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  • GLSL compile error when accessing an array with compile-time constant index

    - by Benlitz
    I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays in this loop. #define NB_POINT_LIGHT 2 ... varying vec3 vVertToLight[NB_POINT_LIGHT]; varying vec3 vVertToLightWS[NB_POINT_LIGHT]; ... void main() { ... for (int i = 0; i < NB_POINT_LIGHT; ++i) { if (bPointLightUse[i]) { vVertToLight[i] = ConvertToTangentSpace(ShPointLightData[i].Position - WorldPos.xyz); vVertToLightWS[i] = ShPointLightData[i].Position - WorldPos.xyz; } } ... } I tried my program on another computer equipped with an nVidia GTX 560 Ti, and it fails to compile my shader. I get the following errors (94 and 95 are the lines of the two affectations) when calling glLinkProgram: Vertex info ----------- 0(94) : error C5025: lvalue in assignment too complex 0(95) : error C5025: lvalue in assignment too complex I think my code is valid, I don't know if this comes from a compiler bug, a conversion of my shader to another format from the compiler (nvidia looks to convert it to CG), or if I just missed something. I already tried to remove the if (bPointLightUse[i]) statement and I still have the same error. However, if I just write this: vVertToLight[0] = ConvertToTangentSpace(ShPointLightData[0].Position - WorldPos.xyz); vVertToLightWS[0] = ShPointLightData[0].Position - WorldPos.xyz; vVertToLight[1] = ConvertToTangentSpace(ShPointLightData[1].Position - WorldPos.xyz); vVertToLightWS[1] = ShPointLightData[1].Position - WorldPos.xyz; Then I don't have the error anymore, but it's really unconvenient so I would prefer to keep something loop-based. Here is the more detailled config that works: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 5700 Series Version: 4.1.10750 Compatibility Profile Context Shading Language version: 4.10 And here is the more detailed config that doesn't work (should also be compatibility profile, although not indicated): Vendor: NVIDIA Corporation Renderer: GeForce GTX 560 Ti/PCI/SSE2 Version: 4.1.0 Shading Language version: 4.10 NVIDIA via Cg compiler

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  • CodePlex Daily Summary for Tuesday, May 04, 2010

