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  • i18n and L10n (1)

    - by Aaron Li
    Internationalization (i18n) is a way of designing and developing a software product to function in multiple locales. This process involves identifying the locales that must be supported, designing features which support those locales, and writing code that functions equally well in any of the supported locales. Localization (L10n) is a process of modifying or adapting a software product to fit the requirements of a particular locale. This process includes (but may not be limited to) translating the user interface, documentation and packaging, changing dialog box geometries, customizing features (if necessary), and testing the translated product to ensure that it still works (at least as well as the original). i18n is a pre-requisite for L10n. Resource is 1. any part of a program which can appear to the user or be changed or configured by the user. 2. any piece of the program's data, as opposed to its code. Core product is the language independent portion of a software product (as distinct from any particular localized version of that product - including the English language version). Sometimes, however, this term is used to refer to the English product as opposed to other localizations.   Useful links http://www.mozilla.org/docs/refList/i18n/ http://www.w3.org/International/ http://hub.opensolaris.org/bin/view/Community+Group+int_localization/

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  • Tile sizes in 2D games

    - by Ephismen
    While developing a small game using tile-mapping method a question came to my mind: I would develop the game on Windows but wouldn't exclude adapting it to another platform. What size(in pixels) would you recommend using for creating the tiles of a tile-mapped game(ie: RPG) with the following requirements? Have an acceptable level of detail without having too many tiles. Having a decent map size. Allow adaptation of the game on a handheld(ie: PSP), smartphone or a computer without too much loss of detail or slowdowns. Allow more or less important zoom-in / zoom-out. Have a resolution of tile that permits either pixel-perfect collision or block-collision. Anything from a good explanation to a game example is useful as long as it can fit the requirements. This question may seem a bit simplistic, but I noticed that many Indies game developer were using inappropriate scales scenery. Also sorry for the poor syntax and the lack of vocabulary of my question, being a non-native English speaker doesn't help when talking about computers programming.

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  • Is it possible to keep only one Database for both web and desktop applications?

    - by B4NZ41
    I'm experiencing a trouble with my business model, let me explain better. I'm developing a software for 1 year and few months, it's for the food industry, more exactly a software to: Delivery, Take Way, Table Reservation, POS, Accounts Payable and Receivable, Prints(receipt), Kitchen Monitors Orders, Customers Orders Control and Fiscal Area. Well, I had separated the software mainly in two areas, one is web area and the other is desktop area (Used by Admins only) and local installed. 1 - Web Area (Basically do the follow:) Show Catalog with the products Customers Make Orders Customers Pay for the Orders etc ... as mentioned above 2 - Desktop Area Manage Orders Manage Customers Manage Suppliers Manage Accounts Payable and Receivable etc ... as mentioned above The web area is hosted in an online web server (scripts and database are online). The Desktop area is hosted locally in a Linux machine with a local database and local scripts files. My question is: Is it possible to keep only one Database for both applications? If YES, please what is the best approach? Follow my technical specification environment Database: Actually I have two databases working and I would love to keep only one. Operating System: Linux (Kernel 2.6.X and above) or Windows (XP and above) For the Web Area Apache, PHP, Python, Java Script, Shell Script and MySQL. For the Desktop Area: PHP-GTK2, Apache, PHP, MySQL and Shell Script.

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  • How to educate business managers on the complexity of adding new features? [duplicate]

    - by Derrick Miller
    This question already has an answer here: How to educate business managers on the complexity of adding new features? [duplicate] 3 answers We maintain a web application for a client who demands that new features be added at a breakneck pace. We've done our best to keep up with their demands, and as a result the code base has grown exponentially. There are now so many modules, subsystems, controllers, class libraries, unit tests, APIs, etc. that it's starting to take more time to work through all of the complexity each time we add a new feature. We've also had to pull additional people in on the project to take over things like QA and staging, so the lead developers can focus on developing. Unfortunately, the client is becoming angry that the cost for each new feature is going up. They seem to expect that we can add new features ad infinitum and the cost of each feature will remain linear. I have repeatedly tried to explain to them that it doesn't work that way - that the code base expands in a fractal manner as all these features are added. I've explained that the best way to keep the cost down is to be judicious about which new features are really needed. But, they either don't understand, or they think I'm bullshitting them. They just sort of roll their eyes and get angry. They're all completely non-technical, and have no idea what does into writing software. Is there a way that I can explain this using business language, that might help them understand better? Are there any visualizations out there, that illustrate the growth of a code base over time? Any other suggestions on dealing with this client?

