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  • How to shift development culture from tech fetish to focusing on simplicity and getting things done?

    - by Serge
    Looking for ways to switch team/individual culture from chasing latest fads, patterns, and all kinds of best practices to focusing on finding quickest and simplest solutions and shipping features. My definition of "tech fetish": Chasing latest fads, applying new technologies and best practices without considering product/project impact, focusing on micro optimization, creating platforms and frameworks instead of finding simple and quick ways to ship product features. Few examples of culture differences: From "Spent a day on trying to map database query with five complex joins in NHibernate" to "Wrote a SQL query and used DataReader to pull data in" From "Wrote super-fast JSON parser in C++" to "Used Python to parse JSON response and call C++ code" From "Let's use WCF because it supports all possible communication standards" to "REST is simple text-based format, let's stick with it and use simple HTTP handlers"

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  • Why do memory-managed languages retain the `new` keyword?

    - by Channel72
    The new keyword in languages like Java, Javascript, and C# creates a new instance of a class. This syntax seems to have been inherited from C++, where new is used specifically to allocate a new instance of a class on the heap, and return a pointer to the new instance. In C++, this is not the only way to construct an object. You can also construct an object on the stack, without using new - and in fact, this way of constructing objects is much more common in C++. So, coming from a C++ background, the new keyword in languages like Java, Javascript, and C# seemed natural and obvious to me. Then I started to learn Python, which doesn't have the new keyword. In Python, an instance is constructed simply by calling the constructor, like: f = Foo() At first, this seemed a bit off to me, until it occurred to me that there's no reason for Python to have new, because everything is an object so there's no need to disambiguate between various constructor syntaxes. But then I thought - what's really the point of new in Java? Why should we say Object o = new Object();? Why not just Object o = Object();? In C++ there's definitely a need for new, since we need to distinguish between allocating on the heap and allocating on the stack, but in Java all objects are constructed on the heap, so why even have the new keyword? The same question could be asked for Javascript. In C#, which I'm much less familiar with, I think new may have some purpose in terms of distinguishing between object types and value types, but I'm not sure. Regardless, it seems to me that many languages which came after C++ simply "inherited" the new keyword - without really needing it. It's almost like a vestigial keyword. We don't seem to need it for any reason, and yet it's there. Question: Am I correct about this? Or is there some compelling reason that new needs to be in C++-inspired memory-managed languages like Java, Javascript and C#?

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • What features would you like to have in PHP? [closed]

    - by StasM
    Since it's the holiday season now and everybody's making wishes, I wonder - which language features you would wish PHP would have added? I am interested in some practical suggestions/wishes for the language. By practical I mean: Something that can be practically done (not: "I wish PHP would guess what my code means and fix bugs for me" or "I wish any code would execute under 5ms") Something that doesn't require changing PHP into another language (not: "I wish they'd drop $ signs and use space instead of braces" or "I wish PHP were compiled, statically typed and had # in it's name") Something that would not require breaking all the existing code (not: "Let's rename 500 functions and change parameter order for them") Something that does change the language or some interesting aspect of it (not: "I wish there was extension to support for XYZ protocol" or "I wish bug #12345 were finally fixed") Something that is more than a rant (not: "I wish PHP wouldn't suck so badly") Anybody has any good wishes? Mod edit: Stanislav Malyshev is a core PHP developer.

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • What is the philosophy/reasoning behind C#'s Pascal-casing method names?

