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  • Jack of all trades, master of none [closed]

    - by Rope
    I've got a question similar to this one: Is looking for code examples constantly a sign of a bad developer? though not entirely. I got off college 2 years ago and I'm currently struggling with a University study. Most likely I'll have to drop out and start working within the next couple of months. Now here's the pickle. I have no speciality what so ever. When I got out of college I had worked with C, C++ and Java. I had had an internship at NEC-Philips and got familiar with C# (.NET) and I taught myself how it worked. After college I started working with PHP, HTML,SQL, MySQL Javascript and Jquery. I'm currently teaching myself Ruby on Rails and thus Ruby. At my university I also got familiar with MATLAB. As you can see I've got a broad scope of languages and frameworks I'm familiar with, but none I know inside-out. So I guess this kinda applies to me: "Jack of all trades, master of none.". I've been looking for jobs and I've noticed that most of them require some years of experience with a certain language and some specifications that apply to that language. My question is: How do I pick a speciality? And how do I know if I'll actually enjoy it? As I've worked with loads of languages how would I be able to tell this is right for me? I don't like being tied down to a specific role and I quite like being a generalist. But in order to make more money I would need a specialisation. How would I pick something that goes against my nature? Thanks in advance, Rope.

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  • How to cross-reference many character encodings with ASCII OR UTFx?

    - by Garet Claborn
    I'm working with a binary structure, the goal of which is to index the significance of specific bits for any character encoding so that we may trigger events while doing specific checks against the profile. Each character encoding scheme has an associated system record. This record's leading value will be a C++ unsigned long long binary value and signifies the length, in bits, of encoded characters. Following the length are three values, each is a bit field of that length. offset_mask - defines the occurrence of non-printable characters within the min,max of print_mask range_mask - defines the occurrence of the most popular 50% of printable characters print_mask - defines the occurrence value of printable characters The structure of profiles has changed from the op of this question. Most likely I will try to factorize or compress these values in the long-term instead of starting out with ranges after reading more. I have to write some of the core functionality for these main reasons. It has to fit into a particular event architecture we are using, Better understanding of character encoding. I'm about to need it. Integrating into non-linear design is excluding many libraries without special hooks. I'm unsure if there is a standard, cross-encoding mechanism for communicating such data already. I'm just starting to look into how chardet might do profiling as suggested by @amon. The Unicode BOM would be easily enough (for my current project) if all encodings were Unicode. Of course ideally, one would like to support all encodings, but I'm not asking about implementation - only the general case. How can these profiles be efficiently populated, to produce a set of bitmasks which we can use to match strings with common characters in multiple languages? If you have any editing suggestions please feel free, I am a lightweight when it comes to localization, which is why I'm trying to reach out to the more experienced. Any caveats you may be able to help with will be appreciated.

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • Python productivity VS Java Productivity

    - by toc777
    Over on SO I came across a question regarding which platform, Java or Python is best for developing on Google AppEngine. Many people were boasting of the increased productivity gained from using Python over Java. One thing I would say about the Python vs Java productivity argument, is Java has excellent IDE's to speed up development where as Python is really lacking in this area because of its dynamic nature. So even though I prefer to use Python as a language, I don't believe it gives quite the productivity boost compared to Java especially when using a new framework. Obviously if it were Java vs Python and the only editor you could use was VIM then Python would give you a huge productivity boost but when IDE's are brought into the equation its not as clear cut. I think Java's merits are often solely evaluated on a language level and often on out dated assumptions but Java has many benefits external to the language itself, e.g the JVM (often criticized but offers huge potential), excellent IDE's and tools, huge numbers of third party libraries, platforms etc.. Question, Does Python/related dynamic languages really give the huge productivity boosts often talked about? (with consideration given to using new frameworks and working with medium to large applications).

