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  • Why call-by-value evaluation strategy is not Turing complete?

    - by Roman
    I'm reading an article about different evaluation strategies (I linked article in wiki, but I'm reading another one not in English). And it says that unlike to call-by-name and call-by-need strategies, call-by-value strategy is not Turing complete. Can anybody explain, please, why is it so? If it's possible, add an example pls.

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  • Good fix vs Quick fix [duplicate]

    - by Andrea Girardi
    This question already has an answer here: Does craftsmanship pay off? [duplicate] 16 answers Good design: How much hackyness is acceptable? [duplicate] 9 answers How do you balance between “do it right” and “do it ASAP” in your daily work? 14 answers Let's start from this principle: quality is a feature that you can't add to a project in the middle of the development process. This is the scenario: two weeks to go live with my project and, one of the developers added a specific method used only for one web application to our framework (Our framework is a bounce of java classes used to extract content from MongoDB, Alfresco, mySql and it's used by web applications). I'm the team leader and I told him to generalize the method to keep the framework to keep reusable but he said "no, I prefer don't do that because there are a lot of bugs that need to be fixed". The manager is agree with him and of course I'm not. Is it better to made extra effort to keep a framework free from any specific implementation (probably used only by one web application) or just add the methods because it works? So, my question is: is it correct to write code that only works or is better to write code that works but it doesn't sucks (i.e. adding embedded value, specific methods, extra classes, add column to database, etc)? How is it possible to justify the extra time (to be honest, this kind of fix requires 10 minutes extra to write a good generic code) to the management? How is possible to argue it's the right way to write code to young developers and PM? in general, good fix or quick fix? Ah, 10 minutes after I get the email from PM, he asked me why on a url of application 2 there was the name of application 1 during the login? I like to quote Jeff Atwood: "Don't leave "broken windows" (bad designs, wrong decisions, or poor code) unrepaired. Fix each one as soon as it is discovered. " Excerpt From: Hyperink. "How-To-Stop-Sucking-And-Be-Awesome-Instead." iBooks.

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  • Standard way of allowing general XML data

    - by Greg Jackson
    I'm writing a data gathering and reporting application that takes XML files as input, which will then be read, processed, and stored in a strongly-typed database. For example, an XML file for a "Job" might look like this: <Data type="Job"> <ID>12345</ID> <JobName>MyJob</JobName> <StartDate>04/07/2012 10:45:00 AM</StartDate> <Files> <File name="a.jpeg" path="images\" /> <File name="b.mp3" path="music\mp3\" /> </Files> </Data> I'd like to use a schema to have a standard format for these input files (depending on what type of data is being used, for example "Job", "User", "View"), but I'd also like to not fail validation if there is extra data provided. For example, perhaps a Job has additional properties such as "IsAutomated", "Requester", "EndDate", and so on. I don't particularly care about these extra properties. If they are included in the XML, I'll simply ignore them when I'm processing the XML file, and I'd like validation to do the same, without having to include in the schema every single possible property that a customer might provide me with. Is there a standard way of providing such a schema, or of allowing such a general XML file that can still be validated without resorting to something as naïve (and potentially difficult to deal with) as the below? <Data type="Job"> <Data name="ID">12345</Data> . . . <Data name="Files"> <Data name="File"> <Data name="Filename">a.jpeg</Data> <Data name="path">images</Data> . . . </Data> </Data>

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • Advice for how to handle company pride

    - by user17971
    We have this "amazing" little product using the latest development methodologies, components with all the bells and whistles. I took over this product maybe 6 months ago and struggled with it from day one. Even though it is supposedly is state of the art because of all its amazing structure, using dependency injections, inversion of control from the unity framework, hibernation and is domain driven in a .net mvvm xaml application to make it streamlined and modular. I knew from the moment I saw the monolith that it was going to be an uphill struggle for me. A lot of little code-bits scattered all around in neatly organized paradigms. Debugging is difficult, tracing the code is difficult, making new code is difficult, although some modifications is surprisinly easy but it doesn't out weight the problems I have with the code by a long shot. When I took over the project I was told that the new management console was ready for delivery and all I had to do was compile it and drop it. This was the beginning of a uphill struggle, our customer didn't agree at all that this was the functionality they had asked for so I had to do modifications to the program to their specifications. Since the project pretty much has been overdue since I took over it it has always been important that we didn't add or change much to the original system. I could modify the existing bits. fast forward until today where I finally completed all their comments and issues with the program but now I think that the users has opened their eyes (even though they saw this program many times) that they will be going backwards with this new system, that it will be much worse than the tool they got today (for a long time due to the fact that I'm the only resource on the project, project manager, tester, developer, integration specialist etc) My problem is that I lost faith in this system quite early due to the nature of the program. Although I made many changes and improvements to the system I wholeheartedly sympathize with the poor users who are going to start using this system. Its not nearly doing all the things it should do. I had this conversation internally with my boss where I told him what I thought about it, that if I were the customer I wouldn't have spent money developing it. So what do I do now? The system in ready, on a staging system and nobody likes it, its too slow and boring and does maybe do 50% of what they need it to do. Despite how much energy and working around the clock I've done to this project: I won't mind scrapping the system but we've spent much money (well my salaries) developing it and my company wants us to be proud of everything we do and advocate it. How will I tackle the contractor when he asks for advice? Surely I can tell him, this is what we agreed upon based on your use case scenarios, and be done with it? How will I inform my boss about this progress? He knows what I feel about it but I always get the feeling he let my criticism pass him by as just hot air, gone tomorrow,.

