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  • What's the relationship between meta-circular interpreters, virtual machines and increased performance?

    - by Gomi
    I've read about meta-circular interpreters on the web (including SICP) and I've looked into the code of some implementations (such as PyPy and Narcissus). I've read quite a bit about two languages which made great use of metacircular evaluation, Lisp and Smalltalk. As far as I understood Lisp was the first self-hosting compiler and Smalltalk had the first "true" JIT implementation. One thing I've not fully understood is how can those interpreters/compilers achieve so good performance or, in other words, why is PyPy faster than CPython? Is it because of reflection? And also, my Smalltalk research led me to believe that there's a relationship between JIT, virtual machines and reflection. Virtual Machines such as the JVM and CLR allow a great deal of type introspection and I believe they make great use it in Just-in-Time (and AOT, I suppose?) compilation. But as far as I know, Virtual Machines are kind of like CPUs, in that they have a basic instruction set. Are Virtual Machines efficient because they include type and reference information, which would allow language-agnostic reflection? I ask this because many both interpreted and compiled languages are now using bytecode as a target (LLVM, Parrot, YARV, CPython) and traditional VMs like JVM and CLR have gained incredible boosts in performance. I've been told that it's about JIT, but as far as I know JIT is nothing new since Smalltalk and Sun's own Self have been doing it before Java. I don't remember VMs performing particularly well in the past, there weren't many non-academic ones outside of JVM and .NET and their performance was definitely not as good as it is now (I wish I could source this claim but I speak from personal experience). Then all of a sudden, in the late 2000s something changed and a lot of VMs started to pop up even for established languages, and with very good performance. Was something discovered about the JIT implementation that allowed pretty much every modern VM to skyrocket in performance? A paper or a book maybe?

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  • Whats the greatest most impressive programing feat you ever witnessed? [closed]

    - by David Reis
    Everyone knows of the old adage that the best programmers can be orders of magnitude better than the average. I've personally seen good code and programmers, but never something so absurd. So the questions is, what is the most impressive feat of programming you ever witnessed or heard of? You can define impressive by: The scope of the task at hand e.g. John single handedly developed the framework for his company, a work comparable in scope to what the other 200 employed were doing combined. Speed e.g. Stu programmed an entire real time multi-tasking app OS on an weekened including its own C compiler and shell command line tools Complexity e.g. Jane rearchitected our entire 10 millon LOC app to work in a cluster of servers. And she did it in an afternoon. Quality e.g. Charles's code had a rate of defects per LOC 100 times lesser than the company average. Furthermore he code was clean and understandable by all. Obviously, the more of these characteristics combined, and the more extreme each of them, the more impressive is the feat. So, let me have it. What's the most absurd feat you can recount? Please provide as much detail as possible and try to avoid urban legends or exaggerations. Post only what you can actually vouch for. Bonus questions: Was the herculean task a one-of, or did the individual regularly amazed people? How do you explain such impressive performance? How was the programmer recognized for such awesome work?

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  • Simple MVVM Walkthrough – Refactored

    - by Sean Feldman
    JR has put together a good introduction post into MVVM pattern. I love kick start examples that serve the purpose well. And even more than that I love examples that also can pass the real world projects check. So I took the sample code and refactored it slightly for a few aspects that a lot of developers might raise a brow. Michael has mentioned model (entity) visibility from view. I agree on that. A few other items that don’t settle are using property names as string (magical strings) and Saver class internal casting of a parameter (custom code for each Saver command). Fixing a property names usage is a straight forward exercise – leverage expressions. Something simple like this would do the initial job: class PropertyOf<T> { public static string Resolve(Expression<Func<T, object>> expression) { var member = expression.Body as MemberExpression; return member.Member.Name; } } With this, refactoring of properties names becomes an easy task, with confidence that an old property name string will not get left behind. An updated Invoice would look like this: public class Invoice : INotifyPropertyChanged { private int id; private string receiver; public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public int Id { get { return id; } set { if (id != value) { id = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Id)); } } } public string Receiver { get { return receiver; } set { receiver = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Receiver)); } } } For the saver, I decided to change it a little so now it becomes a “view-model agnostic” command, one that can be used for multiple commands/view-models. Updated Saver code now accepts an action at construction time and executes that action. No more black magic internal class Command : ICommand { private readonly Action executeAction; public Command(Action executeAction) { this.executeAction = executeAction; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { // no more black magic executeAction(); } } Change in InvoiceViewModel is instantiation of Saver command and execution action for the specific command. public ICommand SaveCommand { get { if (saveCommand == null) saveCommand = new Command(ExecuteAction); return saveCommand; } set { saveCommand = value; } } private void ExecuteAction() { DisplayMessage = string.Format("Thanks for creating invoice: {0} {1}", Invoice.Id, Invoice.Receiver); } This way internal knowledge of InvoiceViewModel remains in InvoiceViewModel and Command (ex-Saver) is view-model agnostic. Now the sample is not only a good introduction, but also has some practicality in it. My 5 cents on the subject. Sample code MvvmSimple2.zip

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  • VirtualBox 3.2 is released! A Red Letter Day?