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  • Need guidelines for studying Game Development

    - by ShutterBug
    Hello Everyone, I've completed my graduation in Computer Science and currently working as a Software Engineer in a software company. I was wondering if I can build my career in Game Development. If so, what should be my approach. I've a few questions: Which universities to apply for masters? Preferably in Canada. Scholarships available? How shall I prepare myself before applying which shall give me an edge or advantage over others? I know Java, C#, PHP etc. I dont think these languages will be needed in Game Development. In that case, what languages shall I focus on from now? How do I get some ideas about IDE/Engines/Platform of game development? I'm not talking about flash/browser games. Please suggest me anything you want as I don't know much about it so I'm most likely to miss the most important questions. Feel free to make this thread a starter guide for those interested in perusing their career in game development. Post every relevant information. Thanks in Advance. EDIT: I can see a lot of people suggested to build a small project/game. If so, please suggest me how do I start a small game developing (maybe a clone to some existing small games ie pacman, brick game etc) from start to end.

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  • Returning a flexible datatype from a C++ function

    - by GavinH
    I'm developing for a legacy C++ application which uses ODBC for it's data access. Coming from a C# background, I really miss the ADO style of data access. I'm writing a wrapper (because we can't actually use ADO) to make our data access less painful. This means no char arrays, no manual text blob streaming, and no declaritive column binding. I'm struggling with how to store / return data values. In C# at least, you can declare an object and cast it to whatever (as long as the type is convertable). My current C++ solution is to use boost::any to store the data value in a custom DataColumnValue object. This class has conversion and assignment operators to the various types used in our app (more than 10). There's a bit of complexity here because if you store an int in the boost::any and try to boost::any_cast<long> you get a boost::bad_any_cast. Client objects shouldn't have to know how the value is stored internally. Does anyone have any experience trying to store / return values whose types are only known at runtime? Is there a better / cleaner way?

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  • Is there a better strategy than relying on the compiler to catch errors?

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being an expert. For some time, I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC, I typed in long blocks before finding they would not run and they were a nightmare to debug. So I learned to write a small bit and then test it. These days, I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Book / software to learn ERP?

    - by user22311
    For a while I've been wanting to learn ERP. What I would like to do is set up a system, and then practice running a business doing things like generating invoices, raising purchase orders, producing monthly accounts, keeping track of fixed assets etc. Then look at enhancing the system further by adding custom code. I know there are a variety of open source ERP systems around, but really I would prefer a widely used commercial system as having familiarity with such a system would be more marketable. So are there any such systems that have a free developer version available? I've looked around, but I've had trouble finding such a system. Also I would like to find a good book or more likely books to read on ERP. Ideally I would be able to get an indepth explanation ERP from a business perspective, ie the accounting operations it supports, how to do all the regular accounting tasks, configuration, business operations best practices, accounting controls and so on. In addition I would like an IT perspective, ie setting up the system, developing forms and reports. Unfortunately the few books I've looked at have been really superficial and totally inadequate. They either fall into the beginning programmer camp, where they use the programming tools but concentrate on programming 101 topics like loops, flow control etc. Or they cover setting up the system with lots of screen shots, but little substance as to why things should be done a certain way. I have a programming background but no real experience in implementing ERP systems. Also I have a reasonable accounting knowledge, and have used ERP systems in various jobs, but only to a very limited degree. So are there any ERP experts who can point me in the right direction? Thanks.