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  • PHP Aspect Oriented Design

    - by Devin Dixon
    This is a continuation of this Code Review question. What was taken away from that post, and other aspect oriented design is it is hard to debug. To counter that, I implemented the ability to turn tracing of the design patterns on. Turning trace on works like: //This can be added anywhere in the code Run::setAdapterTrace(true); Run::setFilterTrace(true); Run::setObserverTrace(true); //Execute the functon echo Run::goForARun(8); In the actual log with the trace turned on, it outputs like so: adapter 2012-02-12 21:46:19 {"type":"closure","object":"static","call_class":"\/public_html\/examples\/design\/ClosureDesigns.php","class":"Run","method":"goForARun","call_method":"goForARun","trace":"Run::goForARun","start_line":68,"end_line":70} filter 2012-02-12 22:05:15 {"type":"closure","event":"return","object":"static","class":"run_filter","method":"\/home\/prodigyview\/public_html\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":51,"end_line":58} observer 2012-02-12 22:05:15 {"type":"closure","object":"static","class":"run_observer","method":"\/home\/prodigyview\/public_html\/public\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":61,"end_line":63} When the information is broken down, the data translates to: Called by an adapter or filter or observer The function called was a closure The location of the closure Class:method the adapter was implemented on The Trace of where the method was called from Start Line and End Line The code has been proven to work in production environments and features various examples of to implement, so the proof of concept is there. It is not DI and accomplishes things that DI cannot. I wouldn't call the code boilerplate but I would call it bloated. In summary, the weaknesses are bloated code and a learning curve in exchange for aspect oriented functionality. Beyond the normal fear of something new and different, what are other weakness in this implementation of aspect oriented design, if any? PS: More examples of AOP here: https://github.com/ProdigyView/ProdigyView/tree/master/examples/design

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  • C string question

    - by user208454
    I am writing a simple c program which reverses a string, taking the string from argv[1]. Here is the code: #include <stdio.h> #include <stdlib.h> #include <string.h> char* flip_string(char *string){ int i = strlen(string); int j = 0; // Doesn't really matter all I wanted was the same size string for temp. char* temp = string; puts("This is the original string"); puts(string); puts("This is the \"temp\" string"); puts(temp); for(i; i>=0; i--){ temp[j] = string[i] if (j <= strlen(string)) { j++; } } return(temp); } int main(int argc, char *argv[]){ puts(flip_string(argv[1])); printf("This is the end of the program\n"); } That's basically it, the program compiles and everything but does not return the temp string in the end (just blank space). In the beginning it prints temp fine when its equal to string. Furthermore if I do a character by character printf of temp in the for loop the correct temp string in printed i.e. string - reversed. just when I try to print it to standard out (after the for loop/ or in the main) nothing happens only blank space is printed.

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  • symlink for dbus headers

    - by DarenW
    Source code for something that won't compile has the line #include but in real life that header file is in /usr/include/dbus-1.0/ Similarsituation exists for the dbus-c++ package. Why doesn't Ubuntu provide a symlink /usr/include/dbus pointing to the dbus-1.0 directory? Is this an bug in the dbus package? If intended, what it the purpose? Is it a proper fix to add a symlink myself? (Changing the source is not practical - there are many files, and they need to match what other people have.) update: ok, I totally misunderstood the situation, though it still comes down to a problem I think should be solved by a symlink. The dbus directory referred to in the #include statement is a deeper level directory under /usr/include/dbus-1.0/. The real problem is that the file dbus-arch-deps.h appears to be missing, but is actually stored in the weird location /usr/lib/x86_64-linux-gnu/dbus-1.0/include/dbus/ so now - why doesn't ubuntu provide a symlink to this in /usr/include/dbus-1.0/dbus, or actually store it there?

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Is there a pattern or best practice for passing a reference type to multiple classes vs a static class?