    CodePlex Daily Summary for Tuesday, May 04, 2010New ProjectsAlbum photo de club - Club's Photos Album: Un album photos permettant d'afficher les photos et le détails des membres d'un club - Photo album allowing to view photos and details of the membersBlog.Net Blogging Components: Blog.Net server-side blogging components to add a blog to your current ASP.NET website.FilePirate - Really Advanced LAN File Sharing: Really Advanced, yet super easy, LAN Party File Sharing written using the .Net Framework and C#. Ditch DirectConnect or Windows File Sharing at y...Fisiogest: Programa de gestión de una clínica de fisioterapiaIdeaNMR: An online repository of NMR experiment automated setups with wiki type documentation library and client program providing automated experiment setu...Introducción a Unity: Código de ejemplo del uso de Unity en diferentes situaciones. - Registro de clases, instancias e interfaces. - Resolución de clases, instancias e...Iowa City .NET Developers: This is the project site for the Iowa City .NET Developers.isanywhere: A command line utility to see if one or more files (given a filemask) are to be found anywhere inside a specific directory, or elsewhere inside one...LczCode: lczLog4net udp logs viewer: UdpLogViewer is a .NET 4 WinForm application that receives udp messages from log4net and shows them in a grid. It is possible to filter them or sh...New Silverlight XPS Viewer (In Sl4): New Silverlight XPS viewer Novuz: Novuz is a usenet indexer and reporter. It's developed both in Visual Studio 2010 and MonoDevelop, one of the key features of Novuz is that it sho...PodSnatch: PodSnatch is a podcast client that makes it easy to download rss-enclosures. Multiple simultaneous downloads enabled by threading. GUI is built wi...Robot Shootans: A simple top down shooter game where the player has to kill robots running at them. Written in C++ using SDL with various extentionsSharePoint Rsync List: This program will syncronize files and directories from and unc/local/sharepoint to a SharePoint 2007 or 2010 server. Supports of to 2GB files and ...SignInAndStorageLib: SignInAndStorageLib makes properly handling both sign in and storage issues in Xbox 360 XBLIG XNA games simple. Written in C#, SignInAndStorageLib...SilverBBS: ANSI-style bbs experience delivered via Silverlight. Silverlight flip-down counter: A Silverlight widget that enables you to count down towards a preconfigured event on a configured date.SmartieFly: Smartie Fly is a quiz software program written in C# using Silverlight. It uses SQL Server as a backend database. VS2010 Framework Driven Testing: CodedUITests generate a lot of code, and they break on every change to the object under test. Goals: - write new tests manually, but with as litt...WMediaCatalog: Advanced multimedia cataloguer. Allows users to keep their musical collections well organized and provides flexible methods of filtering, serarching WPathFinder: A simple path management application for windows. Functionality includes: - Add/remove/change path entries easily. - Search for all instances of a...Yasminoku: Yasminoku is an open source "Sudoku" alike game totally written in DHTML (JavaScript, CSS and HTML) that uses mouse. Includes sudoku solver. This c...New ReleasesAlbum photo de club - Club's Photos Album: App - version 0.4: version 0.4 - Critère d'affichage des membres : nom, année, ville - Navigation entre les images d'un membres - Navigation entre les membres - Affi...Album photo de club - Club's Photos Album: Code - Version 0.4: Code source de la version 0.4BigDecimal: Concept Evaluation Release 2 (BigDecimals): This in the second updates release of BigDecimals. It has the four simple arithmetic rules Addition, Subtract, Multiple and Division.CBM-Command: 2010-05-03: New features in this build Keyboard Shortcuts Panel Swapping Panel Toggling On/Off Toggling 40/80 Columns Confirming Quit Confirming GO64...Directory Linker: Directory Linker 2: This release introduces Undo Support and Symbolic File Link support. More details can be found here http://www.humblecoder.co.uk/?p=141DotNetNuke Skins Pack: DotNetNuke 80 Skins Pack: This released is the first for DNN 4 & 5 with Skin Token Design (legacy skin support on DNN 4 & 5)DTLoggedExec: 1.0.0.0: -FIRST NON-BETA RELEASE! :) -Code cleaned up -Added SetPackageInfo method to ILogProvider interface to make easier future improvements -Deprecated...GenerateTypedBamApi: Version 2.1: Changes in this release: NEW: Support for Office Data Connectivity Components 2010 NEW: Include both x86 and x64 EXE's due to lack of support in ...HobbyBrew Mobile: Beta 1 Refresh: Risolto bug circa il salvataggio di ricette (veniva impostato scorrettamente che si trattava di Mash Design "infusione" se ri-aperte con hobbyBrew)...Home Access Plus+: v4.2: Version 4.2 Added Overrides into the Booking System Some slight CSS changes to the Help Desk Updated the config tool to work anywhere on the LA...Hubble.Net - Open source full-text search database: V0.8.3.0: V0.8.3.0 Show server version in about dialog. Fix a bug of deleting querycache files. V0.8.2.9 Change sql client to support userid and password Ch...IdeaNMR: IdeaNMR Client: This is a client program with an example package.kdar: KDAR 0.0.21: KDAR - Kernel Debugger Anti Rootkit - signature's bases updated - usability increased - NDIS6 MINIPORT_BLOCK checks addedLightWeight Application Server: 0.4.1: One step further to beta - yet another release for c# developers audience only. Changes: 1. API - added a LWAS.Infrastructure.Storage service to d...Log4net udp logs viewer: UdpLogViewer 1.0: First release of UdpLogViewer, version 1.0.MDownloader: MDownloader-0.15.11.58370: Fixed minor bugs.Metabolite Enterprise Libraries for EPiServer CMS using Page Type Builder: Metabolite Enterprise Libraries 1.2 Beta 2: This is the beta release of the Metabolite Enterprise Libraries 1.2 Beta 2 for use with EPiServer 6 and Page Type Builder 1.2 Beta 2.Microsoft Silverlight Analytics Framework: Version 1.4.3 Installer: Pre-release Installer for Visual Studio 2010 and Expression Blend 4 RCSupports both Silverlight 3 and Silverlight 4 Release NotesFixed null referen...MultipointTUIO: Multipoint SDK v1.5 Release: Rebuilt against v1.5 of the Microsoft Multipoint SDK, this mean Windows 7 support (and 64bit I think!)My Notepad: My Notepad: This is the status of My Notepad until now. This is many built in features but has to undergo a lot of modifications. The release does not include ...New Silverlight XPS Viewer (In Sl4): Silverlight XPS Viewer: Background: During my development last week I was working on a Silverlight based XPS viewer. During this viewer we came to a situation in which the...NSIS Autorun: NSIS Autorun 0.1.6: This release includes source code, executable binary, files and example materials.Open Diagram: Open Diagram 5.0 Beta May 2010: This is the first beta release of Open Diagram 5.0. Select Crainiate.Diagramming.Examples.Forms as the startup project to view the current Class D...Pocket Wiki: PC Wiki (zip) 1.0.1: PC Version of Pocket Wiki. Unzip and run. Requires .NET Framework 2.0Pocket Wiki: Pocket Wiki 1.0.1 (cab): Pocket Wiki cab installation - requires DotNet 2.0 or greater. Default wiki language is "slash" - a syntax I created that is easy to type on keyboa...Pocket Wiki: Pocket Wiki.sbp: Pocket Wiki Source Code (version .72) - Basic4PPCPublish to Photo Frame: 1.0.2.0: This version adds: add borders to portrait images, for photo frames that crop them incorrectly.Reflection Studio: Reflection Studio 0.1: First download release, it contains a lot of things but allways in beta version. Hope you will like the preview.SharePoint 2010 PowerShell Scripts & Utilities: PSSP2010 Utils 0.1: This is the initial release with SPInstallUtils.psm1 module. This module includes Get-SPPrerequisites and New-SPInstallPackage cmdlets. Refer to th...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.1 Beta: Multilevel menus are now supported. Added design time support for the PopupMenuItem elements. The project is now under Subversion.Silverlight flip-down counter: FlipDownCounter v1.0: The final release of the Silverlight flip-down counter. Please refer to the included readme file for information on how to use the counter.Stratosphere: Stratosphere 1.0.0.1: Moved scalable block file system implementation to Stratosphere.FileSystemSystem.AddIn Pipeline Builder: Pipeline Builder 1.2: Lots of improvements from the CTP, version 1.0: - Added dialogue for possible overwrite if the file has changed: possibility of ignoring changes (p...ThoughtWorks Cruise Notification Interceptor: 1.0.1: Fixed an issue with the regex that parses the incoming notification. This issue would send failure messages when the build was "fixed".ThreadSafeControls: ThreadSafeControls v0.1: This is the first binary release of the ThreadSafeControls library. I'll call it a pre-alpha release.TracerX Logger/Viewer for .NET: 4.0: View this CodeProject article for documentation on how to use the latest version of the Logger. About the DownloadsVersion: 4.0.1005.1163 Changese...VCC: Latest build, v2.1.30503.0: Automatic drop of latest buildVisual Studio DSite: Lottery Game (Visual C++ 2008): An advanced lottery game made in visual c 2008.VivoSocial: VivoSocial 7.1.3: Version 7.1.3 of VivoSocial has been released. If you experienced any issues with the previous version, please update your modules to the 7.1.3 rel...Xrns2XMod: Xrns2XMod 1.0: Features added Conversion of all possible convertible features between Renoise and MOD / XM. FlacBox lib updated (thanks to Yuri) NAudio lib in...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: Databasepatterns & practices – Enterprise LibrarySilverlight ToolkitiTuner - The iTunes CompanionWindows Presentation Foundation (WPF)ASP.NETDotNetNuke® Community EditionMost Active ProjectsIonics Isapi Rewrite Filterpatterns & practices – Enterprise LibraryRawrHydroServer - CUAHSI Hydrologic Information System ServerAJAX Control Frameworkpatterns & practices: Azure Security GuidanceNB_Store - Free DotNetNuke Ecommerce Catalog ModuleBlogEngine.NETTinyProjectDambach Linear Algebra Framework