    - by Nocturne
    I'm just starting to learn C#. Coming from a background in Java, C++ and Objective-C, I find C#'s Pascal-casing its method-names rather unique, and a tad difficult to get used to at first. What is the reasoning and philosophy behind this? I'm guessing it is because of C# properties. Unlike in Objective-C, where method names can be exactly the same as an instance variables, this is not the case with C#. I would guess one of the goals with properties (as it is with most of the languages that support it) is to make properties truly indistinguishable from variables and methods. So, one can have an "int x" in C#, and the corresponding property becomes X. To ensure that properties and methods are indistinguishable, all method names I'm guessing are also therefore expected to start with an uppercase letter. (This is just my hypothesis based on what I know of C# so far—I'm still learning). I'm very curious to know how this curious guideline came into being (given that it's not something one sees in most other languages where method names are expected to start with a lowercase letter) (EDIT: By Pascal-casing, I mean PascalCase (which is basically camelCase but starting with a capital letter). Method names typically start with a lowercase letter in most languages)

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  • Where can I find game postmortems with a programmer perspective [on hold]

    - by Ken
    There are a number of interesting game post-mortems in places like GDC vault or gamastura.com. The post-mortems are generally give with a CEO/manager perspective or a designer perspective, or, more often a combination of both e.g DOOM postmortem But I have not been able to find many post-mortems which are primarily from the programmers perspective. I'm looking for discussions and rational for technical choices and tradeoffs and how technical problems were overcome. The motivation here is to learn what kind of problems real game programmers encounter and how they go about solving them. A perfect example of what I'm looking for is Renaud Bédard's excellent GDC talk on the development of Fez, "Cubes all the way down". Where can I find more like that?

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  • Celko's SQL Stumper: Eggs in one Basket

    Joe Celko returns with another stumper to celebrate Easter. Unsurprisingly, this involves eggs. More surprising is the nature of the puzzle: This time, the puzzle is one of designing a database rather than a query. DDL as well as the DML.

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  • Which is a better practice - helper methods as instance or static?

    - by Ilian Pinzon
    This question is subjective but I was just curious how most programmers approach this. The sample below is in pseudo-C# but this should apply to Java, C++, and other OOP languages as well. Anyway, when writing helper methods in my classes, I tend to declare them as static and just pass the fields if the helper method needs them. For example, given the code below, I prefer to use Method Call #2. class Foo { Bar _bar; public void DoSomethingWithBar() { // Method Call #1. DoSomethingWithBarImpl(); // Method Call #2. DoSomethingWithBarImpl(_bar); } private void DoSomethingWithBarImpl() { _bar.DoSomething(); } private static void DoSomethingWithBarImpl(Bar bar) { bar.DoSomething(); } } My reason for doing this is that it makes it clear (to my eyes at least) that the helper method has a possible side-effect on other objects - even without reading its implementation. I find that I can quickly grok methods that use this practice and thus help me in debugging things. Which do you prefer to do in your own code and what are your reasons for doing so?

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  • Single or multiple return statements in a function [on hold]

    - by Juan Carlos Coto
    When writing a function that can have several different return values, particularly when different branches of code return different values, what is the cleanest or sanest way of returning? Please note the following are really contrived examples meant only to illustrate different styles. Example 1: Single return def my_function(): if some_condition: return_value = 1 elif another_condition: return_value = 2 else: return_value = 3 return return_value Example 2: Multiple returns def my_function(): if some_condition: return 1 elif another_condition: return 2 else: return 3 The second example seems simpler and is perhaps more readable. The first one, however, might describe the overall logic a bit better (the conditions affect the assignment of the value, not whether it's returned or not). Is the second way preferable to the first? Why?

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  • Learning good OOP design & unlearning some bad habits

    - by Nick
    I have been mostly a C programmer so far in my career with knowledge of C++. I rely on C++ mostly for the convenience STL provides and I hardly ever focus on good design practices. As I have started to look for a new job position, this bad habit of mine has come back to haunt me. During the interviews, I have been asked to design a problem (like chess, or some other scenario) using OOP and I doing really badly at that (I came to know this through feedback from one interview). I tried to google stuff and came up with so many opinions and related books that I don't know where to begin. I need a good through introduction to OOP design with which I can learn practical design, not just theory. Can you point me to any book which meets my requirements ? I prefer C++, but any other language is fine as long as I can pick-up good practices. Also, I know that books can only go so far. I would also appreciate any good practice project ideas that helped you learn and improve your OOP concepts. Thanks.

