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  • storing map template in database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • DENY select on sys.dm_db_index_physical_stats

    - by steveh99999
    Technorati Tags: security,DMV,permission,sys.dm_db_index_physical_stats I recently saw an interesting blog article by Paul Randal about the performance overhead of querying the sys.dm_db_index_physical_stats. So I was thinking, would it be possible to let non-sysadmin users query DMVs on a SQL server but stop them querying this I/O intensive DMV ? Yes it is, here’s how… 1. Create a new login for test purposes, with permissions to access AdventureWorks database only … CREATE LOGIN [test] WITH PASSWORD='xxxx', DEFAULT_DATABASE=[AdventureWorks] GO USE [AdventureWorks] GO CREATE USER [test] FOR LOGIN [test] WITH DEFAULT_SCHEMA=[dbo] GO 2.login as user test and issue command SELECT  * FROM sys.dm_db_index_physical_stats(DB_ID('AdventureWorks'),NULL,NULL,NULL,'DETAILED') gets error :-  Msg 297, Level 16, State 12, Line 1 The user does not have permission to perform this action. 3.As a sysadmin, issue command :- USE AdventureWorks GRANT VIEW DATABASE STATE TO [test] or GRANT VIEW SERVER STATE TO [test] if all databases can be queried via DMV. 4. Try again as user test to issue command SELECT * FROM sys.dm_db_index_physical_stats(DB_ID('AdventureWorks '),NULL,NULL,NULL,'DETAILED') -- now produces valid results from the DMV.. 5 now create the test user in master database, public role only USE master CREATE USER [test] FOR LOGIN [test] 6 issue command :- USE master DENY SELECT ON sys.dm_db_index_physical_stats TO [test] 7 Now go back to AdventureWorks using test login and try SELECT * FROM sys.dm_db_index_physical_stats(DB_ID('AdventureWorks’),NULL,NULL,NULL,’DETAILED') Now gets error... Msg 229, Level 14, State 5, Line 1 The SELECT permission was denied on the object 'dm_db_index_physical_stats', database 'mssqlsystemresource', schema 'sys'. but the user is still able to query all other non-IO-intensive DMVs. If the user attempts to view the index physical stats via a builtin management studio report  – see recent blog post by Pinal Dave they get an error also

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  • Consistency of an object

    - by Stefano Borini
    I tend to keep my objects consistent during their lifetime. In some cases, setting up an object requires multiple calls to different routines. For example, a connection object may operate in this way: Connection c = new Connection(); c.setHost("http://whatever") c.setPort(8080) c.connect() please note this is just a stupid example to let you understand the point. In between calls to setHost and setPort the object is inconsistent, because the Port has not been specified yet, so this code would crash Connection c = new Connection(); c.setHost("http://whatever") c.connect() Meaning that it's a requisite for connect() to have previous calls to both setHost and setPort, otherwise it won't be able to operate as its state is inconsistent. You may fix the issue with a default value, but there may be cases where no sensible default may be devised. We assume in the later example that there's no default for the port, and therefore a call to c.connect() without first calling both setHost and setPort will be an inconsistent state of the object. This, to me, points at an incorrect interface design, but I may be wrong, so I want to hear your opinion. Do you organize your interface so that the object is always in a consistent (i.e. workable) state both before and after the call ? Edit: Please don't try to solve the problem I gave above. I know how to solve that. My question is much broader in sense. I am looking for a design principle, officially or informally stated, regarding consistency of object state between calls.

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  • What are the consequences of immutable classes with references to mutable classes?

    - by glenviewjeff
    I've recently begun adopting the best practice of designing my classes to be immutable per Effective Java [Bloch2008]. I have a series of interrelated questions about degrees of mutability and their consequences. I have run into situations where a (Java) class I implemented is only "internally immutable" because it uses references to other mutable classes. In this case, the class under development appears from the external environment to have state. Do any of the benefits (see below) of immutable classes hold true even by only "internally immutable" classes? Is there an accepted term for the aforementioned "internal mutability"? Wikipedia's immutable object page uses the unsourced term "deep immutability" to describe an object whose references are also immutable. Is the distinction between mutability and side-effect-ness/state important? Josh Bloch lists the following benefits of immutable classes: are simple to construct, test, and use are automatically thread-safe and have no synchronization issues do not need a copy constructor do not need an implementation of clone allow hashCode to use lazy initialization, and to cache its return value do not need to be copied defensively when used as a field make good Map keys and Set elements (these objects must not change state while in the collection) have their class invariant established once upon construction, and it never needs to be checked again always have "failure atomicity" (a term used by Joshua Bloch) : if an immutable object throws an exception, it's never left in an undesirable or indeterminate state