    - by Dave
    My .NET application creates HTML files, and as such, the structure looks like variable myData BuildHomePage() variable graph = new BuildGraphPage(myData) variable table = BuildTablePage(myData) BuildGraphPage and BuildTablePage both require access data, the myData object. In the above example, I've passed the myData object to 2 constructors. This is what I'm doing now, in my current project. The myData object, and it's properties are all readonly. The problem is, the number of pages which will require this object has grown. In the real project, there are currently 4, but the new spec is to have about 20. Passing this object to the constructor of each new object and assigning it to a field is a little time consuming, but not a hardship! This poses the question whether it's better practice to continue as I have, or to refactor and create a new static class for myData which can be referenced from any where in my project. I guess my abilities to use Google are poor, because I did try and find an appropriate pattern as I am sure this type of design must be common place but my results returned nothing. Is there a pattern which is suited, or do best practices lean towards one implementation over another.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Understanding normal maps on terrain

    - by JohnB
    I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it. I have a terrain based on a heightmap. I'm generating a mesh of triangles at load time and rendering that mesh. Now for each vertex I need to calculate a normal, a tangent, and a bitangent. My understanding is as follows, have I got this right? normal is a unit vector facing outwards from the surface of the triangle. For a vertex I take the average of the normals of the triangles using that vertex. tangent is a unit vector in the direction of the 'u' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the x direction. So should be able to calculate this as simply the difference between vertices in the x direction to get a vector, (and normalize it). bitangent is a unit vector in the direction of the 'v' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the y direction. So should be able to calculate this as simply the difference between vertices in the y direction to get a vector, (and normalize it). However the code I have borrowed seems much more complicated than this and takes into account the actual values of u, and v at each vertex which I don't understand the need for as they increase in exactly the same direction as x, and y. I implemented what I thought from above, and it simply doesn't work, the normals are clearly not working for lighting. Have I misunderstood something? Or can someone explain to me the physical meaning of the tangent and bitangent vectors when applied to a mesh generated from a hightmap like this, when u and v texture coordinates map along the x and y directions. Thanks for any help understanding this.

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • How can I compare between web development technologies?

    - by Steve
    I would like experts to explain for me how can I compare between web development tools or technologies in order to be able to choose the right one. I'm tired from searching always in the regular way: X Technology vs Y Technology. I'm tired from peoples' biased opinions and usually I don't find a fair comparison. I have decided to put my question here about how can I compare them so you may identify to me the main standards for comparisons so I can compare them by myself and becoming able to choose the technology that is appropriate for the project I will develop. Note: in web development technologies I mean server side languages (e.g. PHP). One important requirement for me that can be defined as major one is cost efficiency and I mean that I don't care about the cost in the near future or the current cost, but what is more important for me is the cost in the future. If, for example, the site becomes one of the most 100 visited sites.   So, how can I compare the cost of different technologies for a future status of a site (such as being very famous site) so I can scale my option easily without missing a good technology like what happened with some sites when they chose not the most effective tool.

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  • What is the best approach for inline code comments?

    - by d1egoaz
    We are doing some refactoring to a 20 years old legacy codebase, and I'm having a discussion with my colleague about the comments format in the code (plsql, java). There is no a default format for comments, but in most cases people do something like this in the comment: // date (year, year-month, yyyy-mm-dd, dd/mm/yyyy), (author id, author name, author nickname) and comment the proposed format for future and past comments that I want is: // {yyyy-mm-dd}, unique_author_company_id, comment My colleague says that we only need the comment, and must reformat all past and future comments to this format: // comment My arguments: I say for maintenance reasons, it's important to know when and who did a change (even this information is in the SCM). The code is living, and for that reason has a history. Because without the change dates it's impossible to know when a change was introduced without open the SCM tool and search in the long object history. because the author is very important, a change of authors is more credible than a change of authory Agility reasons, no need to open and navigate through the SCM tool people would be more afraid to change something that someone did 15 years ago, than something that was recently created or changed. etc. My colleague's arguments: The history is in the SCM Developers must not be aware of the history of the code directly in the code Packages gets 15k lines long and unstructured comments make these packages harder to understand What do you think is the best approach? Or do you have a better approach to solve this problem?

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  • Design pattern for client/server sessions?