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  • Stuff you learned in school, that you have never used again?

    - by Mercfh
    Obviously we learn plenty of things in our University/College/Whatever that probably don't apply to everyday use, but is there anything that stands out particularly? Maybe something that was concentrated ALOT on? For me it was def. 2 things: OO Concepts and Pointers I still use OO, but not nearly to the amount people made it out to be, i can see where it'd be useful but in my line of work we don't have huge amounts of classes, maybe a couple at most. And there certainly isn't much OO reuse (i finally figured out what that means lol) Pointers are another thing, again I can see where they'd be useful...however I barely barely ever touch them, nor do the others I work with. I guess language choice has alot to do with that but still. What about you guys? edit: For those who are asking I work for a Large Printer company, and most of the Applications we work on are Java+XML and Actionscript for "Printer Apps". But we are moving towards other languages (think like webkits and stuff). So the Code amounts per parts are quite small. I never say OO wasn't useful I just said I personally havent seen it used in my workplace much.

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  • What is So Unique About Node.js?

    - by Adrian Shum
    Recently there has been a lot of praise for Node.js. I am not a developer that has had much exposure to network application. From my bare understanding of Nodes.js, its strength is: we have only one thread handling multiple connections, providing an event-based architecture. However, for example in Java, I can create only one thread using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it to run faster too), and event-based handling architecture seems to be something not difficult to create, I am not sure why Node.js is attracting so much attention. Did I miss some important points?

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  • design a model for a system of dependent variables

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

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  • Should I forward the a call to .Equals onto .Equals<T>?

    - by Jaimal Chohan
    So, I've got you bog standard c# object, overriding Equalsand implementing IEquatable public override int GetHashCode() { return _name.GetHashCode(); } public override bool Equals(object obj) { return Equals(obj as Tag) } #region IEquatable<Tag> Members public bool Equals(Tag other) { if (other == null) return false; else return _name == other._name; } #endregion Now, for some reason, I used to think that forwarding the calls from Equals into Equals was bad, no idea why, perhaps I read it a long time ago, anyway I'd write separate (but logically same) code for each method. Now I think forwarding Equals to Equals is okay, for obvious reasons, but for the life me I can't remember why I thought it wasn't before. Any thoughts?

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  • Should I concentrate on writing code for money or my studies while in college?

    - by A-Cube
    I am college student of Software Engineering. My worries are that while I am concentrating on my studies, my peers are getting down with the code (e.g. HTML, ASP, PHP, etc) to earn money. Should I be worried that I am not doing coding like them? I was asked to be Microsoft Student Partner but I refused because the person what was doing before me told it was just arranging events. Nothing as such like getting with Microsoft and coding. Should I be writing code and earning money as I still am in 4th semester? I only have C++ as learning language in college. Will my job count on these projects that I do, or should I concentrate on studies for now to get maximum benefit?

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  • How to implement child-parent aggregation link in C++?

    - by Giorgio
    Suppose that I have three classes P, C1, C2, composition (strong aggregation) relations between P <>- C1 and P <>- C2, i.e. every instance of P contains an instance of C1 and an instance of C2, which are destroyed when the parent P instance is destroyed. an association relation between instances of C1 and C2 (not necessarily between children of the same P). To implement this, in C++ I normally define three classes P, C1, C2, define two member variables of P of type boost::shared_ptr<C1>, boost::shared_ptr<C2>, and initialize them with newly created objects in P's constructor, implement the relation between C1 and C2 using a boost::weak_ptr<C2> member variable in C1 and a boost::weak_ptr<C1> member variable in C2 that can be set later via appropriate methods, when the relation is established. Now, I also would like to have a link from each C1 and C2 object to its P parent object. What is a good way to implement this? My current idea is to use a simple constant raw pointer (P * const) that is set from the constructor of P (which, in turn, calls the constructors of C1 and C2), i.e. something like: class C1 { public: C1(P * const p, ...) : paren(p) { ... } private: P * const parent; ... }; class P { public: P(...) : childC1(new C1(this, ...)) ... { ... } private: boost::shared_ptr<C1> childC1; ... }; Honestly I see no risk in using a private constant raw pointer in this way but I know that raw pointers are often frowned upon in C++ so I was wondering if there is an alternative solution.