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  • When are Getters and Setters Justified

    - by Winston Ewert
    Getters and setters are often criticized as being not proper OO. On the other hand most OO code I've seen has extensive getters and setters. When are getters and setters justified? Do you try to avoid using them? Are they overused in general? If your favorite language has properties (mine does) then such things are also considered getters and setters for this question. They are same thing from an OO methodology perspective. They just have nicer syntax. Sources for Getter/Setter Criticism (some taken from comments to give them better visibility): http://www.javaworld.com/javaworld/jw-09-2003/jw-0905-toolbox.html http://typicalprogrammer.com/?p=23 http://c2.com/cgi/wiki?AccessorsAreEvil http://www.darronschall.com/weblog/2005/03/no-brain-getter-and-setters.cfm http://www.adam-bien.com/roller/abien/entry/encapsulation_violation_with_getters_and To state the criticism simply: Getters and Setters allow you to manipulate the internal state of objects from outside of the object. This violates encapsulation. Only the object itself should care about its internal state. And an example Procedural version of code. struct Fridge { int cheese; } void go_shopping(Fridge fridge) { fridge.cheese += 5; } Mutator version of code: class Fridge { int cheese; void set_cheese(int _cheese) { cheese = _cheese; } int get_cheese() { return cheese; } } void go_shopping(Fridge fridge) { fridge.set_cheese(fridge.get_cheese() + 5); } The getters and setters made the code much more complicated without affording proper encapsulation. Because the internal state is accessible to other objects we don't gain a whole lot by adding these getters and setters. The question has been previously discussed on Stack Overflow: http://stackoverflow.com/questions/565095/java-are-getters-and-setters-evil http://stackoverflow.com/questions/996179

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  • Netbook performs hard shutdown without warning on low battery power

    - by Steve Kroon
    My Asus EEE netbook performs a hard shutdown when it reaches low battery power, without giving any warning - i.e. the power just goes off, without any shutdown process. I can't find anything in the syslog, and no error messages are printed before it happens. I've had this problem on previous (K)Ubuntu versions, and hoped updating to Ubuntu Precise would help resolve the issue, but it hasn't. The option in the Power application for "when power is critically low" is currently blank - the only options are a (grayed-out) hibernate and "Power off". I have re-installed indicator-power to no effect. The time remaining reported by acpi is unstable, as is the time remaining reported by gnome-power-statistics. (For example, running acpi twice in succession, I got 2h16min, and then 3h21min remaining. These sorts of jumps in the remaining time are also in the gnome-power-statistics graphs.) It might be possible to write a script to give me advance warning (as per @RanRag's comment below), but I would prefer to isolate why I don't get a critical battery notification from the system before this happens, so that I can take action as appropriate (suspend/shutdown/plug in power) when I get a notification. Some additional information on the battery: kroon@minia:~$ upower -i /org/freedesktop/UPower/devices/battery_BAT0 native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0A08:00/PNP0C0A:00/power_supply/BAT0 vendor: ASUS model: 1005P power supply: yes updated: Fri Aug 17 07:31:23 2012 (9 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: charging energy: 33.966 Wh energy-empty: 0 Wh energy-full: 34.9272 Wh energy-full-design: 47.52 Wh energy-rate: 3.7692 W voltage: 12.61 V time to full: 15.3 minutes percentage: 97.248% capacity: 73.5% technology: lithium-ion History (charge): 1345181483 97.248 charging 1345181453 97.155 charging 1345181423 97.062 charging 1345181393 96.970 charging History (rate): 1345181483 3.769 charging 1345181453 3.899 charging 1345181423 4.061 charging 1345181393 4.201 charging kroon@minia:~$ cat /proc/acpi/battery/BAT0/state present: yes capacity state: ok charging state: charging present rate: 332 mA remaining capacity: 3149 mAh present voltage: 12612 mV kroon@minia:~$ cat /proc/acpi/battery/BAT0/info present: yes design capacity: 4400 mAh last full capacity: 3209 mAh battery technology: rechargeable design voltage: 10800 mV design capacity warning: 10 mAh design capacity low: 5 mAh cycle count: 0 capacity granularity 1: 44 mAh capacity granularity 2: 44 mAh model number: 1005P serial number: battery type: LION OEM info: ASUS

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  • Implementing game rules in a tactical battle board game

    - by Setzer22
    I'm trying to create a game similar to what one would find in a typical D&D board game combat. For mor examples you could think of games like Advance Wars, Fire Emblem or Disgaea. I should say that I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling right now with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. This approach, though, leads to a large amount of code (anything not model-related) to go into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). So, any ideas? I'd also like to ask that if you recommend me a specific design pattern to also provide some kind of example or further explanation and not stick to "Yeah you should use MVC and it'll work".