    - by Fat Bloke
    Big news today! A new release of VirtualBox packed full of innovation and improvements. Over the next few weeks we'll take a closer look at some of these new features in a lot more depth, but today we'll whet your appetite with the headline descriptions. To start with, we should point out that this is the first Oracle-branded version which makes today a real Red-letter day ;-)  Oracle VM VirtualBox 3.2 Version 3.2 moves VirtualBox forward in 3 main areas ( handily, all beginning with "P" ) : performance, power and supported guest operating system platforms.  Let's take a look: Performance New Latest Intel hardware support - Harnessing the latest in chip-level support for virtualization, VirtualBox 3.2 supports new Intel Core i5 and i7 processor and Intel Xeon processor 5600 Series support for Unrestricted Guest Execution bringing faster boot times for everything from Windows to Solaris guests; New Large Page support - Reducing the size and overhead of key system resources, Large Page support delivers increased performance by enabling faster lookups and shorter table creation times. New In-hypervisor Networking - Significant optimization of the networking subsystem has reduced context switching between guests and host, increasing network throughput by up to 25%. New New Storage I/O subsystem - VirtualBox 3.2 offers a completely re-worked virtual disk subsystem which utilizes asynchronous I/O to achieve high-performance whilst maintaining high data integrity; New Remote Video Acceleration - The unique built-in VirtualBox Remote Display Protocol (VRDP), which is primarily used in virtual desktop infrastructure deployments, has been enhanced to deliver video acceleration. This delivers a rich user experience coupled with reduced computational expense, which is vital when servers are running hundreds of virtual machines; Power New Page Fusion - Traditional Page Sharing techniques have suffered from long and expensive cache construction as pages are scrutinized as candidates for de-duplication. Taking a smarter approach, VirtualBox Page Fusion uses intelligence in the guest virtual machine to determine much more rapidly and accurately those pages which can be eliminated thereby increasing the capacity or vm density of the system; New Memory Ballooning- Ballooning provides another method to increase vm density by allowing the memory of one guest to be recouped and made available to others; New Multiple Virtual Monitors - VirtualBox 3.2 now supports multi-headed virtual machines with up to 8 virtual monitors attached to a guest. Each virtual monitor can be a host window, or be mapped to the hosts physical monitors; New Hot-plug CPU's - Modern operating systems such Windows Server 2008 x64 Data Center Edition or the latest Linux server platforms allow CPUs to be dynamically inserted into a system to provide incremental computing power while the system is running. Version 3.2 introduces support for Hot-plug vCPUs, allowing VirtualBox virtual machines to be given more power, with zero-downtime of the guest; New Virtual SAS Controller - VirtualBox 3.2 now offers a virtual SAS controller, enabling it to run the most demanding of high-end guests; New Online Snapshot Merging - Snapshots are powerful but can eat up disk space and need to be pruned from time to time. Historically, machines have needed to be turned off to delete or merge snapshots but with VirtualBox 3.2 this operation can be done whilst the machines are running. This allows sophisticated system management with minimal interruption of operations; New OVF Enhancements - VirtualBox has supported the OVF standard for virtual machine portability for some time. Now with 3.2, VirtualBox specific configuration data is also stored in the standard allowing richer virtual machine definitions without compromising portability; New Guest Automation - The Guest Automation APIs allow host-based logic to drive operations in the guest; Platforms New USB Keyboard and Mouse - Support more guests that require USB input devices; New Oracle Enterprise Linux 5.5 - Support for the latest version of Oracle's flagship Linux platform; New Ubuntu 10.04 ("Lucid Lynx") - Support for both the desktop and server version of the popular Ubuntu Linux distribution; And as a man once said, "just one more thing" ... New Mac OS X (experimental) - On Apple hardware only, support for creating virtual machines run Mac OS X. All in all this is a pretty powerful release packed full of innovation and speedups. So what are you waiting for?  -FB 

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • How does a one-man developer do its games' sounds?