    - by nonot1
    Are there any common patterns or general guidance I can learn from for how to design a client/server system where the both the client and server must maintain some kind per-client session state? I've found any number of libraries that can help with some of the plumbing, but it's the overall design I'm wondering about. Open issues in my mind: How to structure the client/server communication so that bidirectional synchronous and asynchronous requests are possible? The server side needs to spawn a couple of per-connected-client session-long helper process. How to manage that? How to manage the mapping from a given client (and any of it's requests) to server state and helper process instances in the face of multiple clients and intermittent network connectivity. Most communication can be simple blocking request/reply, but some will be long running processing tasks that the client will want to keep tabs on. To the extent that it matters, the platform is Linux/C/C++. Not web based. Just an existing thick-client software app being modified to talk to backend servers for some tasks.

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  • Is Linq having a mind-numbing effect on .NET programmers?

    - by Aaronaught
    A lot of us started seeing this phenomenon with jQuery about a year ago when people started asking how to do absolutely insane things like retrieve the query string with jQuery. The difference between the library (jQuery) and the language (JavaScript) is apparently lost on many programmers, and results in a lot of inappropriate, convoluted code being written where it is not necessary. Maybe it's just my imagination, but I swear I'm starting to see an uptick in the number of questions where people are asking to do similarly insane things with Linq, like find ranges in a sorted array. I can't get over how thoroughly inappropriate the Linq extensions are for solving that problem, but more importantly the fact that the author just assumed that the ideal solution would involve Linq without actually thinking about it (as far as I can tell). It seems that we are repeating history, breeding a new generation of .NET programmers who can't tell the difference between the language (C#/VB.NET) and the library (Linq). What is responsible for this phenomenon? Is it just hype? Magpie tendencies? Has Linq picked up a reputation as a form of magic, where instead of actually writing code you just have to utter the right incantation? I'm hardly satisfied with those explanations but I can't really think of anything else. More importantly, is it really a problem, and if so, what's the best way to help enlighten these people?

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  • if/else statements or exceptions

    - by Thaven
    I don't know, that this question fit better on this board, or stackoverflow, but because my question is connected rather to practices, that some specified problem. So, consider an object that does something. And this something can (but should not!) can go wrong. So, this situation can be resolved in two way: first, with exceptions: DoSomethingClass exampleObject = new DoSomethingClass(); try { exampleObject.DoSomething(); } catch (ThisCanGoWrongException ex) { [...] } And second, with if statement: DoSomethingClass exampleObject = new DoSomethingClass(); if(!exampleObject.DoSomething()) { [...] } Second case in more sophisticated way: DoSomethingClass exampleObject = new DoSomethingClass(); ErrorHandler error = exampleObject.DoSomething(); if (error.HasError) { if(error.ErrorType == ErrorType.DivideByPotato) { [...] } } which way is better? In one hand, I heard that exception should be used only for real unexpected situations, and if programist know, that something may happen, he should used if/else. In second hand, Robert C. Martin in his book Clean Code Wrote, that exception are far more object oriented, and more simple to keep clean.

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  • Prioritize compiler functionality/tasks, when designing a new language

    - by Mahdi
    Well, the question should be so hard to ask and I expect couple of down votes, however, I'm really interested to have your ideas and recommendations. :) I've already made a very simple compiler, with a few and limited functionality. Now I'm getting more on it to make it more like a real-world compiler. I definitely need to start over 'cause I've much more experience and ideas in this area rather a few years ago. So, I want to know, right now, from the very first step again, which tasks/features for the new compiler should implement first and which tasks has lower priority rather than others? For example, I'd say, first I'd go to decide about the object-oriented structure for the new language, but you might say, hey, just go for a compiler that could define a variable, when you finished that, then start thinking about OOP designs ... I prefer to hear the pros and cons for your suggestions also. Actually I like to start from Bottom to Top, where I could add simplest tasks first, and later adding more complex ones, but I'm totally open for any new ideas, and really appreciate that. Also please consider that I'm thinking about the design concepts. Actually I expect answers like: Priority from Highest to Lowest: variables, because .... functions, because .... loops, because .... ... Not: define a syntax for your new language, and start parsing your source code ...