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  • AngularJS dealing with large data sets (Strategy)

    - by Brian
    I am working on developing a personal temperature logging viewer based on my rasppi curl'ing data into my web server's api. Temperatures are taken every 2 seconds and I can have several temperature sensors posting data. Needless to say I will have a lot of data to handle even within the scope of an hour. I have implemented a very simple paging api from the server so the server doesn't timeout and is currently only returning data in 1000 units per call, then paging through the data. I had the idea to intially show say the last 20 minutes of data from a sensor (or all sensors depending on user choices), then allowing the user to select other timeframes from which to show data. The issue comes in when you want to view all sensors or an extended time period (say 24 hours). Is there a best practice of handling this large amount of data? Would it be useful to load those first 20 minutes into the live view and then cache into local storage something like the last 24 hours? I haven't been able to find a decent idea of this in use yet even though there are a lot of ways to take this problem. I am just looking for some suggestions as to what might provide a good balance between good performance and not caching the entire data set on the client side (as beyond a week of data this might not be feasible).

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • Is this a good implementation of a loop in Prolog?

    - by Carles Araguz
    First of all, let me tell you that this happens to be the first time I ask something here, so if it's not the right place to do so, please forgive me. I'm developing a rather complex software that has a Prolog core implementing a FSM. Since I don't want it to stop (ever), I'm trying to write a good loop-like predicate that would work using Prolog's recursion. After a few unsuccessful tries (mainly because of stack problems) I ended up having something similar to this: /* Finite State Transition Network */ transition(st0,evnt0,st1). transition(st1,evnt1,st2). transition(st2,evnt2,st0). fsm_state(state(st0),system(Energy,ActivePayloads),[]) :- /* ... */ transition(st0,evnt0,NextState), !, fsm_state(state(NextState),system(Energy,ActivePayloads),[]). fsm_state(state(st1),system(Energy,ActivePayloads),[]) :- /* ... */ transition(st1,evnt1,NextState), !, fsm_state(state(NextState),system(Energy,ActivePayloads),[0,1,2]). fsm_state(state(st2),system(Energy,ActivePayloads),[P|Params]) :- /* ... */ transition(st2,evnt2,NextState), !, fsm_state(state(NextState),system(Energy,ActivePayloads),[]). start :- Sys = system(10,[]), fsm_state(state(s0),Sys,[]). Is this a good approach?

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  • Getting Error whileInitializing entities [closed]

    - by R76
    I am new'b as WPF Dev. I am developing Window application in WPF using mvvmlight framework. I have created database in Sqlserver compact 4.0. I have made a Ado.net Entity Data Model. When I trying to initialize the Entity object in service it throws the error like: Error 'The invocation of the constructor on type 'PointOfSale.ViewModels.ProductsViewModel' that matches the specified binding constraints threw an exception.' Line number '7' and line position '10'. stack Trace at System.Windows.Markup.XamlReader.RewrapException(Exception e, IXamlLineInfo lineInfo, Uri baseUri) at System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri) at System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri) at System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream) at System.Windows.Application.LoadComponent(Object component, Uri resourceLocator) at PointOfSale.MainWindow.InitializeComponent() in e:\VarniApplication\PointOfSale\PointOfSale\MainWindow.xaml:line 1 at PointOfSale.MainWindow..ctor() in E:\VarniApplication\PointOfSale\PointOfSale\MainWindow.xaml.cs:line 27 Inner Exception {"Unable to load the specified metadata resource."} My code: xyzEntities entites; public ctor() { entites = new xyzEntities(); //This line throws an error } I have installed sql server compact 4.0 from web installer 3.0. and added the sql server compact toolbox from the extension manager. Tell me if I am missing something to install or missing something to write code.

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  • Independent HTML5 Physics Game: Any Feedback? [closed]

    - by mndoftea
    I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store and I was hoping that I could get some feedback on it. You can get it for Chrome here: https://chrome.google.com/webstore/detail/dbnmkpcomailjochphnmfklofkmgenci. I know this is not a normal question, but I'm happy for answers to be abstracted/generalized for broader use. Im asking here because I don't know anyone else personally who does this stuff. Any thoughts, comments or ideas you might have would be greatly appreciated! The physics system is written in JavaScript and works by setting up the differential equations of motion (plus a few conditions) and evaluating them numerically using the Euler method. The graphics are done through the HTML5 canvas and the music is done through the audio element. (Said music is in the public domain by the way). You can see the code by going to VIewView Source in Chrome.