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  • design a model for a system of dependent variables

    - by dbaseman
    I'm dealing with a modeling system (financial) that has dozens of variables. Some of the variables are independent, and function as inputs to the system; most of them are calculated from other variables (independent and calculated) in the system. What I'm looking for is a clean, elegant way to: define the function of each dependent variable in the system trigger a re-calculation, whenever a variable changes, of the variables that depend on it A naive way to do this would be to write a single class that implements INotifyPropertyChanged, and uses a massive case statement that lists out all the variable names x1, x2, ... xn on which others depend, and, whenever a variable xi changes, triggers a recalculation of each of that variable's dependencies. I feel that this naive approach is flawed, and that there must be a cleaner way. I started down the path of defining a CalculationManager<TModel> class, which would be used (in a simple example) something like as follows: public class Model : INotifyPropertyChanged { private CalculationManager<Model> _calculationManager = new CalculationManager<Model>(); // each setter triggers a "PropertyChanged" event public double? Height { get; set; } public double? Weight { get; set; } public double? BMI { get; set; } public Model() { _calculationManager.DefineDependency<double?>( forProperty: model => model.BMI, usingCalculation: (height, weight) => weight / Math.Pow(height, 2), withInputs: model => model.Height, model.Weight); } // INotifyPropertyChanged implementation here } I won't reproduce CalculationManager<TModel> here, but the basic idea is that it sets up a dependency map, listens for PropertyChanged events, and updates dependent properties as needed. I still feel that I'm missing something major here, and that this isn't the right approach: the (mis)use of INotifyPropertyChanged seems to me like a code smell the withInputs parameter is defined as params Expression<Func<TModel, T>>[] args, which means that the argument list of usingCalculation is not checked at compile time the argument list (weight, height) is redundantly defined in both usingCalculation and withInputs I am sure that this kind of system of dependent variables must be common in computational mathematics, physics, finance, and other fields. Does someone know of an established set of ideas that deal with what I'm grasping at here? Would this be a suitable application for a functional language like F#? Edit More context: The model currently exists in an Excel spreadsheet, and is being migrated to a C# application. It is run on-demand, and the variables can be modified by the user from the application's UI. Its purpose is to retrieve variables that the business is interested in, given current inputs from the markets, and model parameters set by the business.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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  • Failed to install ntp via apt-get in Debian

    - by Petah
    When trying to install ntp (because my server clock is wrong), it just pukes this massive error. Any idea how to fix this? root@pan-prodweb01:~# apt-get install ntp Reading package lists... Done Building dependency tree Reading state information... Done ntp is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 75 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? Y Setting up ntp (1:4.2.6.p2+dfsg-1+b1) ... insserv: warning: script 'S99obmaua' missing LSB tags and overrides insserv: warning: script 'S99obmscheduler' missing LSB tags and overrides insserv: warning: script 'obmscheduler' missing LSB tags and overrides insserv: warning: script 'obmaua' missing LSB tags and overrides insserv: There is a loop between service stop-bootlogd and mountnfs if started insserv: loop involving service mountnfs at depth 8 insserv: loop involving service nfs-common at depth 7 insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$aconfigured to not write apport reports ll' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmaua depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Starting obmscheduler depends on stop-bootlogd and therefore on system facility `$all' which can not be true! insserv: Max recursions depth 99 reached insserv: loop involving service tomcat6 at depth 9 insserv: There is a loop between service stop-bootlogd and mountall if started insserv: loop involving service mountall at depth 4 insserv: loop involving service checkfs at depth 3 insserv: loop involving service mountnfs-bootclean at depth 10 insserv: loop involving service networking at depth 6 insserv: There is a loop between service stop-bootlogd and checkroot if started insserv: loop involving service checkroot at depth 5 insserv: loop involving service hostname at depth 4 insserv: loop involving service kbd at depth 12 insserv: loop involving service module-init-tools at depth 6 insserv: There is a loop between service stop-bootlogd and mountoverflowtmp if started insserv: loop involving service mountoverflowtmp at depth 9 insserv: loop involving service mountall-bootclean at depth 8 insserv: There is a loop at service obmaua if started insserv: There is a loop between service obmaua and ifupdown-clean if started insserv: loop involving service ifupdown-clean at depth 6 insserv: There is a loop at service stop-bootlogd if started insserv: loop involving service obmaua at depth 1 insserv: loop involving service mtab at depth 7 insserv: exiting now without changing boot order! update-rc.d: error: insserv rejected the script header dpkg: error processing ntp (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: ntp localepurge: Disk space freed in /usr/share/locale: 0 KiB localepurge: Disk space freed in /usr/share/man: 0 KiB Total disk space freed by localepurge: 0 KiB E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • What does this error mean in my IIS7 Failed Request Tracing report?