    - by Gustavo Maciel
    Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game design, art, sketches, code programming and etc can be easily done by just one person. You can just take up a paper and pencil and you're a game designer. You can just take software like Photoshop or Paint and you're an artist, a scanner and you're a sketcher, a compiler and you're a programmer. For sound it's different. You may tell me: Well, follow the line, take a lot of instruments and record it. But all we know that things don't work this way. I can list up some changes for us: External noises are a big problem, sound effects can't be made with instruments, it can't sound like a recorded and clipped sound. Well I can imagine how they do this in large companies, with such big studios and etc. But to summarise, my question is: What's the best way for a one-man indie to do all its sound? Does he have to synthesize everything? Record and buy some crazy program for editing sounds?

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  • Determinism in multiplayer simulation with Box2D, and single computer

    - by Jake
    I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and compile the executables. I type inputs (WASD for a simple car movement) into one of the 2 clients and I can get both clients to update the simulation. There are 2 cars in the simulation. As long as the cars do not collide, I get the same identical output on both client.exe. I can run the car(s) around for as long as I could they still update the same. However, if I start to collide the cars, very quickly they go out of sync. My tools: Windows 7, C++, MSVS 2010, Box2D, freeGlut. My Psuedocode: // client.exe void timer(int value) { tcpServer.send(my_inputs); foreach(i = player including myself) inputs[i] = tcpServer.receive(); foreach(i = player including myself) players[i].process(inputs[i]); myb2World.step(33, 8, 6); // Box2D world step simulation foreach(i = player including myself) renderer.render(player[i]); glutTimerFunc(33, timer, 0); } // server.exe void serviceloop { while(all clients alive) { foreach(c = clients) tcpClients[c].receive(&inputs[c]); // send input of each client to all clients foreach(source = clients) { foreach(dest = clients) { tcpClients[dest].send(inputs[source]); } } } } I have read all over the internet and SE the following claims (paraphrased): Box2D is deterministic as long as floating point architecture/implementation is the same. (For any deterministic engine) Determinism is gauranteed if playback of recorded inputs is on the same machine with exe compiled using same compiler and machine. Additionally my server.exe and client.exe gameloop is single thread with blocking socket calls and fixed time step. Question: Can anyone explain what I did wrong to get different Box2D output?

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  • How do I install kivy?

    - by aspasia
    I was trying to install Kivy (by following the instructions here). I downloaded and installed all packages where the installation process went through without giving me any errors. However, when later I enter below command; sudo easy_install kivy It looked like it was going to work but it ends with an error by displaying following lines, which I don't comprehend: Detected compiler is unix /tmp/easy_install-BtOA_u/Kivy-1.8.0/kivy/graphics/texture.c:8:22: fatal error: pyconfig.h: No such file or directory #include "pyconfig.h" ^ compilation terminated. error: Setup script exited with error: command 'x86_64-linux-gnu-gcc' failed with exit status 1 I saw a similar question asked as; Problem with kivy installation. However, this didn't work for me though the question suggests installing libgles-mesa-dev-lts-raring which I did as below; sudo apt-get install libgles-mesa-dev-lts-raring which then gave below; E: Unable to locate package libgles-mesa-dev-lts-raring (sorry for being so specific and perhaps obvious, but I'm in the early stage of learning my way around linux). This user was running Ubuntu 12.04, and most other questions related to this I've seen came from people with a different release from mine, which has led me to believe that that is the reason why the suggestions to those didn't solve my problem. I'm using Ubuntu 13.10

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  • Gartner PCC: A Shovel & Some Ah-Ha's

