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  • Storing a looong lookup table

    - by inquisitive
    Background The product i am working on has a very long lookup-table. the table contains static data and cannot be auto generated. there are about 500 rows and 10 columns. columns have mostly integers and strings. to complicate the matters, there are actually two such tables. every row in table-1 maps to zero-or-more rows in table-2. we use an SQLite database with two tables. the product installer places the SQLite file in the installation directory. the application is written in dot-net and we use ADO to load the data once on startup. now, the lookup table grows. in each release a month, we add about 10 new entries existing entries are adjusted. every release we fine tune existing entries. The problem a team of (10) developers work on the lookup table. Code goes in the SVN, but the little devil the SQLite does not. this prevents multiple developers to work on it. we do take regular backups of the file, but proper versioning is not possible. we never know who did the breaking change. the worse thing is we dont know if there is any change at all. diff'ing databases is tedious if not impossible. the tables are expected to grow quite large in years to come and we would need developers to work in parallel on it. the data is business critical. we need to be able to audit changes made to it. Question What would be a solution for the problems outlines above? one idea was to transform the whole thing to XML and treat it like just another source file. that way SVN can do the versioning and we can work in parallel. but the data shows relational behavior. with XML we loose the unique and foreign-key constraints. also we cant query it with sql like ease. any help here will be appreciated.

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  • Single responsibility principle - am I overusing it?

    - by Tarun
    For reference - http://en.wikipedia.org/wiki/Single_responsibility_principle I have a test scenario where in one module of application is responsible for creating ledger entries. There are three basic tasks which could be carried out - View existing ledger entries in table format. Create new ledger entry using create button. Click on a ledger entry in the table (mentioned in first pointer) and view its details in next page. You could nullify a ledger entry in this page. (There are couple more operation/validations in each page but fore sake of brevity I will limit it to these) So I decided to create three different classes - LedgerLandingPage CreateNewLedgerEntryPage ViewLedgerEntryPage These classes offer the services which could be carried out in those pages and Selenium tests use these classes to bring application to a state where I could make certain assertion. When I was having it reviewed with on of my colleague then he was over whelmed and asked me to make one single class for all. Though I yet feel my design is much clean I am doubtful if I am overusing Single Responsibility principle

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  • Where to start in creating a massive multiplayer 3D Java game [on hold]

    - by user1373771
    I am planning on creating a massive multiplayer world and I am wondering where to start. I am quite inexperienced in the field of Java but I have researched into it and learned that it is perhaps my best bet in creating this project is Java for the fact that it has a much easier learning curve than C++ to beginners and still capable of holding massive amounts of players at a time. My question is simple: Should I start the game by creating a single player prototype and introducing multiplayer later as I become more experienced or start with multiplayer before I am completely experienced in the field. Thanks for your help!

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Develop in trunk and then branch off, or in release branch and then merge back?

    - by Torben Gundtofte-Bruun
    Say that we've decided on following a "release-based" branching strategy, so we'll have a branch for each release, and we can add maintenance updates as sub-branches from those. Does it matter whether we: develop and stabilize a new release in the trunk and then "save" that state in a new release branch; or first create that release branch and only merge into the trunk when the branch is stable? I find the former to be easier to deal with (less merging necessary), especially when we don't develop on multiple upcoming releases at the same time. Under normal circumstances we would all be working on the trunk, and only work on released branches if there are bugs to fix. What is the trunk actually used for in the latter approach? It seems to be almost obsolete, because I could create a future release branch based on the most recent released branch rather than from the trunk. Details based on comment below: Our product consists of a base platform and a number of modules on top; each is developed and even distributed separately from each other. Most team members work on several of these areas, so there's partial overlap between people. We generally work only on 1 future release and not at all on existing releases. One or two might work on a bugfix for an existing release for short periods of time. Our work isn't compiled and it's a mix of Unix shell scripts, XML configuration files, SQL packages, and more -- so there's no way to have push-button builds that can be tested. That's done manually, which is a bit laborious. A release cycle is typically half a year or more for the base platform; often 1 month for the modules.

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  • Should Developers Perform All Tasks or Should They Specialize?

    - by Bob Horn
    Disclaimer: The intent of this question isn't to discern what is better for the individual developer, but for the system as a whole. I've worked in environments where small teams managed certain areas. For example, there would be a small team for every one of these functions: UI Framework code Business/application logic Database I've also worked on teams where the developers were responsible for all of these areas and more (QA, analsyt, etc...). My current environment promotes agile development (specifically scrum) and everyone has their hands in every area mentioned above. While there are pros and cons to each approach, I'd be curious to know if there are more pros and cons than I list below, and also what the generally feeling is about which approach is better. Devs Do It All Pros 1. Developers may be more well-rounded 2. Developers know more of the system Cons 1. Everyone has their hands in all areas, increasing the probability of creating less-than-optimal results in that area 2. It can take longer to do something with which you are unfamiliar (jack of all trades, master of none) Devs Specialize Pros 1. Developers can create policies and procedures for their area of expertise and more easily enforce them 2. Developers have more of a chance to become deeply knowledgeable about their specific area and make it the best it can be 3. Other developers don't cross boundaries and degrade another area Cons 1. As one colleague put it: "Why would you want to pigeon-hole yourself like that?" (Meaning some developers won't get a chance to work in certain areas.) It's easy to say how wonderful agile is, and that we should do it all, but I'm somewhat of a fan of having areas of expertise. Without that expertise, I've seen code degrade, database schemas become difficult to manage, hack UI code, etc... Let's face it, some people make careers out of doing just UI work, or just database work. It's not that easy to just fill in and do as good of a job as an expert in that area.

