ) Can someone baby step me through my correct solution? I can't seem to get it....I already have scoured the web, and also read a bunch of SE threads, such as How foldr works

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