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  • storing data for maps database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • How to fix a dpkg broken by the Brother MFC-7340 deb driver

    - by Roman A. Taycher
    I'm getting an apt-get error that says E: The package brmfc7340lpr needs to be reinstalled, but I can't find an archive for it. (the brmfc7340lpr is a printer driver) its a local deb file, doing an dpkg or apt-get purge doesn't work, neither does apt-get install -f How do I reinstall a package from a local deb file? P.S. box-name% sudo apt-get upgrade [sudo] password for username: Reading package lists... Done Building dependency tree Reading state information... Done E: The package brmfc7340lpr needs to be reinstalled, but I can't find an archive for it. box-name% sudo apt-get purge brmfc7340lpr Reading package lists... Done Building dependency tree Reading state information... Done E: The package brmfc7340lpr needs to be reinstalled, but I can't find an archive for it. box-name% sudo dpkg --purge brmfc7340lpr dpkg: error processing brmfc7340lpr (--purge): Package is in a very bad inconsistent state - you should reinstall it before attempting a removal. Errors were encountered while processing: brmfc7340lpr box-name% sudo dpkg --install brmfc7340lpr-2.0.2-1.i386.deb Selecting previously deselected package brmfc7340lpr. (Reading database ... 725204 files and directories currently installed.) Preparing to replace brmfc7340lpr 2.0.2-1 (using .../brmfc7340lpr-2.0.2-1.i386.deb) ... Unpacking replacement brmfc7340lpr ... start: Unknown job: lpd dpkg: warning: subprocess old post-removal script returned error exit status 1 dpkg - trying script from the new package instead ... start: Unknown job: lpd dpkg: error processing brmfc7340lpr-2.0.2-1.i386.deb (--install): subprocess new post-removal script returned error exit status 1 start: Unknown job: lpd dpkg: error while cleaning up: subprocess new post-removal script returned error exit status 1 Errors were encountered while processing: brmfc7340lpr-2.0.2-1.i386.deb box-name% sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done E: The package brmfc7340lpr needs to be reinstalled, but I can't find an archive for it. box-name%

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  • Why unhandled exceptions are useful