    - by Pure.Krome
    Hi folks, when I attempt to goto any page in my web application (i'm migrating the code from an asp.net web site to web application, and now testing it) .. i keep getting some not authenticated error(s) . So, i've turned on FREB and this is what it says... I'm not sure what that means? Secondly, i've also made sure that my site (or at least the default document which has been setup to be default.aspx) has anonymous on and the rest off. Proof: - C:\Windows\System32\inetsrv>appcmd list config "My Web App/default.aspx" -section:anonymousAuthentication <system.webServer> <security> <authentication> <anonymousAuthentication enabled="true" userName="IUSR" /> </authentication> </security> </system.webServer> C:\Windows\System32\inetsrv>appcmd list config "My Web App" -section:anonymousAuthentication <system.webServer> <security> <authentication> <anonymousAuthentication enabled="true" userName="IUSR" /> </authentication> </security> </system.webServer> Can someone please help?

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  • Windows 8, NVIDIA graphics recognition fails

    - by Roy Grubb
    I just installed Windows 8 Pro OEM 64-bit (clean install) and it won't properly recognize my graphics adapter. When I installed Win8, it automatically installed the BasicDisplay.sys driver dated 6/21/2006. 6.2.9200.16384 (win8_rtm.120725-1247). Hardware - Mobo:MSi G41M-P33 Combo CPU:Intel CoreDuo 6600 Graphics:NVIDIA GeForce 9400GT *OS* - Windows 8 Pro 64-bit OEM The graphics adapter worked fine in Windows XP. The PC is a generic box, bought locally and its mobo failed recently, so I replaced it with the G41M. Microsoft wouldn't let me re-activate Windows XP with a different mobo, so I installed Win8, which appears to work except as described next. Win8 only partially recognizes the graphics adapter and won't allow NVIDIA latest driver installer to see that it's an NVIDIA card. As a result, OpenGL doesn't work, and this is needed by the software I most use. Other than that the graphics look OK. When I say 'partially recognizes', I mean that via the Control Panel, I can see that the adapter is described as NVIDIA, but the driver remains stuck at Microsoft Basic Display Adapter no matter what I try, including "Update driver..." in adapter properties. Display Screen Resolution Advanced Settings Adapter shows: Adapter Type: Microsoft Basic Display Adapter Chip Type: NVIDIA DAC Type: NVIDIA Corporation Bios Information: G27 Board - p381n17 Don't know what this means ... no mention of 9400GT Total Available Graphics Memory: 256 MB Dedicated Video Memory: 0 MB In fact the adapter has 512MB on-board video memory. System Video Memory: 0 MB Shared System Memory: 256 MB And Control Panel Device Manager Display adapters just shows Microsoft Basic Display Adapter. No other graphics adapter, and no unknown device or yellow question mark. What I have tried so far: 1. Cleared CMOS and reset. Updated BIOS and all mobo drivers as follows: 1st I used Driver Reviver to see if any driver updates were required. It found some but I didn't use that to get the drivers. Then I switched to MSi's own mobo driver utility Live Update 5. This also showed the board needed to update several so I used it to fetch the new drivers. After that it showed that everything was up to date and I checked with Driver Reviver again, which also reported no drivers now needed updating. Rebooted. Went to the NVIDIA site to get the latest graphics adapter driver. Their auto-detect "Option 2: Automatically find drivers for my NVIDIA products" said "The NVIDIA Smart Scan was unable to evaluate your system hardware. Please use Option 1 to manually find drivers for your NVIDIA products." So I downloaded 310.70-desktop-win8-win7-winvista-64bit-international-whql.exe, which lists 9400 GT under supported products, but when I run it, it says: "NVIDIA Installer cannot continue This graphics driver could not find compatible graphics hardware." Connected the display to the on-board Intel graphics (G41 Intel Express), removed the NVIDIA card and rebooted, changed to internal graphics in CMOS. Again it installs the MS Basic Display Adapter, and can't properly run my s/w that needs OpenGL. It runs on other machines with Intel Express graphics (WinXP and 7) Shut down and pulled out the power cord. Held start button to discharge all capacitors. Removed and re-inserted NVIDIA adapter in PCI-E slot and made sure properly seated. Connected the monitor to the card, screwed plug to socket. Reconnected power cord. Started and checked in BIOS that Primary Graphics Adapter was set to PCI-E. Started Windows. Uninstalled MS Basic Display Adapter in Device Manager. Screen