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  • Creating a new variable versus assigning an existing one

    - by rwallace
    Which is more common, creating a new variable versus assigning an existing variable (field, array element etc - anything that syntactically uses the assignment operator)? The reason I ask is that I'm designing a new language, and wondering which of these two operations should get the shorter syntax. It's not intended to be a pure functional language, or the question wouldn't arise, so I'd ideally like to count usage across large existing code bases in procedural and object-oriented languages like C, C++ and Java, though as far as I can see there isn't an easy way to do this automatically, and going by memory and eyeball, neither is obviously more common than the other.

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  • How many textures can usually I bind at once?

    - by Avi
    I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My question is: how many textures can I bind at once on a modern graphics card? 16 would be sufficient. Can I expect most modern graphics cards to support that amount? My GTX 460 appears to support 32, but I have no idea if that's representative of most modern video cards.

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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • A more concise example that illustrates that type inference can be very costly?

    - by mrrusof
    It was brought to my attention that the cost of type inference in a functional language like OCaml can be very high. The claim is that there is a sequence of expressions such that for each expression the length of the corresponding type is exponential on the length of the expression. I devised the sequence below. My question is: do you know of a sequence with more concise expressions that achieves the same types? # fun a -> a;; - : 'a -> 'a = <fun> # fun b a -> b a;; - : ('a -> 'b) -> 'a -> 'b = <fun> # fun c b a -> c b (b a);; - : (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'a -> 'c = <fun> # fun d c b a -> d c b (c b (b a));; - : ((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'a -> 'd = <fun> # fun e d c b a -> e d c b (d c b (c b (b a)));; - : (((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'd -> 'e) -> ((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'a -> 'e = <fun> # fun f e d c b a -> f e d c b (e d c b (d c b (c b (b a))));; - : ((((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'd -> 'e) -> ((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'e -> 'f) -> (((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'd -> 'e) -> ((('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'c -> 'd) -> (('a -> 'b) -> 'b -> 'c) -> ('a -> 'b) -> 'a -> 'f = <fun>

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  • To reorganize code, what to choose between library and service?

    - by essbeev
    I want to reorganize a large application with lot of code duplication into multiple components. Plus, some code is also duplicated over other applications. The common set of functionality that can be taken out of main application is clearly defined. Now, do I write a library or do I write a service for this functionality; so that all such applications continue to work and there is only one code-base (of common functionality) to maintain ?

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  • How to deal with elimination of duplicate logic vs. cost of complexity increase?

    - by Gabriel
    I just wrote some code that is very representative of a recurring theme (in my coding world lately): repeated logic leads to an instinct to eliminate duplication which results in something that is more complex the tradeoff seems wrong to me (the examples of the negative side aren't worth posting - but this is probably the 20th console utility I've written in the past 12 months). I'm curious if I'm missing some techniques or if this is really just on of those "experience tells you when to do what" type of issues. Here's the code... I'm tempted to leave it as is, even though there will be about 20 of those if-blocks when I'm done. static void Main(string[] sargs) { try { var urls = new DirectTrackRestUrls(); var restCall = new DirectTrackRestCall(); var logger = new ConsoleLogger(); Args args = (Args)Enum.Parse(typeof(Args), string.Join(",", sargs)); if (args.HasFlag(Args.Campaigns)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.Advertisers)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.CampaignGroups)) { var getter = new ResourceGetter(logger, urls.ListCampaignGroups, restCall); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } } catch (Exception e) { Console.WriteLine(e.InnerException); Console.WriteLine(e.StackTrace); }

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  • What Scripting Program would you choose to recover deleted and missing files?

    - by Steven Graf
    For a private project I'm looking for a command line tool to scan and recover files. I'm working on Gnome 3 (but I could also change my OS if it helps reaching my goal) and must be able to find and recover files on attached devices with formats such as NTFS, Fat32, MAC OS Extended and ext3. Is there a command line script to cover all of them or do I need to use different programs to reach my goal? can you recommend command line tools for these kind of tasks? is one of you willing and able to show me some examples and teach me further?

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  • How Is there anyway to Compile Notepad++?