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • "Give with Bing" - Help raise money for Sports relief while searching for whatever you want

    - by Testas
    While Sport Relief drives fundraising by challenging people to do physical activities such as running a mile, we’re introducing the ‘Bing Search Mile,’ which gives people the ability to search using Bing and raise money for charity. For every 10 searches made, Bing.com will donate 5p to Sport Relief 2010, enabling you, and your friends and family, to raise money just by searching with Bing until the end of March. With the average mile taking about 10 minutes to run, in the same time, you can make up to 150 searches online - that’s 75p raised for a good cause per ‘search mile’. And while you’re at it,  why not step it up a gear and aim to complete a ‘Search Mile’ each day or even a ‘Search Marathon’ over the 5 week campaign with your colleagues, friends and family? How to get involved: 1.      Visit GiveWithBing.com and download the Official Sport Relief Bing Counter. Once downloaded, the Sport Relief counter will count all the searches you do on Bing from that point on.  2.      Now that you’re registered (and signed in), invite your friends, family, colleagues or classmates to join in the fundraising with you – GiveWithBing.com automatically generates an email explaining how it works for you to send them – the more people who search with you, the more money you raise. People can also register a school 3.      Run your ‘search mile’ every day and watch how your searches turn into life-changing cash for charity, with every 10 searches equalling 5p for Sport Relief. You can check your progress by visiting your individual page (more info here).  This is such a positive initiative and I challenge everyone in the UK to invite their key contacts to be part of Give with Bing.   Chris

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  • How much detail is in a good UI regression test?