blanks briefly, reappears. No Graphics adapter entry was then visible in Device Manager. Restarted PC. MS Basic Display Adapter Visible again in Device Manager. Clicked in Device Manager View Show hidden devices. No other graphics adapter appears, no unknown devices. Rebooted. Tried Scan for Hardware changes. None detected. Tried right-click on MS Basic Display Adapter Properties Driver Update Driver... Search automatically. It replied that it had determined driver was up to date. I checked that there were no graphic driver-related entries in Programs and Features that I could delete (none). Searched for any other drivers with nvidia in their name and deleted them, just keeping the 306.97 installer exe file. Did a Windows Update. Ran GPU-Z which shows (main items): Microsoft Basic Display Adapter GPU G72 BIOS 5.72.22.76.88 Device ID 10DE - 01D5 DDR2 Bus Width 32 Bit Memory size 64MB Driver Version nvlddmkm 6.2.9200.16384 (ForceWare 0.00) / Win8 64 NVIDIA SLI Unknown in the drop-down at the foot, "Microsoft Basic Display Adapter" is the only option If I swap hard disks in that machine to one with a Ubuntu 10.4 installation (originally installed on the same PC), lspci shows "VGA compatible controller as NVIDIA Corporation Device 01d5 (rev a1) (prog-if 00 [VGA controller])" and "kernel driver in use: nvidia" I'm out of ideas for new things to try and would be really grateful of suggestions. Thanks!

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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  • Does fast typing influence fast programming?

    - by Lukasz Lew
    Many young programmers think that their bottleneck is typing speed. After some experience one realizes that it is not the case, you have to think much more than type. At some point my room-mate forced me to turn of the light (he sleeps during the night). I had to learn to touch type and I experienced an actual improvement in programming skill. The most surprising was that the improvement not due to sheer typing speed, but to a change in mindset. I'm less afraid now to try new things and refactor them later if they work well. It's like having a new tool in the bag. Have anyone of you had similar experience? Now I trained a touch typing a little with KTouch. I find auto-generate lessons the best. I can use this program to create new lessons out of text files but it's only verbatim training, not auto-generated based on a language model. Do you know any touch typing program that allows creation of custom, but randomized lessons?

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Pair programming with tmux and Vagrant

    - by neezer
    Does anyone have a clear step-by-step guide for setting up a shared tmux session on a Vagrant vbox that my coworkers (on our local office lan) could SSH into? The articles I've found online only seem to cover setting this up from machine to machine (no virtualbox setups), and I'm not very good at networking, so I haven't been able to extrapolate a solution... We're all running the latest Macs in our office, btw. Here's one article I've found but haven't been able to get working with Vagrant: http://blog.voxdolo.me/remote-pairing-with-vim-and-tmux.html EDIT: To clarify, I don't really know how I should be setting up Vagrant to allow me to SSH into it from a machine outside the one hosting the VM. The article above suggests that I add the tunnels host on my physical machine running the VM (here-on referred to as the MBP), so I did that. Next is the ProxyCommand host declaration, which I have also assumed should live on the MBP. So next I try SSHing into the MBP from a guest machine (another separate physical machine on my network), and that seems to work... but that only gets me into the MBP, not the Vagrant image running on the MBP. I normally login Vagrant image on the MBP via vagrant ssh (per the docs), and I know how to forward ports on the Vagrant VM to the MBP, but it's unclear to me how I could forward ports/SSH from the MBP to the Vagrant VM, which I assume I would need to do so that my guest machine could SSH in--through the MBP--to my Vagrant image. That, in a nutshell, is what I'm trying to accomplish. I do my development work in Vagrant VMs which keeps my MBP nice and clean of any dev-related cruft and also keeps my dev environments totally isolated from one another, yet I would like to start pair-programming with my coworkers via tmux, thus the reason why I've asked this question. I would like to accomplish all of this without setting up an additional user account on the MBP, or giving my coworkers access to my local user account on the MBP to get to my Vagrant VM, if that's at all possible.