    - by Simon Cooper
    It’s the bane of most programmers’ lives – an unhandled exception causes your application or webapp to crash, an ugly dialog gets displayed to the user, and they come complaining to you. Then, somehow, you need to figure out what went wrong. Hopefully, you’ve got a log file, or some other way of reporting unhandled exceptions (obligatory employer plug: SmartAssembly reports an application’s unhandled exceptions straight to you, along with the entire state of the stack and variables at that point). If not, you have to try and replicate it yourself, or do some psychic debugging to try and figure out what’s wrong. However, it’s good that the program crashed. Or, more precisely, it is correct behaviour. An unhandled exception in your application means that, somewhere in your code, there is an assumption that you made that is actually invalid. Coding assumptions Let me explain a bit more. Every method, every line of code you write, depends on implicit assumptions that you have made. Take this following simple method, that copies a collection to an array and includes an item if it isn’t in the collection already, using a supplied IEqualityComparer: public static T[] ToArrayWithItem( ICollection<T> coll, T obj, IEqualityComparer<T> comparer) { // check if the object is in collection already // using the supplied comparer foreach (var item in coll) { if (comparer.Equals(item, obj)) { // it's in the collection already // simply copy the collection to an array // and return it T[] array = new T[coll.Count]; coll.CopyTo(array, 0); return array; } } // not in the collection // copy coll to an array, and add obj to it // then return it T[] array = new T[coll.Count+1]; coll.CopyTo(array, 0); array[array.Length-1] = obj; return array; } What’s all the assumptions made by this fairly simple bit of code? coll is never null comparer is never null coll.CopyTo(array, 0) will copy all the items in the collection into the array, in the order defined for the collection, starting at the first item in the array. The enumerator for coll returns all the items in the collection, in the order defined for the collection comparer.Equals returns true if the items are equal (for whatever definition of ‘equal’ the comparer uses), false otherwise comparer.Equals, coll.CopyTo, and the coll enumerator will never throw an exception or hang for any possible input and any possible values of T coll will have less than 4 billion items in it (this is a built-in limit of the CLR) array won’t be more than 2GB, both on 32 and 64-bit systems, for any possible values of T (again, a limit of the CLR) There are no threads that will modify coll while this method is running and, more esoterically: The C# compiler will compile this code to IL according to the C# specification The CLR and JIT compiler will produce machine code to execute the IL on the user’s computer The computer will execute the machine code correctly That’s a lot of assumptions. Now, it could be that all these assumptions are valid for the situations this method is called. But if this does crash out with an exception, or crash later on, then that shows one of the assumptions has been invalidated somehow. An unhandled exception shows that your code is running in a situation which you did not anticipate, and there is something about how your code runs that you do not understand. Debugging the problem is the process of learning more about the new situation and how your code interacts with it. When you understand the problem, the solution is (usually) obvious. The solution may be a one-line fix, the rewrite of a method or class, or a large-scale refactoring of the codebase, but whatever it is, the fix for the crash will incorporate the new information you’ve gained about your own code, along with the modified assumptions. When code is running with an assumption or invariant it depended on broken, then the result is ‘undefined behaviour’. Anything can happen, up to and including formatting the entire disk or making the user’s computer sentient and start doing a good impression of Skynet. You might think that those can’t happen, but at Halting problem levels of generality, as soon as an assumption the code depended on is broken, the program can do anything. That is why it’s important to fail-fast and stop the program as soon as an invariant is broken, to minimise the damage that is done. What does this mean in practice? To start with, document and check your assumptions. As with most things, there is a level of judgement required. How you check and document your assumptions depends on how the code is used (that’s some more assumptions you’ve made), how likely it is a method will be passed invalid arguments or called in an invalid state, how likely it is the assumptions will be broken, how expensive it is to check the assumptions, and how bad things are likely to get if the assumptions are broken. Now, some assumptions you can assume unless proven otherwise. You can safely assume the C# compiler, CLR, and computer all run the method correctly, unless you have evidence of a compiler, CLR or processor bug. You can also assume that interface implementations work the way you expect them to; implementing an interface is more than simply declaring methods with certain signatures in your type. The behaviour of those methods, and how they work, is part of the interface contract as well. For example, for members of a public API, it is very important to document your assumptions and check your state before running the bulk of the method, throwing ArgumentException, ArgumentNullException, InvalidOperationException, or another exception type as appropriate if the input or state is wrong. For internal and private methods, it is less important. If a private method expects collection items in a certain order, then you don’t necessarily need to explicitly check it in code, but you can add comments or documentation specifying what state you expect the collection to be in at a certain point. That way, anyone debugging your code can immediately see what’s wrong if this does ever become an issue. You can also use DEBUG preprocessor blocks and Debug.Assert to document and check your assumptions without incurring a performance hit in release builds. On my coding soapbox… A few pet peeves of mine around assumptions. Firstly, catch-all try blocks: try { ... } catch { } A catch-all hides exceptions generated by broken assumptions, and lets the program carry on in an unknown state. Later, an exception is likely to be generated due to further broken assumptions due to the unknown state, causing difficulties when debugging as the catch-all has hidden the original problem. It’s much better to let the program crash straight away, so you know where the problem is. You should only use a catch-all if you are sure that any exception generated in the try block is safe to ignore. That’s a pretty big ask! Secondly, using as when you should be casting. Doing this: (obj as IFoo).Method(); or this: IFoo foo = obj as IFoo; ... foo.Method(); when you should be doing this: ((IFoo)obj).Method(); or this: IFoo foo = (IFoo)obj; ... foo.Method(); There’s an assumption here that obj will always implement IFoo. If it doesn’t, then by using as instead of a cast you’ve turned an obvious InvalidCastException at the point of the cast that will probably tell you what type obj actually is, into a non-obvious NullReferenceException at some later point that gives you no information at all. If you believe obj is always an IFoo, then say so in code! Let it fail-fast if not, then it’s far easier to figure out what’s wrong. Thirdly, document your assumptions. If an algorithm depends on a non-trivial relationship between several objects or variables, then say so. A single-line comment will do. Don’t leave it up to whoever’s debugging your code after you to figure it out. Conclusion It’s better to crash out and fail-fast when an assumption is broken. If it doesn’t, then there’s likely to be further crashes along the way that hide the original problem. Or, even worse, your program will be running in an undefined state, where anything can happen. Unhandled exceptions aren’t good per-se, but they give you some very useful information about your code that you didn’t know before. And that can only be a good thing.