    - by kellsey.ruppel
    When Gartner Vice President and leading analyst Whit Andrews kicked off the Gartner Portals, Content & Collaboration Summit on Monday, March 12 at the Gaylord Palms in Orlando, FL by bringing a shovel to the stage, eyebrows raised and a few thoughts went through my head. Either this guy plans to go help the construction workers outside construct that new pool at the Gaylord or he took a wrong turn and is at the wrong conference. Oh and how did he get that shovel through airport security? As Whit explained more his objective became more clear…take everything anyone has ever told you about portals and throw it out the window, as portals have evolved and times they are most certainly changing. The future Web is here, available not only on browsers but also via a broad spectrum of access points, including automobiles, consumer electronics and more and more mobile devices. Not merely prevalent, the future Web is also multimedia-driven and operates in real time, driven by mobility, social media, streaming video and other dynamic services. Applications and user experiences are in the midst of an evolution — from the early, simple mobile Web models to today’s Web 2.0 mobile apps and, ultimately, to a world of predominantly Web apps. Additionally, cloud services will forever change how portals and user experience are designed, built, delivered, sourced and managed. So what does this mean for you? Today’s organizations need software that will enable them to not just do their jobs, but to do it in a way that is familiar and easy for them.  What does this mean for IT? Use software and technology as an enabler, not as a roadblock. Overall, we had a great week in Orlando learning about how to improve the user experience, manage content explosion, launch social initiatives, transition to mobile environments and understand cloud and SaaS options.  We had some great conversations throughout the conference and at the Oracle booth. Lots of demonstrations were given of Oracle WebCenter Sites and Oracle Social Network. And as Christie mentioned earlier this week, our Vice President of Product Management and Strategy for WebCenter Loren Weinberg presented on the topic of customer engagement and talked about how organization’s relationships with their customers have fundamentally changed today and the resulting impact that has on their priorities.  Loren also talked about the importance of customer engagement, why that matters now more than ever, and what you can do to help your company or organization succeed in this new world. The question asked in every keynote and session was a simple one: What is your “ah-ha” moment? I personally had quite a few, some of which I’ve captured below. 70% of internal social initiatives eventually fail. By 2014, refusing to communicate with consumers via social media will be as harmful as ignoring emails/phone calls is today. Customer engagement = multi-channel + social & interactive + personal & relevant + optimized. If people choose to talk about your product/company/service, it's because it's remarkable. -- Seth Godin's keynote (one of the highlights of the conference!) The Web will become the primary method used for delivering content and applications to mobile devices. By 2015, 20% of smart phone users worldwide will conduct commerce using context-enriched services on a weekly basis.  86% of customers will pay more for a better customer experience. 6 P's of Quality User Experience. Product. Enabled by: People, Patterns, Process, Profit, Priorities. Did you attend the Gartner Summit? What were your ah-ha moments?

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  • please help me understand libraries/includes

    - by fiftyeight
    I'm trying to understand how libraries work. for example I downloaded a tarball and extracted it. Now I do "./configure", it searches in pre-defined directories from what I understand for certain library files. What does it do then? it creates a makefile, and the makefile contains the paths to these libraries? than I do "make", it complies the source code and hard-codes the locations of the libraries? am I correct? I do not really understand if libraries are files with pre-defined paths or the OS somehow gives access to the libraries through system calls. another example, I complied something on my computer than moved it to a remote server, the executable needs mysql libraries to work, the server has mysql but for some reason when execute the file it tells me "can't find libmysqlclient.so.16". is there a solution for this? is there a way to know where is tries to locate this file or give it another path? I can't compile it on the server since it has no compiler and I don't have root access to install packages last question is if in the sequence "./configure","make","make install" the "make install" command is the only one that actually puts files outside the directory in which these files reside? if for example the software will be installed in /usr/local/ is the "make install" command the only one that will require "sudo" before it? let me see if I got it correctly: "./configure" creates the Makefile according to the location of various files on your system. "make" compiles the source code according to this makefile. and "make install" moves the files to their appropriate location. I know this has been very long I thank anyone who had the patience to read my question :)

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  • Does it make sense to write a build scripts in C++?

    - by Klaim
    I'm using CMake to generate my projects IDE/makefiles, but I still need to call custom "scripts" to manipulate my compiled files or even generate code. In previous projects I've been using Python and it was OK, but now I'm having serious trouble managing a lot of dependencies in two very big projects I'm working on so I want to minimize the dependencies everywhere. Someone suggested to me to use C++ to write my build scripts instead of adding a language dependency just for that. The projects themeselves already use C++ so there are several advantages that I can see: to build the whole project, only a C++ compiler and CMake would be necessary, nothing else (all the other dependencies are C or C++); C++ type safety (when using modern C++) makes everything easier to get "correct"; it's also the language I know the better so I'm more at ease with it even if I'm able to write some good Python code; potential gain in execution speed (but i don't think it will really be perceptible); However, I think there might be some drawbacks and I'm not sure of the real impact as I didn't try yet: might be longer to write the code (that said I'm not sure because I'm efficient enough in C++ to write something that work quickly, so maybe for this system it wouldn't be so long to write) (compilation time shouldn't be a problem for this case); I must assume that all the text files I'll read as input are in UTF-8, I'm not sure it can be easilly checked at runtime in C++ and the language will not check it for you; libraries in C++ are harder to manage than in scripting languages; I lack experience and forsight so maybe I'm missing advantages and drawbacks. So the question is: does it make sense to use C++ for this? do you have experiences to report and do you see advantages and disadvantages that might be important?