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  • How can a developer realize the full value of his work [closed]

    - by Jubbat
    I, honestly, don't want to work as a developer in a company anymore after all I have seen. I want to continue developing software, yes, but not in the way I see it all around me. And I'm in London, a city that congregates lots of great developers from the whole world, so it shouldn't be a problem of location. So, what are my concerns? First of all, best case scenario: you are paying managers salary out of yours. You are consistently underpaid by making up for the average manager negative net return plus his whole salary. Typical scenario. I am a reasonably good developer with common sense who cares for readable code with attention to basic principles. I have found way too often, overconfident and arrogant developers with a severe lack of common sense. Personally, I don't want to follow TDD or Agile practices like all the cool kids nowadays. I would read about them, form my own opinion and take what I feel is useful, but don't follow it sheepishly. I want to work with people who understand that you have to design good interfaces, you absolutely have to document your code, that readability is at the top of your priorities. Also people who don't have a cargo cult mentality too. For instance, the same person who asked me about design patterns in a job interview, later told me that something like a List of Map of Vector of Map of Set (in Java) is very readable. Why would someone ask me about design patterns if they can't even grasp encapsulation? These kind of things are the norm. I've seen many examples. I've seen worse than that too, from very well paid senior devs, by the way. Every second that you spend working with people with such lack of common sense and clear thinking, you are effectively losing money by being terribly inefficient with your time. Yet, with all these inefficiencies, the average developer earns a high salary. So I tried working on my own then, although I don't like the idea. I prefer healthy exchange of opinions and ideas and task division. I then did a bit of online freelancing for a while but I think working in a sweatshop might be more enjoyable. Also, I studied computer engineering and you are in an environment in which your client will presume you don't have any formal education because there is no way to prove it. Again, you are undervalued. You could try building a product, yes. But, of course, luck is a big factor. I wonder if there is a way to work in something you can do well, software development, and be valued for the quality of your work and be paid accordingly, and where you and only you get fairly paid for the value you generate. I know that what I have written seems somehow unlikely but I strongly feel this way. Hopefully someone will understand me and has already figured this out. I don't think I'm alone in this kind of feeling.

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  • Problem in udp socket programing in c

    - by Md. Talha
    I complile the following C code of UDP client after I run './udpclient localhost 9191' in terminal.I put "Enter Text= " as Hello, but it is showing error in sendto as below: Enter text: hello hello : error in sendto()guest-1SDRJ2@md-K42F:~/Desktop$ " Note: I open 1st the server port as below in other terminal ./server 9191. I beleive there is no error in server code. The udp client is not passing message to server. If I don't use thread , the message is passing .But I have to do it by thread. UDP client Code: /* simple UDP echo client */ #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #include <stdio.h> #include <pthread.h> #define STRLEN 1024 static void *readdata(void *); static void *writedata(void *); int sockfd, n, slen; struct sockaddr_in servaddr; char sendline[STRLEN], recvline[STRLEN]; int main(int argc, char *argv[]) { pthread_t readid,writeid; struct sockaddr_in servaddr; struct hostent *h; if(argc != 3) { printf("Usage: %s <proxy server ip> <port>\n", argv[0]); exit(0); } /* create hostent structure from user entered host name*/ if ( (h = gethostbyname(argv[1])) == NULL) { printf("\n%s: error in gethostbyname()", argv[0]); exit(0); } /* create server address structure */ bzero(&servaddr, sizeof(servaddr)); /* initialize it */ servaddr.sin_family = AF_INET; memcpy((char *) &servaddr.sin_addr.s_addr, h->h_addr_list[0], h->h_length); servaddr.sin_port = htons(atoi(argv[2])); /* get the port number from argv[2]*/ /* create a UDP socket: SOCK_DGRAM */ if ( (sockfd = socket(AF_INET,SOCK_DGRAM, 0)) < 0) { printf("\n%s: error in socket()", argv[0]); exit(0); } pthread_create(&readid,NULL,&readdata,NULL); pthread_create(&writeid,NULL,&writedata,NULL); while(1) { }; close(sockfd); } static void * writedata(void *arg) { /* get user input */ printf("\nEnter text: "); do { if (fgets(sendline, STRLEN, stdin) == NULL) { printf("\n%s: error in fgets()"); exit(0); } /* send a text */ if (sendto(sockfd, sendline, sizeof(sendline), 0, (struct sockaddr *) &servaddr, sizeof(servaddr)) < 0) { printf("\n%s: error in sendto()"); exit(0); } }while(1); } static void * readdata(void *arg) { /* wait for echo */ slen = sizeof(servaddr); if ( (n = recvfrom(sockfd, recvline, STRLEN, 0, (struct sockaddr *) &servaddr, &slen)) < 0) { printf("\n%s: error in recvfrom()"); exit(0); } /* null terminate the string */ recvline[n] = 0; fputs(recvline, stdout); }