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  • Fixing Two keys events on single key press by xmodmap

    - by William.Ebe
    I'm using Dell Latitude D620. Whenever, I'm pressing the space key, the down arrow key also triggered perform it's action. Here is the log: KeyPress event, serial 30, synthetic NO, window 0x3200001, root 0x10c, subw 0x0, time 2248017, (70,-9), root:(76,39), state 0x0, keycode 116 (keysym 0xff54, Down), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 31, synthetic NO, window 0x3200001, root 0x10c, subw 0x0, time 2248018, (70,-9), root:(76,39), state 0x0, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XmbLookupString gives 1 bytes: (20) " " XFilterEvent returns: False KeyRelease event, serial 33, synthetic NO, window 0x3200001, root 0x10c, subw 0x0, time 2248083, (70,-9), root:(76,39), state 0x0, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XFilterEvent returns: False KeyRelease event, serial 33, synthetic NO, window 0x3200001, root 0x10c, subw 0x0, time 2248085, (70,-9), root:(76,39), state 0x0, keycode 116 (keysym 0xff54, Down), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False ClientMessage event, serial 33, synthetic YES, window 0x3200001, message_type 0x157 (WM_PROTOCOLS), format 32, message 0x155 (WM_DELETE_WINDOW) The above log is for a single press+release of spacebar key. I would like to know how to fix that. Thanks. PS: I'm using the same laptop to post question. If somebody helps to align it into code format, it would be helpful as I can't do that with this keyboard properly.

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • Requesting quality analysis test cases up front of implementation/change

    - by arin
    Recently I have been assigned to work on a major requirement that falls between a change request and an improvement. The previous implementation was done (badly) by a senior developer that left the company and did so without leaving a trace of documentation. Here were my initial steps to approach this problem: Considering that the release date was fast approaching and there was no time for slip-ups, I initially asked if the requirement was a "must have". Since the requirement helped the product significantly in terms of usability, the answer was "If possible, yes". Knowing the wide-spread use and affects of this requirement, had it come to a point where the requirement could not be finished prior to release, I asked if it would be a viable option to thrash the current state and revert back to the state prior to the ex-senior implementation. The answer was "Most likely: no". Understanding that the requirement was coming from the higher management, and due to the complexity of it, I asked all usability test cases to be written prior to the implementation (by QA) and given to me, to aid me in the comprehension of this task. This was a big no-no for the folks at the management as they failed to understand this approach. Knowing that I had to insist on my request and the responsibility of this requirement, I insisted and have fallen out of favor with some of the folks, leaving me in a state of "baffledness". Basically, I was trying a test-driven approach to a high-risk, high-complexity and must-have requirement and trying to be safe rather than sorry. Is this approach wrong or have I approached it incorrectly? P.S.: The change request/improvement was cancelled and the implementation was reverted back to the prior state due to the complexity of the problem and lack of time. This only happened after a 2 hour long meeting with other seniors in order to convince the aforementioned folks.

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  • Misconceptions about purely functional languages?

    - by Giorgio
    I often encounter the following statements / arguments: Pure functional programming languages do not allow side effects (and are therefore of little use in practice because any useful program does have side effects, e.g. when it interacts with the external world). Pure functional programming languages do not allow to write a program that maintains state (which makes programming very awkward because in many application you do need state). I am not an expert in functional languages but here is what I have understood about these topics until now. Regarding point 1, you can interact with the environment in purely functional languages but you have to explicitly mark the code (functions) that introduces them (e.g. in Haskell by means of monadic types). Also, AFAIK computing by side effects (destructively updating data) should also be possible (using monadic types?) but is not the preferred way of working. Regarding point 2, AFAIK you can represent state by threading values through several computation steps (in Haskell, again, using monadic types) but I have no practical experience doing this and my understanding is rather vague. So, are the two statements above correct in any sense or are they just misconceptions about purely functional languages? If they are misconceptions, how did they come about? Could you write a (possibly small) code snippet illustrating the Haskell idiomatic way to (1) implement side effects and (2) implement a computation with state?