    - by GlenPeterson
    We use a detailed step-by-step user-interface regression test for our commercial web application. It has a "backbone" test for the most used / most important parts of the system, with optional tests for specific areas of functionality. Using this plan has definitely helped us ensure high quality software. But, having very specific tests can be counter-productive. The tester concentrates on following the test and will completely miss usability issues, or not notice fairly obvious problems such as the bottom part of a page that is missing. By contrast, some of the best UI testing happens when building a demo of a new feature. I often do my own best testing by pretending to demonstrate the system to an imaginary prospect. Yet when I tell the testers, "Just demonstrate the system to yourself" they don't cover nearly as much functionality as they do with a detailed point-by-point test. I'm repeatedly asked to provide more and more detail in the test plan so that a new untrained tester can test with it without asking any questions. Yet details seem to be counter-productive. How much detail do you put in a regression test to make it effective? What techniques make the tester to focus more on the system than on checking off items on the test?

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  • Diagram that could explain a state machine's code?

    - by Incognito
    We have a lot of concepts in making diagrams like UML and flowcharting or just making up whatever boxes-and-arrows combination works at the time, but I'm looking at doing a visual diagram on something that's actually really complex. State machines like those that parse HTML or regular expressions tend to be very long and complicated bits of code. For example, this is the stateLoop for FireFox 9 beta. It's actually generated by another file, but this is the code that runs. How can I diagram something with the complexity of this in a way that explains flow of the code without taking it to a level where I draw every single line-of-code into it's own box on a flowchart? I don't want to draw "Invoke loop, then return" but I don't want to explain every last detail. What kind of graph is suitable to do this? Is there already something out there similar to this? Just an example of how to do this without going overboard in complexity or too-high-level is really what I want. If you don't feel like looking at the code, basically it's 70 different state flags that could occur, inside an infinite loop that exists to a label based on some conditions, each flag has it's own infinite loop that exists to a label somewhere, and each of those loops has checks for different types of chars, which then runs off into various other methods.

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • What is the best practice for when to check if something needs to be done?

    - by changokun
    Let's say I have a function that does x. I pass it a variable, and if the variable is not null, it does some action. And I have an array of variables and I'm going to run this function on each one. Inside the function, it seems like a good practice is to check if the argument is null before proceeding. A null argument is not an error, it just causes an early return. I could loop through the array and pass each value to the function, and the function will work great. Is there any value to checking if the var is null and only calling the function if it is not null during the loop? This doubles up on the checking for null, but: Is there any gained value? Is there any gain on not calling a function? Any readability gain on the loop in the parent code? For the sake of my question, let's assume that checking for null will always be the case. I can see how checking for some object property might change over time, which makes the first check a bad idea. Pseudo code example: for(thing in array) { x(thing) } Versus: for(thing in array) { if(thing not null) x(thing) } If there are language-specific concerns, I'm a web developer working in PHP and JavaScript.

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  • Domains with similar names and legal issues

    - by abel
    I recently purchased one of those domain names like del.icio.us. While registering I found that delicious.com was being used. Argument: I found that delicious.com belonged to the same category as my to-be website. It served premium delicious dishes. Counter Argument: My to-be domain though belonging to the same category, specialized in serving free but delicious dishes or in giving out links(affiliate) to other sites serving premium delicious dishes. Additional Counter Arguments: 1.delicious.com was not in English. 2.the del.icio.us in my domain name though having the same spelling, is not going to be used in the same fashion. For eg.(this may not make sense, because the names have been changed)the d in delicious on my website actually stands for the greek letter Delta(?/d) and since internationalized domains are still not easily typable, I am going for the english equivalent.The prefix holds importance for the theme of the service which my website intends to offer. My Question: Can I use the domain name del.icio.us for my website? How are these kinds of matters dealt? (The domain names used are fictitious. And I have already registered the domain but have not started using it.I chanced upon this domain name because it was short, easy to remember and suited the theme of my website.)