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  • Missing ideas in programming language design

    - by meyka
    I wanted to try something new and so I designed some programming languages and wrote interpreters for them: A rather low-level, not very expressive language. (I didn't want to parse complex expressions right at the beginning) It featured: Variables (yay) Subroutines, with a call stack Basic arithmetic functions, basic string manipulation, ... Code in the language looks like this: set i 0 inc i print i Very, very basic you see. A more high-level language I decided to make it structured and so it featured things like if-else, while, functions, and so on. The stuff most programming languages have. Ended up like a unworthy Python clone, I hated that. A code-golf language Which ended up similar to J, golfcode, APL, etc. Nothing special As you can see: I don't lack the skills but the ideas. I can't figure out anything new, not even bad, unneccessary things, for my languages. - Do you know of some weird things I could implement in my languages, which don't try to make programming harder (like most esoteric languages) but funnier or more different from other languages? It can't be possible that every weird thing has been tried out so far, or?

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  • How to make a good programming interview?

    - by luckyluke
    I am doing interviews with from time to time to recruit some not bad people. And I really think I AM NOT doing to correct Job. I work in a company when We have to do a lot o DB programming, .NET programming, Java programming, so we need people who are open minded and not focused on a particular tech. Afterall language is a notation, You have to understand what is going under the hood. I ask people about their project, ask them some coding questions (believe me a SQL question involving a CROSS JOIN is hard), let them write some code, ask them about oo design, ask them how they update their knowledge, and stay up to date, do they have FUN when they code (at least sometimes). Hell I even give them a coding solution for home (3 hours max) to see how they think and code. And yet my hit rate at hiring junior member (those who live over the initial 3 months) is just about 33%. So my question, how do YOU make the good interviews, because I think my hit rate is to low? Do you have any best-practices(should be at least 60-70%)? p.s. And i noticed that: the best programmers are lazy, but motivated, just being lazy is not enough:) But people who write the best code are attentive to details:)

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  • What are some programming techniques for converting SD images to HD images

    - by Dr Dork
    I'm taking programming class and instructor loves to work with images so most of our assignments involve manipulating raw RGB image data. One of our assignments is to implement a standard image converter that converts SD images to HD images and vice versa. I always take advantage of these types of assignments to go a little beyond what we were asked to do, so I added a basic anti-aliasing process that uses the average pixel color of the 3x3 surrounding pixels to improve the converted image. While it helps a bit, the resulting image still doesn't look good, which is ok because it's not expected to for the assignment. I've learned that converting an SD to HD images has shown to be much harder than down sampling to SD from HD just because SD to HD effectively involves increasing resolution when it is not there. Obviously, it is hard to create pixels from nothing, but I'd like enhance my anti-aliasing to something that provides better results when upscaling an image. Most of the techniques I find and read on the internet are far beyond my level of image processing and programming. Can anybody suggest any better methods or processes to create good HD content from SD content that may be within my programming skill level? I know that's a difficult thing to gauge since you don't know me, but perhaps knowing that I can write c++ code to read in raw RGB data and upscale/downscale it with simple average-anti-aliasing will give you an idea. Thanks in advance for all your help!

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  • best PHP programming approach?

    - by Nazmin
    Hello guys, i guess that many of us has acceptable years of experience in PHP programming, me myself got 5 years programming in PHP since in University (not very solid), i just want to gather some suggestion here, what is better approach in PHP OOP? Since there is a lot of PHP framework out there as well as javascript framework, can anyone share their experience in using one of them as well as using both of the PHP and javascript framework together especially for developing enterprise system? (my company want to start using framework, ISP company) if someone has his/her own framework or class or php file so on and so forth, mind to share? now I've only database connection class. I've never use any php framework before, just jquery as javascript framework, my company has a messed up of programming approach because they did not actually a software house, so all the files are scattered across the server, I see that there are some question before about the framework but i just want to know you all approaches on OOP and in developing massive web apps using PHP, or maybe someone kind enough to share their solid written class. Also pro's and con's of all this things. Thanks in advance.