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  • Microeconomical simulation: coordination/planning between self-interested trading agents

    - by Milton Manfried
    In a typical perfect-information strategy game like Chess, an agent can calculate its best move by searching the state tree for the best possible move, while assuming that the opponent will also make the best possible move (i.e. Mini-max). I would like to use this approach in a "game" modeling economic activity, where the possible "moves" would be to buy or sell for a given price, and the goal, rather than a specific class of states (e.g. Checkmate), would be to maximize some function F of the agent's state (e.g. F(money, widget) = 10*money + widget). How to handle buy/sell actions that require coordination between both parties, at the very least agreement upon a price? The cheap way out would be to set the price beforehand, maybe based upon the current supply -- but the idea of this simulation is to examine how prices emerge when freely determined by "perfectly rational" agents. A great example of what I do not want is the trading algorithm in SugarScape -- paraphrasing from Growing Artificial Societies p101-102: when a pair of agents interact to trade, they each compute their internal valuations of the goods, then a bargaining process is conducted and a price is agreed to. If this price makes both agents better off, they complete the transaction The protocol itself is beautiful, but what it cannot capture (as far as I can tell) is the ability for an agent to pay more than it might otherwise for a good, because it knows that it can sell it for even more at a later date -- what appears to be called "strategic thinking" in this pape at Google Books Multi-Agent-Based Simulation III: 4th International Workshop, MABS 2003... to get realistic behavior like that, it seems one would either (1) have to build an outrageously-complex internal valuation system which could at best only cover situations that were planned for at compile-time, or otherwise (2) have some mechanism to search the state tree... which would require some way of planning future trades. Note: The chess analogy only works as far as the state-space search goes; the simulation isn't intended to be "zero sum", so a literal mini-max search wouldn't be appropriate -- and ideally, it should work with more than two agents.

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  • How can I use a script to control a VirtualBox guest?

    - by TheWickerman666
    Refer to : Launch an application in Windows from the Ubuntu desktop I was wondering if Takkat could elaborate on the actual execution i.e. howto in the script file. This will be greatly helpful. Thanks in advance my script file InternetExplorerVM.sh looks like this, execution is /path/to/InternetExplorerVM.sh "C:\Program Files\Internet Explorer\iexplore.exe" #!/bin/bash # start Internet Explorer inside of a Windows7 Ultimate VM echo "Starting 'Internet Explorer' browser inside Windows7 virtual machine" echo "" sleep 1 echo "Please be patient" VBoxManage startvm b307622e-6b5e-4e47-a427-84760cf2312b sleep 15 echo "" echo "Now starting 'Internet Explorer'" ##VBoxManage --nologo guestcontrol b307622e-6b5e-4e47-a427-84760cf2312b execute --image "$1" --username RailroadGuest --password bnsf1234 VBoxManage --nologo guestcontrol b307622e-6b5e-4e47-a427-84760cf2312b execute --image "C:\\Program/ Files\\Internet/ Explorer\\iexplore.exe" --username RailroadGuest --password bnsf1234 --wait-exit --wait-stdout echo "" echo "Saving the VM's state now" VBoxManage controlvm b307622e-6b5e-4e47-a427-84760cf2312b savestate sleep 2 #Check VM state echo "" echo "Check the VM state" VBoxManage showvminfo b307622e-6b5e-4e47-a427-84760cf2312b | grep State exit My apologies for any mistakes, this is my first time posting on askubuntu.Thanks a ton in advance. This has been very helpful. Need this for BNSF guests, their Mainframe emulator works exclusively on Java enabled Internet Explorer.

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  • dpkg in uninterruptible sleep

    - by Khaled
    I have several Ubuntu servers 10.04. Today, I tried to upgrade some packages on one of these servers and the process got stuck. I logged in using another SSH session and I found that dpkg is in D state (uninterruptible sleep). According to what I have read, this state results generally from I/O waiting like waiting for NFS share. I can not understand why dpkg will block in this state. I can not see any obvious problems other than this. Here is the output of ps to show the blocking process: $ ps axo pid,cmd,s,wchan | grep dpkg 22571 /usr/bin/dpkg --status-fd 2 D call_rwsem_down_read_failed This process can not be killed even with kill -9. So, I will not be able to install/upgrade any package unless I reboot the server. What makes it worse is that the remote reboot does not succeed in such a case (having processes in D state). Can anyone help with this? How can I avoid this in the future.