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  • Xml Serialization and the [Obsolete] Attribute

    - by PSteele
    I learned something new today: Starting with .NET 3.5, the XmlSerializer no longer serializes properties that are marked with the Obsolete attribute.  I can’t say that I really agree with this.  Marking something Obsolete is supposed to be something for a developer to deal with in source code.  Once an object is serialized to XML, it becomes data.  I think using the Obsolete attribute as both a compiler flag as well as controlling XML serialization is a bad idea. In this post, I’ll show you how I ran into this and how I got around it. The Setup Let’s start with some make-believe code to demonstrate the issue.  We have a simple data class for storing some information.  We use XML serialization to read and write the data: public class MyData { public int Age { get; set; } public string FirstName { get; set; } public string LastName { get; set; } public List<String> Hobbies { get; set; }   public MyData() { this.Hobbies = new List<string>(); } } Now a few simple lines of code to serialize it to XML: static void Main(string[] args) { var data = new MyData {    FirstName = "Zachary", LastName = "Smith", Age = 50, Hobbies = {"Mischief", "Sabotage"}, }; var serializer = new XmlSerializer(typeof (MyData)); serializer.Serialize(Console.Out, data); Console.ReadKey(); } And this is what we see on the console: <?xml version="1.0" encoding="IBM437"?> <MyData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>   The Change So we decided to track the hobbies as a list of strings.  As always, things change and we have more information we need to store per-hobby.  We create a custom “Hobby” object, add a List<Hobby> to our MyData class and we obsolete the old “Hobbies” list to let developers know they shouldn’t use it going forward: public class Hobby { public string Name { get; set; } public int Frequency { get; set; } public int TimesCaught { get; set; }   public override string ToString() { return this.Name; } } public class MyData { public int Age { get; set; } public string FirstName { get; set; } public string LastName { get; set; } [Obsolete("Use HobbyData collection instead.")] public List<String> Hobbies { get; set; } public List<Hobby> HobbyData { get; set; }   public MyData() { this.Hobbies = new List<string>(); this.HobbyData = new List<Hobby>(); } } Here’s the kicker: This serialization is done in another application.  The consumers of the XML will be older clients (clients that expect only a “Hobbies” collection) as well as newer clients (that support the new “HobbyData” collection).  This really shouldn’t be a problem – the obsolete attribute is metadata for .NET compilers.  Unfortunately, the XmlSerializer also looks at the compiler attribute to determine what items to serialize/deserialize.  Here’s an example of our problem: static void Main(string[] args) { var xml = @"<?xml version=""1.0"" encoding=""IBM437""?> <MyData xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema""> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>"; var serializer = new XmlSerializer(typeof(MyData)); var stream = new StringReader(xml); var data = (MyData) serializer.Deserialize(stream);   if( data.Hobbies.Count != 2) { throw new ApplicationException("Hobbies did not deserialize properly"); } } If you run the code above, you’ll hit the exception.  Even though the XML contains a “<Hobbies>” node, the obsolete attribute prevents the node from being processed.  This will break old clients that use the new library, but don’t yet access the HobbyData collection. The Fix This fix (in this case), isn’t too painful.  The XmlSerializer exposes events for times when it runs into items (Elements, Attributes, Nodes, etc…) it doesn’t know what to do with.  We can hook in to those events and check and see if we’re getting something that we want to support (like our “Hobbies” node). Here’s a way to read in the old XML data with full support of the new data structure (and keeping the Hobbies collection marked as obsolete): static void Main(string[] args) { var xml = @"<?xml version=""1.0"" encoding=""IBM437""?> <MyData xmlns:xsi=""http://www.w3.org/2001/XMLSchema-instance"" xmlns:xsd=""http://www.w3.org/2001/XMLSchema""> <Age>50</Age> <FirstName>Zachary</FirstName> <LastName>Smith</LastName> <Hobbies> <string>Mischief</string> <string>Sabotage</string> </Hobbies> </MyData>"; var serializer = new XmlSerializer(typeof(MyData)); serializer.UnknownElement += serializer_UnknownElement; var stream = new StringReader(xml); var data = (MyData)serializer.Deserialize(stream);   if (data.Hobbies.Count != 2) { throw new ApplicationException("Hobbies did not deserialize properly"); } }   static void serializer_UnknownElement(object sender, XmlElementEventArgs e) { if( e.Element.Name != "Hobbies") { return; }   var target = (MyData) e.ObjectBeingDeserialized; foreach(XmlElement hobby in e.Element.ChildNodes) { target.Hobbies.Add(hobby.InnerText); target.HobbyData.Add(new Hobby{Name = hobby.InnerText}); } } As you can see, we hook in to the “UnknownElement” event.  Once we determine it’s our “Hobbies” node, we deserialize it ourselves – as well as populating the new HobbyData collection.  In this case, we have a fairly simple solution to a small change in XML layout.  If you make more extensive changes, it would probably be easier to do some custom serialization to support older data. A sample project with all of this code is available from my repository on bitbucket. Technorati Tags: XmlSerializer,Obsolete,.NET

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  • Why isn't there a typeclass for functions?