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  • Domains with similar names and issues

    - by abel
    I recently purchased one of those domain names like del.ico.us. While registering I found that delicious.com was being used. Argument: I found that delicious.com belonged to the same category as my to-be website. It served premium delicious dishes. Counter Argument: My to-be domain though belonging to the same category, specialized in serving free but delicious dishes or in giving out links(affiliate) to other sites serving premium delicious dishes. Additional Counter Arguments: 1.delicious.com was not in English. 2.the del.icio.us in my domain name though having the same spelling, is not going to be used in the same fashion. For eg.(this may not make sense, because the names have been changed)the d in delicious on my website actually stands for the greek letter Delta(?/d) and since internationalized domains are still not easily typable, I am going for the english equivalent.The prefix holds importance for the theme of the service which my website intends to offer. My Question: Can I use the domain name del.icio.us for my website? How are these kinds of matters dealt? (The domain names used are fictitious. And I have already registered the domain but have not started using it.I chanced upon this domain name because it was short, easy to remember and suited the theme of my website.)

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Any Practical Alternative to the Signals + Slots model for GUI Programming?

    - by IntermediateHacker
    The majority of GUI Toolkits nowadays use the Signals + Slots model. It was Qt and GTK+, if I am not wrong, who pioneered it. You know, the widgets or graphical objects (sometimes even ones that aren't displayed) send signals to the main-loop handler. The main-loop handler then calls the events, callbacks or slots assigned for that widget / graphical object. There are usually default (and in most cases virtual) event-handlers already provided by the toolkit for handling all pre-defined signals, therefore, unlike previous designs where the developer had to write the entire main-loop and handler for each and every message himself (think WINAPI), the developer only has to worry about the signals he needs to implement new functionality on. Now this design is being used in most modern toolkits as far as I know. There are Qt, GTK+, FLTK etc. There is Java Swing. C# even has a language feature for it ( events and delegates ), and Windows Forms has been developed on this design. In fact, over the last decade, this design for GUI programming has become a kind of an unwritten standard. Since it increases productivity and provides greater abstraction. However, my question is: Is there any alternative design, that is parallel or practical for modern GUI programming? i.e Is the Signals + Slots design, the only practical one in town? Is it feasible to do GUI Programming with any other design? Are any modern (preferably successful and popular) GUI toolkits built on an alternative design?

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  • Is micro-optimisation important when coding?

    - by BozKay
    I recently asked a question on stackoverflow.com to find out why isset() was faster than strlen() in php. This raised questions around the importance of readable code and whether performance improvements of micro-seconds in code were worth even considering. My father is a retired programmer, I showed him the responses and he was absolutely certain that if a coder does not consider performance in their code even at the micro level, they are not good programmers. I'm not so sure - perhaps the increase in computing power means we no longer have to consider these kind of micro-performance improvements? Perhaps this kind of considering is up to the people who write the actual language code? (of php in the above case). The environmental factors could be important - the internet consumes 10% of the worlds energy, I wonder how wasteful a few micro-seconds of code is when replicated trillions of times on millions of websites? I'd like to know answers preferably based on facts about programming. Is micro-optimisation important when coding? EDIT : My personal summary of 25 answers, thanks to all. Sometimes we need to really worry about micro-optimisations, but only in very rare circumstances. Reliability and readability are far more important in the majority of cases. However, considering micro-optimisation from time to time doesn't hurt. A basic understanding can help us not to make obvious bad choices when coding such as if (expensiveFunction() && counter < X) Should be if (counter < X && expensiveFunction()) (example from @zidarsk8) This could be an inexpensive function and therefore changing the code would be micro-optimisation. But, with a basic understanding, you would not have to because you would write it correctly in the first place.

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  • Most effective work habit for coding? [on hold]

    - by Cris
    Working on a big solo project (~15,000 LOC), I am encountering the following phenomenon: I seem to work best when I program in short bursts of 10-15 minutes. Right now I am working on a section which is a complete first time for me architecturally and if I have any architectural issues that emerge when doing the implementation, I seem to be able to best serve these by taking a total break. Then, later, sketching out the ideas on some paper. And when I feel I have sufficient clarity, then going back to code. This iterates until that architectural issue for that section is resolved. This seems quite counter intuitive: that I can progress more quickly by coding less, and taking more breaks. I am nearing the end of the sections which are "first times" for me, and about to dive into stuff which I am much more familiar and am wondering if this counter intuitive efficiency will continue. So my question is: even for regular coding of sections one is familiar with, which don't require constant re-clarification of the best architecture, is more progress to be attained by taking more breaks and coding in bursts?