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  • Metaphor for task synchronization [closed]

    - by nkint
    I'm looking for a metaphor. A friend of mine taught me to use metaphors from nature, everyday life, math, and use them to design my projects. They can help in creating a better design or better understanding or the problem, and they are cool. Now I'm working on a project with hardware and micro-controllers in C. For convenience, I have decided to use multiple micro-controllers as co-processor units for real-time (the slaves) and a master. This has saved me a lot of headache: I can code the main logic in the master without paying too much attention to super optimizing everything; I don't care if I need some blocking-call; I don't worry about serial communication with the computer. I just send messages to the slaves and they are super fast super in real time. I like my design and it seems to work well. So here are the important concepts that I'm trying capture in the metaphor: hierarchy of processing Not using one big brain but rather several small, distributed brain units using distributed power or resources I'm looking for a good metaphor for this concept of having one unit synchronize the work of all the others. Preferably, the metaphor would come from nature, biology, or zoology.

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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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  • Designing spawning system

    - by Vlad
    I played this game recently http://www.kongregate.com/games/JuicyBeast/knightmare-tower and I am amazed by the way how different monsters are beign spawned. I personally developed my own shooter game and I added time based but also count based spawing system. By count based I mean when there are 5 enemies on stage stop spawning. But this is one example. My question is how are these spawning mechanism built, is there some pattern or some theory how they are built? Are there some online materials/pages where I can improve my knowledge? To sumarize, let just say we have 6 types of monsters. I start the game and kill of monsters of type 1,2 and 3 all the time. Once I pass the first ceiling, like in the game above, monster type 4 appear. ANd so on. As I progress trough the game, the same system of 6 types of monsters stay, but they become more and more resilient and dangerous. So I must also improve to be able to destroy the same monsters but now stronger. My question is simple, are there some theories built or written for developing this type of inteligent systems? Note: This is a general question, not tied up with some game or how exactly should the game work. I am capable to program my own mechanisms but I think I need some help. Thanks.

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  • Should a project start with the client or the server?

    - by MadBurn
    Pretty simple question with a complex answer. Should a project start with the client or the server, and why? Where should a single programmer start a client/server project? What are the best practices and what are the reasons behind them? If you can't think of any, what reasons do you use to justify why you would choose to start one before the other? Personally, I'm asking this question because I'm finishing up specs for a project I will be doing for myself on the side for fun. But now that I'm finishing this phase, I'm wondering "ok, now where do I begin?" Since I've never done a project like this by myself, I'm not sure where I should start. In this project, my server will be doing all the heavy lifting and the client will just be sending updates, getting information from the server, and displaying it. But, I don't want that to sway the answer as I'm looking for more of an in depth and less specific answer that would apply to any project I begin in the future.

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  • Stuff you learned in school, that you have never used again?

    - by Mercfh
    Obviously we learn plenty of things in our University/College/Whatever that probably don't apply to everyday use, but is there anything that stands out particularly? Maybe something that was concentrated ALOT on? For me it was def. 2 things: OO Concepts and Pointers I still use OO, but not nearly to the amount people made it out to be, i can see where it'd be useful but in my line of work we don't have huge amounts of classes, maybe a couple at most. And there certainly isn't much OO reuse (i finally figured out what that means lol) Pointers are another thing, again I can see where they'd be useful...however I barely barely ever touch them, nor do the others I work with. I guess language choice has alot to do with that but still. What about you guys? edit: For those who are asking I work for a Large Printer company, and most of the Applications we work on are Java+XML and Actionscript for "Printer Apps". But we are moving towards other languages (think like webkits and stuff). So the Code amounts per parts are quite small. I never say OO wasn't useful I just said I personally havent seen it used in my workplace much.

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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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