    - by Steve314
    I already tried this on Reddit, but there's no sign of a response - maybe it's the wrong place, maybe I'm too impatient. Anyway... In a learning problem I've been messing around with, I realised I needed a typeclass for functions with operations for applying, composing etc. Reasons... It can be convenient to treat a representation of a function as if it were the function itself, so that applying the function implicitly uses an interpreter, and composing functions derives a new description. Once you have a typeclass for functions, you can have derived typeclasses for special kinds of functions - in my case, I want invertible functions. For example, functions that apply integer offsets could be represented by an ADT containing an integer. Applying those functions just means adding the integer. Composition is implemented by adding the wrapped integers. The inverse function has the integer negated. The identity function wraps zero. The constant function cannot be provided because there's no suitable representation for it. Of course it doesn't need to spell things as if it the values were genuine Haskell functions, but once I had the idea, I thought a library like that must already exist and maybe even using the standard spellings. But I can't find such a typeclass in the Haskell library. I found the Data.Function module, but there's no typeclass - just some common functions that are also available from the Prelude. So - why isn't there a typeclass for functions? Is it "just because there isn't" or "because it's not so useful as you think"? Or maybe there's a fundamental problem with the idea? The biggest possible problem I've thought of so far is that function application on actual functions would probably have to be special-cased by the compiler to avoid a looping problem - in order to apply this function I need to apply the function application function, and to do that I need to call the function application function, and to do that...

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  • What follows after lexical analysis?

    - by madflame991
    I'm working on a toy compiler (for some simple language like PL/0) and I have my lexer up and running. At this point I should start working on building the parse tree, but before I start I was wondering: How much information can one gather from just the string of tokens? Here's what I gathered so far: One can already do syntax highlighting having only the list of tokens. Numbers and operators get coloured accordingly and keywords also. Autoformatting (indenting) should also be possible. How? Specify for each token type how many white spaces or new line characters should follow it. Also when you print tokens modify an alignment variable (when the code printer reads "{" increment the alignment variable by 1, and decrement by 1 for "}". Whenever it starts printing on a new line the code printer will align according to this alignment variable) In languages without nested subroutines one can get a complete list of subroutines and their signature. How? Just read what follows after the "procedure" or "function" keyword until you hit the first ")" (this should work fine in a Pascal language with no nested subroutines) In languages like Pascal you can even determine local variables and their types, as they are declared in a special place (ok, you can't handle initialization as well, but you can parse sequences like: "var a, b, c: integer") Detection of recursive functions may also be possible, or even a graph representation of which subroutine calls who. If one can identify the body of a function then one can also search if there are any mentions of other function's names. Gathering statistics about the code, like number of lines, instructions, subroutines EDIT: I clarified why I think some processes are possible. As I read comments and responses I realise that the answer depends very much on the language that I'm parsing.

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  • the OpenJDK group at Oracle is growing

    - by john.rose
    p.p1 {margin: 0.0px 0.0px 12.0px 0.0px; font: 12.0px Times} span.s1 {text-decoration: underline ; color: #0000ee} The OpenJDK software development team at Oracle is hiring. To get an idea of what we’re looking for, go to the Oracle recruitment portal and enter the Keywords “Java Platform Group” and the Location Keywords “Santa Clara”.  (We are a global engineering group based in Santa Clara.)  It’s pretty obvious what we are working on; just dive into a public OpenJDK repository or OpenJDK mailing list. Here is a typical job description from the current crop of requisitions: The Java Platform group is looking for an experienced, passionate and highly-motivated Software Engineer to join our world class development effort. Our team is responsible for delivering the Java Virtual Machine that is used by millions of developers. We are looking for a development engineer with a strong technical background and thorough understanding of the Java Virtual Machine, Java execution runtime, classloading, garbage collection, JIT compiler, serviceability and a desire to drive innovations. As a member of the software engineering division, you will take an active role in the definition and evolution of standard practices and procedures. You will be responsible for defining and developing software for tasks associated with the developing, designing and debugging of software applications or operating systems. Work is non-routine and very complex, involving the application of advanced technical/business skills in area of specialization. Leading contributor individually and as a team member, providing direction and mentoring to others. BS or MS degree or equivalent experience relevant to functional area. 7 years of software engineering or related experience.