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  • career in Mobile sw/Application Development [closed]

    - by pramod
    i m planning to do a course on Wireless & mobile computing.The syllabus are given below.Please check & let me know whether its worth to do.How is the job prospects after that.I m a fresher & from electronic Engg.The modules are- *Wireless and Mobile Computing (WiMC) – Modules* C, C++ Programming and Data Structures 100 Hours C Revision C, C++ programming tools on linux(Vi editor, gdb etc.) OOP concepts Programming constructs Functions Access Specifiers Classes and Objects Overloading Inheritance Polymorphism Templates Data Structures in C++ Arrays, stacks, Queues, Linked Lists( Singly, Doubly, Circular) Trees, Threaded trees, AVL Trees Graphs, Sorting (bubble, Quick, Heap , Merge) System Development Methodology 18 Hours Software life cycle and various life cycle models Project Management Software: A Process Various Phases in s/w Development Risk Analysis and Management Software Quality Assurance Introduction to Coding Standards Software Project Management Testing Strategies and Tactics Project Management and Introduction to Risk Management Java Programming 110 Hours Data Types, Operators and Language Constructs Classes and Objects, Inner Classes and Inheritance Inheritance Interface and Package Exceptions Threads Java.lang Java.util Java.awt Java.io Java.applet Java.swing XML, XSL, DTD Java n/w programming Introduction to servlet Mobile and Wireless Technologies 30 Hours Basics of Wireless Technologies Cellular Communication: Single cell systems, multi-cell systems, frequency reuse, analog cellular systems, digital cellular systems GSM standard: Mobile Station, BTS, BSC, MSC, SMS sever, call processing and protocols CDMA standard: spread spectrum technologies, 2.5G and 3G Systems: HSCSD, GPRS, W-CDMA/UMTS,3GPP and international roaming, Multimedia services CDMA based cellular mobile communication systems Wireless Personal Area Networks: Bluetooth, IEEE 802.11a/b/g standards Mobile Handset Device Interfacing: Data Cables, IrDA, Bluetooth, Touch- Screen Interfacing Wireless Security, Telemetry Java Wireless Programming and Applications Development(J2ME) 100 Hours J2ME Architecture The CLDC and the KVM Tools and Development Process Classification of CLDC Target Devices CLDC Collections API CLDC Streams Model MIDlets MIDlet Lifecycle MIDP Programming MIDP Event Architecture High-Level Event Handling Low-Level Event Handling The CLDC Streams Model The CLDC Networking Package The MIDP Implementation Introduction to WAP, WML Script and XHTML Introduction to Multimedia Messaging Services (MMS) Symbian Programming 60 Hours Symbian OS basics Symbian OS services Symbian OS organization GUI approaches ROM building Debugging Hardware abstraction Base porting Symbian OS reference design porting File systems Overview of Symbian OS Development – DevKits, CustKits and SDKs CodeWarrior Tool Application & UI Development Client Server Framework ECOM STDLIB in Symbian iPhone Programming 80 Hours Introducing iPhone core specifications Understanding iPhone input and output Designing web pages for the iPhone Capturing iPhone events Introducing the webkit CSS transforms transitions and animations Using iUI for web apps Using Canvas for web apps Building web apps with Dashcode Writing Dashcode programs Debugging iPhone web pages SDK programming for web developers An introduction to object-oriented programming Introducing the iPhone OS Using Xcode and Interface builder Programming with the SDK Toolkit OS Concepts & Linux Programming 60 Hours Operating System Concepts What is an OS? Processes Scheduling & Synchronization Memory management Virtual Memory and Paging Linux Architecture Programming in Linux Linux Shell Programming Writing Device Drivers Configuring and Building GNU Cross-tool chain Configuring and Compiling Linux Virtual File System Porting Linux on Target Hardware WinCE.NET and Database Technology 80 Hours Execution Process in .NET Environment Language Interoperability Assemblies Need of C# Operators Namespaces & Assemblies Arrays Preprocessors Delegates and Events Boxing and Unboxing Regular Expression Collections Multithreading Programming Memory Management Exceptions Handling Win Forms Working with database ASP .NET Server Controls and client-side scripts ASP .NET Web Server Controls Validation Controls Principles of database management Need of RDBMS etc Client/Server Computing RDBMS Technologies Codd’s Rules Data Models Normalization Techniques ER Diagrams Data Flow Diagrams Database recovery & backup SQL Android Application 80 Hours Introduction of android Why develop for android Android SDK features Creating android activities Fundamental android UI design Intents, adapters, dialogs Android Technique for saving data Data base in Androids Maps, Geocoding, Location based services Toast, using alarms, Instant messaging Using blue tooth Using Telephony Introducing sensor manager Managing network and wi-fi connection Advanced androids development Linux kernel security Implement AIDL Interface. Project 120 Hours

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  • Are XML Comments Necessary Documentation?