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  • High-level description of how experimental C++ features are developed?

    - by Praxeolitic
    Herb Sutter in a video answers a question about the concepts proposal considered for C++11 and from his remarks it sounds like multiple groups offered prototype implementations but all of them left concerns about slow compile times. The comment surprised me because it suggests that, at least in some cases, the prototypes being developed are not just proofs of concept -- they're even expected to perform. All the work that must take has me curious. For mature languages, especially C++, how are experimental language features developed? Is it much different from developing a compiler that implements a standard? Does a developer have a sense of if it will work and perform or even if it ever could? What are the most time consuming parts and are any parts surprisingly easier than one might expect? The question is not what does the C++ standards committee do, but rather the part that comes before. When an experimental implementation for a proposal is being put together and there aren't any completely solidified rules, how is the sausage made? I'm not a professional compiler developer nor do I expect answers with step by step accounts. I'd like a high-level idea of how this would be done or if there are any general patterns at all. I don't know what to expect from the answers but even if there are no rules to the process and the small number of people who do this just cowboy it and then, for stuff that worked out, write up the "official version" as a proposal, that answer would still be informative.

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  • Dependency Injection: where to store dependencies used by only one method?

    - by simoneL
    I developing a project integrated with Dependency Injection (just for reference, I'm using Unity). The problem is that I have some Manager classes with several methods and in many cases I have dependencies used only in one method. public class UserManager : IUserManager { private UserRepository UserRepository {get;set;} private TeamRepository TeamRepository {get;set;} private CacheRepository CacheRepository {get;set;} private WorkgroupRepository WorkgroupRepository {get;set;} public UserManager(UserRepository userRepository, TeamRepository teamRepository, CacheRepository cacheRepository , WorkgroupRepository workgroupRepository, ... // Many other dependencies ) { UserRepository = userRepository; TeamRepository = teamRepository; CacheRepository = cacheRepository ; WorkgroupRepository = workgroupRepository; ... // Setting the remaining dependencies } public void GetLatestUser(){ // Uses only UserRepository } public void GetUsersByTeam(int teamID){ // Uses only TeamRepository } public void GetUserHistory(){ // Uses only CacheRepository } public void GetUsersByWorkgroup(int workgroupID){ // Uses only workgroupRepository } } The UserManager is instantiated in this way: DependencyFactory<IUserManager>(); Note: DependencyFactory is just a wrapper to simplify the access to the UnityContainer Is it OK to have classes like that in the example? Is there a better way to implement avoiding to instantiate all the unnecessary dependencies?

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  • What is the best approach for deploying apps to companies

    - by Supercell
    What is the best approach for the following scenario: 1) A publicly available app (available in app stores) which is used by end users to make use of services offered by multiple companies. 2) These companies maintain their services also using a mobile app. I'm not sure on how to solve the second part. Having one app for both enduser and admin functionality, secured by username/password doesn't sound like a good idea. This would leave the only option of developing a separate admin application for the companies. What is the best approach to deploy "admin" like mobile apps to companies only, for Android, iOS and Windows Phone? Some additional information: Public App ---- Servers ----- Multiple Company Apps The public app shows all companies offering their services. An end user uses the public app to order something from a specific company. The order is sent to our servers. Our servers send the order to the associated company. This order is displayed on the company's admin app and given the option to accept the order.

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  • Why using Fragments?

    - by ahmed_khan_89
    I have read the documentation and some other questions' threads about this topic and I don't really feel convinced; I don't see clearly the limits of use of this technique. Fragments are now seen as a Best Practice; every Activity should be basically a support for one or more Fragments and not call a layout directly. Fragments are created in order to: allow the Activity to use many fragments, to change between them, to reuse these units... == the Fragment is totally dependent to the Context of an activity , so if I need something generic that I can reuse and handle in many Activities, I can create my own custom layouts or Views ... I will not care about this additional Complexity Developing Layer that fragments would add. a better handling to different resolution == OK for tablets/phones in case of long process that we can show two (or more) fragments in the same Activity in Tablets, and one by one in phones. But why would I use fragments always ? handling callbacks to navigate between Fragments (i.e: if the user is Logged-in I show a fragment else I show another fragment). === Just try to see how many bugs facebook SDK Log-in have because of this, to understand that it is really (?) ... considering that an Android Application is based on Activities... Adding another life cycles in the Activity would be better to design an Application... I mean the modules, the scenarios, the data management and the connectivity would be better designed, in that way. === This is an answer of someone who's used to see the Android SDK and Android Framework with a Fragments vision. I don't think it's wrong, but I am not sure it will give good results... And it is really abstract... ==== Why would I complicate my life, coding more, in using them always? else, why is it a best practice if it's just a tool for some cases? what are these cases?