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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • How to write your unit tests to switch between NUnit and MSTest

    - by Justin Jones
    On my current project I found it useful to use both NUnit and MsTest for unit testing. When using ReSharper for running unit tests, it just simply works better with NUnit, and on large scale projects NUnit tends to run faster. We would have just simply used NUnit for everything, but MSTest gave us a few bonuses out of the box that were hard to pass up. Namely code coverage (without having to shell out thousands of extra dollars for the privilege) and integrated tests into the build process. I’m one of those guys who wants the build to fail if the unit tests don’t pass. If they don’t pass, there’s no point in sending that build on to QA. So making the build work with MsTest is easiest if you just create a unit test project in your solution. This adds the right references and project type Guids in the project file so that everything just automagically just works. Then (using NuGet of course) you add in NUnit. At the top of your test file, remove the using statements that refer to MsTest and replace it with the following: #if NUNIT using NUnit.Framework; #else using TestFixture = Microsoft.VisualStudio.TestTools.UnitTesting.TestClassAttribute; using Test = Microsoft.VisualStudio.TestTools.UnitTesting.TestMethodAttribute; using TestFixtureSetUp = Microsoft.VisualStudio.TestTools.UnitTesting.TestInitializeAttribute; using SetUp = Microsoft.VisualStudio.TestTools.UnitTesting.TestInitializeAttribute; using Microsoft.VisualStudio.TestTools.UnitTesting; #endif Basically I’m taking the NUnit naming conventions, and redirecting them to MsTest. You can go the other way, of course. I only chose this direction because I had already written the tests as NUnit tests. NUnit and MsTest provide largely the same functionality with slightly differing class names. There’s few actual differences between then, and I have not run into them on this project so far. To run the tests as NUnit tests, simply open up the project properties tab and add the compiler directive NUNIT. Remove it, and you’re back in MsTest land.

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  • How to diagram custom programming languages, non textual?

    - by Adam
    I've used and created domain-specific languages before, plenty of times (e.g. using yacc/lex). Normally we'd start with grammar written in BNF, and a bunch of keywords. This is easy to do, easy to share. Recently, I've started working with diagrammatic programming languages - closest parallel is circuit-diagrams in electronics, where it's very difficult to express ideas in text, but very easy to express them in wiring-diagrams. This is a new and novel problem for me: how to efficiently express these mini-languages, and share concepts in them with colleagues? (i.e. how to whiteboard-program within them. Actual programming is easy - you have physical components to hand) Are there tools for this? Or good/best practices (e.g. equivalent of "always use BNF as starting point for your new DSL, and use tools like yacc to generate the parser, compiler, etc"). My googlefu is proving weak - all I get is false positives for wiring diagrams, and UML editors (since these are custom languages, UML doesn't seem to help)

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • Finding header files

    - by rwallace
    A C or C++ compiler looks for header files using a strict set of rules: relative to the directory of the including file (if "" was used), then along the specified and default include paths, fail if still not found. An ancillary tool such as a code analyzer (which I'm currently working on) has different requirements: it may for a number of reasons not have the benefit of the setup performed by a complex build process, and have to make the best of what it is given. In other words, it may find a header file not present in the include paths it knows, and have to take its best shot at finding the file itself. I'm currently thinking of using the following algorithm: Start in the directory of the including file. Is the header file found in the current directory or any subdirectory thereof? If so, done. If we are at the root directory, the file doesn't seem to be present on this machine, so skip it. Otherwise move to the parent of the current directory and go to step 2. Is this the best algorithm to use? In particular, does anyone know of any case where a different algorithm would work better?

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  • Reinventing the Wheel, why should I?

    - by Mercfh
    So I have this problem, it may be my OCD (i have OCD it's not severe.....but It makes me very..lets say specific about certain things, programming being one of them) or it may be the fact that I graduated college and still feel "meh" at programming. Reading This made me think "OH thats me!" but thats not really my main problem. My big problem is....anytime im using a high level language/API/etc. I always think to myself that im not really "programming". I know I know...it sounds stupid. But Like I feel like....if i can't figure out how to do it at the lowest level then Im not really "understanding" it. I do this for just about every new technology I learn. I look at the lowest level and try to understand it. Sometimes I do.....most of the time I don't, I mean i've only really been programming for 4 years (at college, if you even call it programming.....our university's program was "meh"). For instance I do a little bit of embedded programming (with the Atmel AVR 8bits/Arduino stuff). And I can't bring myself to use the C compiler, even though it's 8 million times easier than using assembly......it's stupid I know... Anyone else feel like this, I think it's just my OCD that makes me feel this way....but has anyone else ever felt like they need to go down to the lowest level of the language to even be satisfied with using it? I apologize for the very very odd question, but I think it really hinders me in getting deep seeded into a programming language and making a real application of my own. (it's silly I know)

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  • Successfully Deliver on State and Local Capital Projects through Project Portfolio Management