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  • Implementing the transport layer for a SIP UAC

    - by Jonathan Henson
    I have a somewhat simple, but specific, question about implementing the transport layer for a SIP UAC. Do I expect the response to a request on the same socket that I sent the request on, or do I let the UDP or TCP listener pick up the response and then route it to the correct transaction from there? The RFC does not seem to say anything on the matter. It seems that especially using UDP, which is connection-less, that I should just let the listeners pick up the response, but that seems sort of counter intuitive. Particularly, I have seen plenty of UAC implementations which do not depend on having a Listener in the transport layer. Also, most implementations I have looked at do not have the UAS receiving loop responding on the socket at all. This would tend to indicate that the client should not be expecting a reply on the socket that it sent the request on. For clarification: Suppose my transport layer consists of the following elements: TCPClient (Sends Requests for a UAC via TCP) UDPClient (Sends Requests for a UAC vid UDP) TCPSever (Loop receiving Requests and dispatching to transaction layer via TCP) UDPServer (Loop receiving Requests and dispatching to transaction layer via UDP) Obviously, the *Client sends my Requests. The question is, what receives the Response? The *Client waiting on a recv or recvfrom call on the socket it used to send the request, or the *Server? Conversely, the *Server receives my requests, What sends the Response? The *Client? doesn't this break the roles of each member a bit?

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  • How to parse JSON data from web more faster [closed]

    - by Kaidul Islam Sazal
    I have json inventory inventory.json on the server like this: [ { "body" : "SUV", "color" : { "ext" : "White diamond pearl", "int" : "Taupe" }, "id" : "276181", "make" : "Acura", "miles" : 35949, "model" : "RDX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JNBD/001_0292.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.3L DOHC PGM-FI 16-VALVE", "trans" : "Automatic" }, "price" : { "net" : 29488 }, "stock" : "6942", "trim" : "AWD 4dr Tech Pkg SUV", "vin" : "5J8TB2H53BA000334", "year" : 2011 }, { "body" : "Sedan", "color" : { "ext" : "Premium white pearl", "int" : "Taupe" }, "id" : "275622", "make" : "Acura", "miles" : 40923, "model" : "TSX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JMC6/001_1765.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.4L L4 MPI DOHC 16V", "trans" : "Automatic" }, "price" : { "net" : 22288 }, "stock" : "6945", "trim" : "4dr Sdn I4 Auto Sedan", "vin" : "JH4CU2F66AC011933", "year" : 2010 } ] here are two index, There are almost 5000 index like this. I parsed this json like this: var url = "inventory/inventory.json"; $.getJSON(url, function(data){ $.each(data, function(index, item){ //straight-forward loop if(item.year == 2012) { $('#desc').append(item.make + ' ' + item.model + ' ' + '<br/>' + item.price.net + '<br/>' + item.pic[0].full); } }); }); This is working fine.But the problem is that, this searching and fetching process is little bit slow as there are 5000 indexes already and it's increasing day by day. It seems that, it is a straight-forward loop to parse the data and a normal brute-force method. Now I want to know if there any time efiicient way to parse more faster.Any faster method to parse instead of straight-forward loop ?

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  • Are long methods always bad?

    - by wobbily_col
    So looking around earlier I noticed some comments about long methods being bad practice. I am not sure I always agree that long methods are bad (and would like opinions from others). For example I have some Django views that do a bit of processing of the objects before sending them to the view, a long method being 350 lines of code. I have my code written so that it deals with the paramaters - sorting / filtering the queryset, then bit by bit does some processing on the objects my query has returned. So the processing is mainly conditional aggregation, that has complex enough rules it can't easily be done in the database, so I have some variables declared outside the main loop then get altered during the loop. varaible_1 = 0 variable_2 = 0 for object in queryset : if object.condition_condition_a and variable_2 > 0 : variable 1+= 1 ..... ... . more conditions to alter the variables return queryset, and context So according to the theory I should factor out all the code into smaller methods, so That I have the view method as being maximum one page long. However having worked on various code bases in the past, I sometimes find it makes the code less readable, when you need to constantly jump from one method to the next figuring out all the parts of it, while keeping the outermost method in your head. I find that having a long method that is well formatted, you can see the logic more easily, as it isn't getting hidden away in inner methods. I could factor out the code into smaller methods, but often there is is an inner loop being used for two or three things, so it would result in more complex code, or methods that don't do one thing but two or three (alternatively I could repeat inner loops for each task, but then there will be a performance hit). So is there a case that long methods are not always bad? Is there always a case for writing methods, when they will only be used in one place?