    - by Bob Horn
    I used to be a fan of requiring XML comments for documentation. I've since changed my mind for two main reasons: Like good code, methods should be self-explanatory. In practice, most XML comments are useless noise that provide no additional value. Many times we simply use GhostDoc to generate generic comments, and this is what I mean by useless noise: /// <summary> /// Gets or sets the unit of measure. /// </summary> /// <value> /// The unit of measure. /// </value> public string UnitOfMeasure { get; set; } To me, that's obvious. Having said that, if there were special instructions to include, then we should absolutely use XML comments. I like this excerpt from this article: Sometimes, you will need to write comments. But, it should be the exception not the rule. Comments should only be used when they are expressing something that cannot be expressed in code. If you want to write elegant code, strive to eliminate comments and instead write self-documenting code. Am I wrong to think we should only be using XML comments when the code isn't enough to explain itself on its own? I believe this is a good example where XML comments make pretty code look ugly. It takes a class like this... public class RawMaterialLabel : EntityBase { public long Id { get; set; } public string ManufacturerId { get; set; } public string PartNumber { get; set; } public string Quantity { get; set; } public string UnitOfMeasure { get; set; } public string LotNumber { get; set; } public string SublotNumber { get; set; } public int LabelSerialNumber { get; set; } public string PurchaseOrderNumber { get; set; } public string PurchaseOrderLineNumber { get; set; } public DateTime ManufacturingDate { get; set; } public string LastModifiedUser { get; set; } public DateTime LastModifiedTime { get; set; } public Binary VersionNumber { get; set; } public ICollection<LotEquipmentScan> LotEquipmentScans { get; private set; } } ... And turns it into this: /// <summary> /// Container for properties of a raw material label /// </summary> public class RawMaterialLabel : EntityBase { /// <summary> /// Gets or sets the id. /// </summary> /// <value> /// The id. /// </value> public long Id { get; set; } /// <summary> /// Gets or sets the manufacturer id. /// </summary> /// <value> /// The manufacturer id. /// </value> public string ManufacturerId { get; set; } /// <summary> /// Gets or sets the part number. /// </summary> /// <value> /// The part number. /// </value> public string PartNumber { get; set; } /// <summary> /// Gets or sets the quantity. /// </summary> /// <value> /// The quantity. /// </value> public string Quantity { get; set; } /// <summary> /// Gets or sets the unit of measure. /// </summary> /// <value> /// The unit of measure. /// </value> public string UnitOfMeasure { get; set; } /// <summary> /// Gets or sets the lot number. /// </summary> /// <value> /// The lot number. /// </value> public string LotNumber { get; set; } /// <summary> /// Gets or sets the sublot number. /// </summary> /// <value> /// The sublot number. /// </value> public string SublotNumber { get; set; } /// <summary> /// Gets or sets the label serial number. /// </summary> /// <value> /// The label serial number. /// </value> public int LabelSerialNumber { get; set; } /// <summary> /// Gets or sets the purchase order number. /// </summary> /// <value> /// The purchase order number. /// </value> public string PurchaseOrderNumber { get; set; } /// <summary> /// Gets or sets the purchase order line number. /// </summary> /// <value> /// The purchase order line number. /// </value> public string PurchaseOrderLineNumber { get; set; } /// <summary> /// Gets or sets the manufacturing date. /// </summary> /// <value> /// The manufacturing date. /// </value> public DateTime ManufacturingDate { get; set; } /// <summary> /// Gets or sets the last modified user. /// </summary> /// <value> /// The last modified user. /// </value> public string LastModifiedUser { get; set; } /// <summary> /// Gets or sets the last modified time. /// </summary> /// <value> /// The last modified time. /// </value> public DateTime LastModifiedTime { get; set; } /// <summary> /// Gets or sets the version number. /// </summary> /// <value> /// The version number. /// </value> public Binary VersionNumber { get; set; } /// <summary> /// Gets the lot equipment scans. /// </summary> /// <value> /// The lot equipment scans. /// </value> public ICollection<LotEquipmentScan> LotEquipmentScans { get; private set; } }

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