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  • Will buy simple Cocos2D bubbles iPad game for private use (source)

    - by boliva
    Hi, First of all, sorry if this is the wrong place for posting this kind of request. IDK if is there already a marketplace on the stack community. I'm a fairly experienced iPhone/iPad developer with several Apps already published. I have a deep understanding of Objective-C and the Cocoa framework, as well as with the iPhone development tools. However, I have never used Cocos2d (or any other gaming engine for that matter) as I've mostly specialized in utilities/productivity Apps. I am in the urgent need of developing a really simple iPad game (for which I will provide all of the media assets - graphics and sounds) that needs to be deployed in about a week from now. Basically the game should allow the user to pop bubbles of different size and speed as they move from the bottom to the top of the screen. While I could take the time to read the documentation and start working on this game myself, I'm currently with a couple of other projects that I need to finish soon, so I would like to ask for the help of some other more experienced Cocos2D developer which could develop this game on its basic form for me. If you think you can help, please send me your quote, timing and, if possible, samples of previous work done with Cocos2D that would be similar to what I need. I can provide more detail upon request. Best and thank you all.

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  • Working for a company vs starting my own? [closed]

    - by Mark
    I need some advice, I am considering going to grad school for CS. I have a few big projects I came up with on my own that I am extremely motivated to work on and complete and try to turn it into a career. I am currently completing an internship working for a big company, decent pay, 9-5 hours in an office. I feel like working for the same company many people would enjoy and like, is extremely boring in my opinion and procedural at times and kills my motivation. As a result, I am kind of unsure if I should continue to get my CS M.S. degree and start working for a big company? What I would enjoy doing most is working for myself and developing my own project, but I am not sure if I will be able to finanically support myself doing that and I do not want to miss out on a big opportuinities/ job offers to work for a company. With that being said, I will never know if my project will ever succeed if I don't give it %110 of my time and dedication, so if I decide to go that route and work on my own project, I will have to set everything else aside, If anyone could give me any advice on what they think about my situation?

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  • How can I convince my boss that ANSI C is inadequate for our new project?

    - by justifiably cowardly
    A few months ago, we started developing an app to control an in-house developed test equipment and record a set of measurements. It should have a simple UI, and would likely require threads due to the continuous recording that must take place. This application will be used for a few years, and shall be maintained by a number of computer science students during this period. Our boss graduated some 30 years ago (not to be taken as an offense; I have more than half that time on my back too) and has mandated that we develop this application in ANSI C. The rationale is that he is the only one that will be around the entire time, and therefore he must be able to understand what we are doing. He also ruled that we should use no abstract data types; he even gave us a list with the name of the global variables (sigh) he wants us to use. I actually tried that approach for a while, but it was really slowing me down to make sure that all pointer operations were safe and all strings had the correct size. Additionally, the number of lines of code that actually related to the problem in hand was a only small fraction of our code base. After a few days, I scrapped the entire thing and started anew using C#. Our boss has already seen the program running and he likes the way it works, but he doesn't know that it's written in another language. Next week the two of us will meet to go over the source code, so that he "will know how to maintain it". I am sort of scared, and I would like to hear from you guys what arguments I could use to support my decision. Cowardly yours,

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  • Reliance on the compiler

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being expert. For some time I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC I typed in long listings before finding they would not run and they were a nightmare to debug. So I learnt to write a small bit and then test it. These days I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this ? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • Top down or bottom up approach?