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • How to tell your boss that he's a bad programmer? [closed]

    - by Doe
    Possible Duplicate: How to tell your boss that his programming style is really bad? There was a question about the boss having a bad programming style (weird booleans, empty loops, etc.) Having a bad/weird style does not imply being a bad programmer, but my situation is different. My boss outputs some really nasty code for the project, on which we are working together (just two of us). Examples: functions that span over several screens (big screens - 1900 x 1200) Deeply nested Conditional and Loop statements (up to 10 levels!!) Too much static variables, singletons, and both (singleton class with all the methods and members also static) Sometimes the code committed to the version control system does not even compile! Copy-Paste code instead of separating it into an independent function. Fail all the deadlines. "This's [C#|Java|Python] it shouldn't be efficient, that's why we loop all over the haystack to find the needle." "This's C/C++, it's fast enough to loop all over the haystack to find the needle." There is much more to mention... But the worst is that I have to redo much of the stuff he does, my code, which I try to keep clean is often polluted with above-mentioned atrocities. He's reaching 30 soon, so all his skills are established, and I don't even know if it's possible to change something. I like the project, but sometimes I just want to quit...

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  • Best way to update UI when dealing with data synchronization

    - by developerdoug
    I'm working on a bug at work. The app is written in Objective-C for iOS based device, for the iPad. I'm the new guy there and I've been given a hard task. Sometimes, the UIButton text property does not show the correct state when syncing. Basically, when the app is syncing, my UI control would say "Syncing" and when its not syncing it'll display "Updated @ [specific date]". Right now there is a property on the app delegate called "SyncInProgress". When querying / syncing, occurring on background thread, it updates a counter. The property will return a bool checking expression 'counter 0'. There are three states I need to deal with. Sync has started. Sync is updating tables. Sync finished. These items need to occur in order. My coworker suggested to take a state based approach instead of just responding to events. I'm not sure about how to go about that. Would it be best to have the UI receive a notification to determine what state its in or to pull every so often if state changed? Here are two posts that I put on stackoverflow, in the last few days, that relate to this. http://stackoverflow.com/questions/11025469/ios-syncing-using-a-state-approach-instead-of-just-reacting-to-events http://stackoverflow.com/questions/11037930/viewcontroller-when-viewwillappear-called-does-not-always-correctly-reflect-stat Any ideas that anyone might have to very much appreciated. Thanks, developerDoug

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  • Vote for bugs which impact you!

    - by Sveta Smirnova
    Matt Lord already announced this change, but I am so happy, so want to repeat. MySQL Community Bugs Database Team introduced new button "Affects Me". After you click this button, counter, assigned to each of bug reports, will increase by one. This means we: MySQL Support and Engineering, - will see how many users are affected by the bug. Why is this important? We have always considered community input as we prioritize bug fixes, and this is one more point of reference for us. Before this change we only had a counter for support customers which increased when they opened a support request, complaining they are affected by a bug. But our customers are smart and not always open support request when hit a bug: sometimes they simply implement workaround. Or there could be other circumstances when they don't create a ticket. Or this could be just released version, which big shops frighten to use in production. Therefore, sometimes, when discussing which bug to prioritize and which not we can not rely only on "Affects paying customers" number, rather need to make guess if one or another bug can affect large group of our users. We used number of bug report subscribers, most recent comments, searched forums, but all these methods gave only approximation. Therefore I want to ask you. If you hit a bug which already was reported, but not fixed yet, please click "Affects Me" button! It will take just a few seconds, but your voice will be heard.

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  • Salary Negotiation; How Best to Broach the Subject? [closed]

    - by Ed S.
    So I have an upcoming performance review / salary increase and I am at a point in which I believe I will need to negotiate a larger raise than what is to be proposed. As I suspect this may be the case I have been reading as much information on the subject (negotiation) as possible. I work for a great company and fortunately I work under some really talented and reasonable managers. Unfortunately, I am not sure how best to bring up the subject. I don't want to sound greedy and I don't want to start off on the wrong foot. For the sake of argument, assume that I am actually worth more than I am being paid at the moment and I would like to make a counter offer for a relatively large increase (say, boss says 4%, I would like to counter with 15%. I know that seems very large, but I believe I have a case for it.) My question to you, those who are/have been on the other side of this scenario, is how should I start the conversation? What approach would make you most receptive to my plea? I've never negotiated before and I just don't want to start off on the wrong foot. My direct manager is a very straightforward individual, so sugarcoating is not necessary here, but at the same time, I don't want to seem overly aggressive or demanding. Thanks in advance for any advice you can offer.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Checking if an int is prime more efficiently