    - by Sylvie MacKenzie, PMP
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} While the debate continues on Capitol Hill about which federal programs to cut and which to keep, communities and towns across America are feeling the budget crunch closer to home. State and local governments are trying to save as many projects as they can without promising too much to constituents – and they, in turn, want to know where their tax dollars are going. Fortunately, with the right planning and management, you can deliver successful projects and portfolios on a limited budget. Watch the replay of our recent webcast with Oracle Primavera and Industry Product Manager Garrett Harley that will demonstrate how state and local governments can get the most out of their capital projects and learn how two Oracle Primavera customers have implemented project portfolio management practices to: Predict the cost of long-term capital programs and projects Assess risk and mitigation strategies Collaborate and track performance across government agencies Speakers: Garrett Harley, Industry and Product Manager, Oracle Primavera Cory Davis, Director of Capital Renovation and New Construction, Chicago Public Schools Julie Owen, PSP™, CCC™, Sr. Project Controls Manager,LA Metro Transit Authority With the right planning and management, state and local governments can deliver successful projects on a limited budget. 1024x768 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif"; mso-fareast-font-family:"Times New Roman";}

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  • GCC: assembly listing for IA64 without an Itanium machine

    - by KD04
    I need to try the following thing: I would like to compile some simple C code samples and see the assembly listing generated by GCC for IA64 architecture, i.e. I just want to run GCC with the -S switch and see the resultant .s file. I don't have an Itanium machine, so in order to do it myself I'll probably need a cross-compiling version of GCC built for x86 RedHat. I'm not interested in full cross-compilation, meaning that I don't need to generate the binaries at all. The easiest way, of course, would be to find an Itanium machine with with GCC and just try it there. Unfortunately, I don't seem to have access to any. Another option is to build a cross-compiling version GCC on my RedHat, but apparently that's quite an endeavor for someone who hasn't done it before (I assume that the fact that I only need .s output doesn't make it simpler). What other options are there, if any? Maybe there's some sort of a web front to an Itanium GCC compiler on the Net (something like Comeau Online or ideone.com, but with .s output)? Anything else? I would appreciate any help.

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  • Understanding Asynchronous Programming with .NET Reflector

    - by Nick Harrison
    When trying to understand and learn the .NET framework, there is no substitute for being able to see what is going on behind at the scenes inside even the most confusing assemblies, and .NET Reflector makes this possible. Personally, I never fully understood connection pooling until I was able to poke around in key classes in the System.Data assembly. All of a sudden, integrating with third party components was much simpler, even without vendor documentation!With a team devoted to developing and extending Reflector, Red Gate have made it possible for us to step into and actually debug assemblies such as System.Data as though the source code was part of our solution. This maybe doesn’t sound like much, but it dramatically improves the way you can relate to and understand code that isn’t your own.Now that Microsoft has officially launched Visual Studio 2012, Reflector is also fully integrated with the new IDE, and supports the most complex language feature currently at our command: Asynchronous processing.Without understanding what is going on behind the scenes in the .NET Framework, it is difficult to appreciate what asynchronocity actually bring to the table and, without Reflector, we would never know the Arthur C. Clarke Magicthat the compiler does on our behalf.Join me as we explore the new asynchronous processing model, as well as review the often misunderstood and underappreciated yield keyword (you’ll see the connection when we dive into how the CLR handles async).Read more here

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  • Should the syntax for disabling code differ from that of normal comments?

    - by deltreme
    For several reasons during development I sometimes comment out code. As I am chaotic and sometimes in a hurry, some of these make it to source control. I also use comments to clarify blocks of code. For instance: MyClass MyFunction() { (...) // return null; // TODO: dummy for now return obj; } Even though it "works" and alot of people do it this way, it annoys me that you cannot automatically distinguish commented-out code from "real" comments that clarify code: it adds noise when trying to read code you cannot search for commented-out code for for instance an on-commit hook in source control. Some languages support multiple single-line comment styles - for instance in PHP you can either use // or # for a single-line comment - and developers can agree on using one of these for commented-out code: # return null; // TODO: dummy for now return obj; Other languages - like C# which I am using today - have one style for single-line comments (right? I wish I was wrong). I have also seen examples of "commenting-out" code using compiler directives, which is great for large blocks of code, but a bit overkill for single lines as two new lines are required for the directive: #if compile_commented_out return null; // TODO: dummy for now #endif return obj; So as commenting-out code happens in every(?) language, shouldn't "disabled code" get its own syntax in language specifications? Are the pro's (separation of comments / disabled code, editors / source control acting on them) good enough and the cons ("shouldn't do commenting-out anyway", not a functional part of a language, potential IDE lag (thanks Thomas)) worth sacrificing? Edit I realise the example I used is silly; the dummy code could easily be removed as it is replaced by the actual code.

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