    - by george_zakharov
    this is the closest I think I can get to define my problem. I'm an interface designer and now I'm working with a team of programmers to develop a new CMS for a heavy media site. I'm sorry if it's a very, very dumb question to ask here, but I really need some help. As I've started developing a specification list for a prototype it turned out a very big one. I do realize now that the client-side will be JS heavy, with lots of DnD and other "cool designer stuff". The CMS will even include a small project management system for its users, nothing big like Basecamp, but with a live feed of comments etc. The problem is the the team has now separated. Someone is proposing the existing backend solution used in other CMS, someone is proposing to rewrite everything from scratch. The point to keep the code is that it is faster, the point to rewrite is to make it better for the proposed design (include Node.js and other stuff I don't actually get). The question is — can the UI specs influence back-end? The guys that propose to use the existing solution did everything with the Yii framework (as far as I know), and they say that everything on server is not affected by this "interface coolness". Others say that it does, that even autosave can't work without server load. Please, if this is really incomprehensible, again, I'm sorry, and I'll happy to clarify it after your questions. Thanks in advance

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  • Are you satisfied with your programming? [closed]

    - by Richart Bremer
    If you are a programmer, are you satisfied with it? I really love to code. I code all kinds of things. I used to play computer games but they are not that interesting compared to developing a new search algorithm or similar. But sometimes I look into the future and see myself being 80 years old, sitting in front of a computer and everything I will have written will be rewritten because the programming languages do not exist anymore. I look back on my life and think "that's it?". Everything I wrote in the past is virtual and ultimately gone. I tried other things but coding is the only thing that does it for me. And at the same time I think I am wasting my life. What about you? Disclaimer: I presume this is the best forum for this question. If you don't agree suggest better place to migrate the question. If you can't, don't close it. Thank you.

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  • SQL Server 2012 Express LocalDB &ndash; How to get started

    - by krislankford
    As many of you aware, SQL Server can be a bit of a pig when it comes to system resources on your development machine. As part of the 2012 products Microsoft has added SQL Server 2012 Express LocalDB which is a happy medium for myself when thinking about having to install a full blown SQL Server on my box. This however does not work in all cases for all development but if you are doing web or local client development then it should suffice. On the other hand, if you are working with technologies like SharePoint or trying to run Team Foundation Server on your local box then you will be out of luck while using LocalDB. To start of with, the localDB setup is delivered and packaged with Visual Studio 2012 RC. If you want to get the stand-alone installer you can download it here in either the 32 or 64 bit flavors. Once you get it installed you can start using it right away in either Visual Studio 2010 or the new Visual Studio 2012 RC. To get started you can open the SQL Server object explorer in Visual Studio by clicking   the menu option View –> SQL Server Object Explorer. This will bring up to the navigation pane where you can add a SQL Server. Once you add the SQL Server you will be prompted with the “Connect to Server” dialog to enter the server for which you can use “(localdb)\v11.0”. Click connect and you should be connected to your localDB where you can create and manage databases from Visual Studio 2010, Visual Studio 2012 or SSMS. Once you have started creating databases here you can use the database projects in Visual Studio with these database as well as use the (localdb)\v11.0 server name inside your connections string information for your development environment. Hope this helps someone get started with SQL Server 2012 Express LocalDB! It provides a great balance for developing against SQL Server 2012.

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  • Moving sprite from one vector to the other

    - by user2002495
    I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go. Here is the code where enemy shoots: private void UpdateCommonBullet(GameTime gt) { foreach (CommonEnemyBullet ceb in bulletList) { ceb.pos += ceb.direction * 1.5f * (float)gt.ElapsedGameTime.TotalSeconds; if (ceb.pos.Y >= 600) ceb.hasFired = false; } for (int i = 0; i < bulletList.Count; i++) { if (!bulletList[i].hasFired) { bulletList.RemoveAt(i); i--; } } } And here is where i get the direction (in the constructor of the bullet): direction = Global.currentPos - this.pos; direction.Normalize(); Global.currentPos is a Vector2 where currently player is located, and is updated eveytime the player moves. This all works fine except that the bullet won't go to player's location. Instead, it tends goes to the "far right" of the player's position. I think it might be the problem where the bullet (this.pos in the direction) is created (at the position of the enemy). But I found no solution of it, please help me.

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