    - by SipSop
    I recently was part of a small java programming competition at my school. My partner and I have just finished our first pure oop class and most of the questions were out of our league so we settled on this one (and I am paraphrasing somewhat): "given an input integer n return the next int that is prime and its reverse is also prime for example if n = 18 your program should print 31" because 31 and 13 are both prime. Your .class file would then have a test case of all the possible numbers from 1-2,000,000,000 passed to it and it had to return the correct answer within 10 seconds to be considered valid. We found a solution but with larger test cases it would take longer than 10 seconds. I am fairly certain there is a way to move the range of looping from n,..2,000,000,000 down as the likely hood of needing to loop that far when n is a low number is small, but either way we broke the loop when a number is prime under both conditions is found. At first we were looping from 2,..n no matter how large it was then i remembered the rule about only looping to the square root of n. Any suggestions on how to make my program more efficient? I have had no classes dealing with complexity analysis of algorithms. Here is our attempt. public class P3 { public static void main(String[] args){ long loop = 2000000000; long n = Integer.parseInt(args[0]); for(long i = n; i<loop; i++) { String s = i +""; String r = ""; for(int j = s.length()-1; j>=0; j--) r = r + s.charAt(j); if(prime(i) && prime(Long.parseLong(r))) { System.out.println(i); break; } } System.out.println("#"); } public static boolean prime(long p){ for(int i = 2; i<(int)Math.sqrt(p); i++) { if(p%i==0) return false; } return true; } } ps sorry if i did the formatting for code wrong this is my first time posting here. Also the output had to have a '#' after each line thats what the line after the loop is about Thanks for any help you guys offer!!!

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  • Error in Print Function in Bubble Sort MIPS?

    - by m00nbeam360
    Sorry that this is such a long block of code, but do you see any obvious syntax errors in this? I feel like the problem is that the code isn't printing correctly since the sort and swap methods were from my textbook. Please help if you can! .data save: .word 1,2,4,2,5,6 size: .word 6 .text swap: sll $t1, $a1, 2 #shift bits by 2 add $t1, $a1, $t1 #set $t1 address to v[k] lw $t0, 0($t1) #load v[k] into t1 lw $t2, 4($t1) #load v[k+1] into t1 sw $t2, 0($t1) #swap addresses sw $t0, 4($t1) #swap addresses jr $ra #return sort: addi $sp, $sp, -20 #make enough room on the stack for five registers sw $ra, 16($sp) #save the return address on the stack sw $s3, 12($sp) #save $s3 on the stack sw $s2, 8($sp) #save Ss2 on the stack sw $s1, 4($sp) #save $s1 on the stack sw $s0, 0($sp) #save $s0 on the stack move $s2, $a0 #copy the parameter $a0 into $s2 (save $a0) move $s3, $a1 #copy the parameter $a1 into $s3 (save $a1) move $s0, $zero #start of for loop, i = 0 for1tst: slt $t0, $s0, $s3 #$t0 = 0 if $s0 S $s3 (i S n) beq $t0, $zero, exit1 #go to exit1 if $s0 S $s3 (i S n) addi $s1, $s0, -1 #j - i - 1 for2tst: slti $t0, $s1, 0 #$t0 = 1 if $s1 < 0 (j < 0) bne $t0, $zero, exit2 #$t0 = 1 if $s1 < 0 (j < 0) sll $t1, $s1, 2 #$t1 = j * 4 (shift by 2 bits) add $t2, $s2, $t1 #$t2 = v + (j*4) lw $t3, 0($t2) #$t3 = v[j] lw $t4, 4($t2) #$t4 = v[j+1] slt $t0, $t4, $t3 #$t0 = 0 if $t4 S $t3 beq $t0, $zero, exit2 #go to exit2 if $t4 S $t3 move $a0, $s2 #1st parameter of swap is v(old $a0) move $a1, $s1 #2nd parameter of swap is j jal swap #swap addi $s1, $s1, -1 j for2tst #jump to test of inner loop j print exit2: addi $s0, $s0, 1 #i = i + 1 j for1tst #jump to test of outer loop exit1: lw $s0, 0($sp) #restore $s0 from stack lw $s1, 4($sp) #resture $s1 from stack lw $s2, 8($sp) #restore $s2 from stack lw $s3, 12($sp) #restore $s3 from stack lw $ra, 16($sp) #restore $ra from stack addi $sp, $sp, 20 #restore stack pointer jr $ra #return to calling routine .data space:.asciiz " " # space to insert between numbers head: .asciiz "The sorted numbers are:\n" .text print:add $t0, $zero, $a0 # starting address of array add $t1, $zero, $a1 # initialize loop counter to array size la $a0, head # load address of print heading li $v0, 4 # specify Print String service syscall # print heading out: lw $a0, 0($t0) # load fibonacci number for syscall li $v0, 1 # specify Print Integer service syscall # print fibonacci number la $a0, space # load address of spacer for syscall li $v0, 4 # specify Print String service syscall # output string addi $t0, $t0, 4 # increment address addi $t1, $t1, -1 # decrement loop counter bgtz $t1, out # repeat if not finished jr $ra # return

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