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Are Java's public fields just a tragic historical design flaw at this point?

    - by Avi Flax
    It seems to be Java orthodoxy at this point that one should basically never use public fields for object state. (I don't necessarily agree, but that's not relevant to my question.) Given that, would it be right to say that from where we are today, it's clear that Java's public fields were a mistake/flaw of the language design? Or is there a rational argument that they're a useful and important part of the language, even today? Thanks! Update: I know about the more elegant approaches, such as in C#, Python, Groovy, etc. I'm not directly looking for those examples. I'm really just wondering if there's still someone deep in a bunker, muttering about how wonderful public fields really are, and how the masses are all just sheep, etc. Update 2: Clearly static final public fields are the standard way to create public constants. I was referring more to using public fields for object state (even immutable state). I'm thinking that it does seem like a design flaw that one should use public fields for constants, but not for state… a language's rules should be enforced naturally, by syntax, not by guidelines.

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  • Laptop battery charging capacity reduced to 52%

    - by omjaijagdish
    I have been using Ubuntu 11.04 on DELL Inspiron 14R (N5010) laptop for last three months. Before I switch to ubuntu my laptop battery used to give 2.5 hrs to 3 hrs back-up. But since I have been using ubuntu, it has been reduced to 1hr to 1.5 hrs at max. I tried following commands: $ cat /proc/acpi/battery/BAT0/state which gave result as present: yes capacity state: ok charging state: charged present rate: 1 mA remaining capacity: 4400 mAh present voltage: 12407 mV then I tried $ acpi -b the result was.. Battery 0: Unknown, 100% when I gave command as $ upower -i /org/freedesktop/UPower/devices/battery_BAT0 the result was.. native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0C0A:00/power_supply/BAT0 model: DELL W7H3N08 serial: 7114 power supply: yes updated: Sat Nov 24 11:25:34 2012 (21 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: fully-charged energy: 48.4748 Wh energy-empty: 0 Wh energy-full: 48.4748 Wh energy-full-design: 48.9595 Wh energy-rate: 0.011017 W voltage: 12.408 V percentage: 100% **capacity: 52.9253%** technology: lithium-ion Someone please let me know, what is going wrong with my laptop? How can I get charging with full capacity?

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  • Question about modeling with MVC (the pattern, not the MS stuff / non web)

    - by paul
    I'm working on an application in which I'm looking to employ the MVC pattern, but I've come up against a design decision point I could use some help with. My application is going to deal with the design of state-machines. Currently the MVC model holds information about the machine's states, inputs, outputs, etc. The view is going to show a diagram for the machine, graphically allowing the user to add new states, establish transitions, and put the states in a pleasing arrangement, among other things. I would like to store part of the diagram's state (e.g. the x and y state positions) when the machine information is stored for later retrieval, and am wondering how best to go about structuring the model(s?) for this. It seems like this UI information is more closely related to the view than to the state-machine model, so I was thinking that a secondary model might be in order, but I am reluctant to pursue this route because of the added complexity. Adding this information to the current model doesn't seem the right way to go about it either. This is the my first time using the MVC pattern so I'm still figuring things out. Any input would be appreciated.

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • I cannot install wine 1.5 on ubuntu 12.04 x64

    - by user26286
    I tried: $ sudo add-apt-repository ppa:ubuntu-wine/ppa $ sudo apt-get update $ sudo apt-get install wine1.5 result was: $ sudo apt-get install wine1.5 Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine1.5 : Depends: wine1.5-i386 (= 1.5.6-0ubuntu1~pulse17) E: Unable to correct problems, you have held broken packages. than I tried: $ sudo dpkg --configure -a $ sudo apt-get install -f result was: $ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. after all I tried: $ sudo apt-get build-dep wine1.5 Reading package lists... Done Building dependency tree Reading state information... Done The following packages have unmet dependencies: libgnutls-dev : Depends: libgnutls26 (= 2.12.14-5ubuntu3) but 2.12.19-1 is to be installed Depends: libgnutlsxx27 (= 2.12.14-5ubuntu3) but it is not going to be installed Depends: libgnutls-openssl27 (= 2.12.14-5ubuntu3) but it is not going to be installed E: Build-dependencies for wine1.5 could not be satisfied. also tried: $ sudo apt-get install -y ia32-libs Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: ia32-libs : Depends: ia32-libs-multiarch E: Unable to correct problems, you have held broken packages. Somebody can help me? Thanks.

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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