    - by user44179
    I really like using Notepad++ to write HTML and such. After I started using Ubuntu I looked around for an alternative to Notpad++. I found a thread which lead me to try Geany and a few others, but I really miss Notepad++. Is there anyway I could compile it from the source code to use on Ubuntu? I know its written in C++. Could I just open it in Code::Blocks and compile it? You can get the source here. I wouldn't mind hearing about other alternatives, but really want to know if compiling it is possible. Thanks

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  • Develop a small size software using C only for copying same data to multiple external drives simultaneously [on hold]

    - by VSP
    I want to develop a software that can copy the same data to multiple external drives, simultaneously. For example, consider a file Movie and I have 3 external drives to copy it to, and I want to copy Movie to all these 3 drives(these drives can be flash storage or external hard-disk or pen-drive etc. but have one thing in common, i.e. they are all external drives) at the same time, means when I right-click on Movie there has to be 1 option saying Copy to All Drives. It's a sort of mini-project and I want to use C language only. For starting I would like it to work only on Windows OS. What are the requirements of developing this software (not the system requirements but what will I need to develop such a software, like editor,compiler etc.)? I know this type of software must have already been developed but I want to use C language and C Language only. So, is it possible to develop such a software?

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  • What software do you use to help plan your team work, and why?

    - by Alex Feinman
    Planning is very difficult. We are not naturally good at estimating our own future, and many cognitive biases exacerbate the problem. Group planning is even harder. Incomplete information, inconsistent views of a situation, and communication problems compound the difficulty. Agile methods provide one framework for organizing group planning--making planning visible to everyone (user stories), breaking it into smaller chunks (sprints), and providing retrospective analysis so you get better at planning. But finding good tools to support these practices is proving tricky. What software tools do you use to achieve these goals? Why are you using that tool? What successes have you had with a particular tool?

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  • Any tips to learn how to program with severe ADHD?

    - by twinbornJoint
    I have a difficult time trying to learn how to program from straight text-books. Video training seems to work well for me in my past experiences with PHP. I am trying my hardest to stay focussed and push through. Specifically I am looking to start indie game development. Over the last two weeks I have been trying to pick the "right" language and framework to develop with. I started going through Python, but I am not really enjoying the language so far. I am constantly looking through this website to compare this language to that, and keep getting distracted. Aside from all of this, is it possible to become a programmer when you have trouble focussing? Has anyone been through this that can recommend some advice? edit - you guys can check my new question out with detailed information thanks to all of the responses from this thread. http://programmers.stackexchange.com/questions/15916/what-is-the-best-language-and-framework-for-my-situation

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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • How do I get away from PHP in the web industry?

    - by Kurtis
    I'm just looking for some tips on getting away from using PHP for web development. I'm self-employed but it seems like all of the work I find deals with PHP. I'm not complaining about the work -- just the poor choice of a language that is incredibly popular. I'd love to do my web development in Python, Perl, C#, or even a fun and fancy functional language. There's the old saying that you don't tell a carpenter what kind of a hammer to use. At the same time, you do tell them what kind of material to build your house out of and how much you're willing to spend. The problem I am running in to is that I don't know how to get out of this spiral. I can't just turn down work because then I wouldn't have any. I really don't want to go work for another company -- and even if I did, I'd probably still be stuck using something I don't enjoy. I'm hoping someone has "been there" before and might have some good ideas on how to get out of this situation. Thanks!

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  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

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  • What is the annoying/lacking feature in C#, in your opinion?

    - by Vimvq1987
    To be honest, I'm working with C# everyday, and I can say that I love its elegant syntax. But no language is perfect, so does C#. In my opinion, these two features are missing: Full-featured enum. I was pretty happy with enum in C#, until I know about enum in Java. Of course, we can "simulate" a full-featured enum in C# by class, but it's much better if Microsoft simplify this. Immutable keyword. We are told to let a class/struct immutable whenever possible. But to do that, we have to add readonly keyword to every field, and then if we add setter by a mistake, our class will be mutable, and nobody knows. By immutable keyword, every field will be automatically readonly, and any setter will be prohibited (error when compile). It's like static keyword added to class in C# 2.0 well. what's is your annoying/lacking feature in C#?

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  • What am I missing about PHP?

    - by Aerovistae
    It's like this mythical thing that a dominating portion of developers say is just the best option for back-end development, a part of development about which I know virtually nothing beyond the absolute basics. So I've looked up PHP tutorials a bunch of times, trying to figure out why it's so powerful and common, but it's annoying as hell-- all the tutorials treat you like a new programmer. You know, this is how you make an If Else statement, here's a for loop, etc. The "Advanced Topics" show you how to make POST and GET statements and whatnot. But there must be more to it! I don't get it! That's practically no different from JavaScript. What am I missing about this language? What else can it do? Where's the power and versatility? I've heard it called a function soup; where are all the functions? Please chide me. I'm clearly missing something.

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  • Looking for menu-driven coding platforms

    - by user2634047
    Can anyone point me to an application development environment that uses menu-driven coding? This would mean where commands, variable names, etc. are not keyed in, but rather are selected from a menu of context-specific options. For example, the user selects an If...then command from a menu of commands, and is then presented with a menu of variables to choose from for the the 'if' conditions(s) (or creates new variable(s) on the fly via the menu), and is then presented with a menu of applicable functions that are applicable to the selected variable (e.g., val()), and so on until the If...then statement has been fully coded. The idea is that the user never types any portion of the code, but selects all code elements from a menu, or defines them on the fly via the menu. Thanks.

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