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  • Everything has an Interface [closed]

    - by Shane
    Possible Duplicate: Do I need to use an interface when only one class will ever implement it? I am taking over a project where every single real class is implementing an Interface. The vast majority of these interfaces are implemented by a single class that share a similar name and the exact same methods (ex: MyCar and MyCarImpl). Almost no 2 classes in the project implement more than the interface that shares its name. I know the general recommendation is to code to an interface rather than an implementation, but isn't this taking it a bit too far? The system might be more flexible in that it is easier to add a new class that behaves very much like an existing class. However, it is significantly harder to parse through the code and method changes now require 2 edits instead of 1. Personally, I normally only create interfaces when there is a need for multiple classes to have the same behavior. I subscribe to YAGNI, so I don't create something unless I see a real need for it. Am I doing it all wrong or is this project going way overboard?

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Why Nodes.js being that "unique"?

    - by Adrian Shum
    Recently years there are lots of praise to Nodes.js. I am not a developer that have much exposure on network application. From my bare understanding of Nodes.js, its strength is: We are having only on thread handling multiple connections, providing a event-based architecture. However, for example in Java, what if I am having only one thread, using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it run faster too), and event-based handling architecture seems not something difficult to create. I am not sure why Nodes.js is attracting so much attention. Did I miss some important points?

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • BDD: Getting started

    - by thom
    I'm starting with BDD and this is my story: Feature: Months and days to days In order to see months and days as days As a date conversion fan I need a webpage where users can enter days and months and convert them to days. I have some doubts ... Should I write my scenarios before coding anything or should I first write a scenario and then write code, write a scenario again and then write code, and so on ... ? If I should write my scenarios before, can my steps be approved and production code still does not get done? When should I do refactoring on my code? After the feature is done or after each scenario implementation?

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  • Make a flowchart to demonstrate closure behavior

    - by thomas
    I saw below test question the other day in which the author's used a flow chart to represent the logic of loops. And I got to thinking it would be interesting to do this with some more complex logic. For example, the closure in this IIFE sort of boggles me. while (i <= qty_of_gets) { // needs an IIFE (function(i) promise = promise.then(function(){ return $.get("queries/html/" + product_id + i + ".php"); }); }(i++)); } I wonder if seeing a flowchart representation of what happens in it could be more elucidating. Could such a thing be done? Would it be helpful? Or just messy? I haven't the foggiest clue where to start, but thought maybe someone would like to take a stab. Probably all the ajax could go and it could just be a simple return within the IIFE.

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  • Is that true that .Net will be dumped by Microsoft in Windows 8? [closed]

    - by Dee Jay
    Possible Duplicate: What does Windows 8 mean for the future of .NET? Ok, I read this question and someone pointed that C# will be sidelined in next version of windows. There is a link in that question pointed at another link, i.e. this one: Dumping .NET - Microsoft's Madness Is that true that .Net will be dumped by Microsoft in Windows 8? Someone with insider information please share with us your opinions. I'm deeply worried about this.

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  • How to organize a Coding Dojo?

    - by Stephan
    Over on stack overflow it was asked how to organize a coding dojo (http://stackoverflow.com/questions/4338567/how-to-organize-a-coding-dojo-event). I believe that may have been the wrong forum... I wonder the same thing: how is a Codeing Dojo organized? What is the structure of a meeting? How would one pick Katas? What do you plan ahead of time? I am interested in any ideas on this as well as links to any resource that may be outlining this.

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