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  • SDL to SFML simple question

    - by ultifinitus
    Hey! I've been working on a game in c++ for about a week and a half, and I've been using SDL. However, my current engine only needs the following from whatever library I use: enable double buffering load an image from path into something that I can apply to the screen apply an image to the screen with a certain x,y enable transparency on an image (possibly) image clipping, for sprite sheets. I am fairly sure that SFML has all of this functionality, I'm just not positive. Will someone confirm my suspicions? Also I have one or two questions regarding SFML itself. Do I have to do anything to enable hardware accelerated rendering? How quick is SFML at blending alpha values? (sorry for the less than intelligent question!)

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  • Functional Methods on Collections

    - by GlenPeterson
    I'm learning Scala and am a little bewildered by all the methods (higher-order functions) available on the collections. Which ones produce more results than the original collection, which ones produce less, and which are most appropriate for a given problem? Though I'm studying Scala, I think this would pertain to most modern functional languages (Clojure, Haskell) and also to Java 8 which introduces these methods on Java collections. Specifically, right now I'm wondering about map with filter vs. fold/reduce. I was delighted that using foldRight() can yield the same result as a map(...).filter(...) with only one traversal of the underlying collection. But a friend pointed out that foldRight() may force sequential processing while map() is friendlier to being processed by multiple processors in parallel. Maybe this is why mapReduce() is so popular? More generally, I'm still sometimes surprised when I chain several of these methods together to get back a List(List()) or to pass a List(List()) and get back just a List(). For instance, when would I use: collection.map(a => a.map(b => ...)) vs. collection.map(a => ...).map(b => ...) The for/yield command does nothing to help this confusion. Am I asking about the difference between a "fold" and "unfold" operation? Am I trying to jam too many questions into one? I think there may be an underlying concept that, if I understood it, might answer all these questions, or at least tie the answers together.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • What's the better user experience: Waiting once at startup for a long time or waiting frequently for a short time?

    - by Roflcoptr
    I'm currently design an application that involves a lot of calculation. Now I have generally two possibilities which I have both tested: 1) During startup of the application I calculated only the most important values and these values that consume a lot of time. So the user has to wait approximately 15 seconds during startup. But on the other hand a lot of user interactions require recalculation so that the user often has to wait 2-3 seconds after clicking somewhere until the application has calculated and loaded all values 2) I load everything during startup. This takes from 90 to 120 seconds... This is quite a long time, but the big advantage is that all the user interactions are executed immediately. So what would you generally consider the better approach? Loading all time-consuming operations during startup or when needed?

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  • Obtaining In game Warcraft III data to program standalone AI

    - by Slav
    I am implementing common purpose behavioral algorithm and would like to test it under my lovely Warcraft III game and watch how it will fight against real players. The problem is how to obtain information about in game state (units, structures, environment, etc. ). Algorithm needs access to hard drive and possibly distributed computing, that's why JASS (WC3 Editor language) usage doesn't solve the issue. Direct 3D hooking is an approach, but it wasn't done for WC3 yet and significant drawback is inability to watch online at how AI performs since it uses the viewport to issue commands. How in game data can be obtained to a different process in a fastest and easiest way? Thank you.

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  • Internal Mutation of Persistent Data Structures

    - by Greg Ros
    To clarify, when I mean use the terms persistent and immutable on a data structure, I mean that: The state of the data structure remains unchanged for its lifetime. It always holds the same data, and the same operations always produce the same results. The data structure allows Add, Remove, and similar methods that return new objects of its kind, modified as instructed, that may or may not share some of the data of the original object. However, while a data structure may seem to the user as persistent, it may do other things under the hood. To be sure, all data structures are, internally, at least somewhere, based on mutable storage. If I were to base a persistent vector on an array, and copy it whenever Add is invoked, it would still be persistent, as long as I modify only locally created arrays. However, sometimes, you can greatly increase performance by mutating a data structure under the hood. In more, say, insidious, dangerous, and destructive ways. Ways that might leave the abstraction untouched, not letting the user know anything has changed about the data structure, but being critical in the implementation level. For example, let's say that we have a class called ArrayVector implemented using an array. Whenever you invoke Add, you get a ArrayVector build on top of a newly allocated array that has an additional item. A sequence of such updates will involve n array copies and allocations. Here is an illustration: However, let's say we implement a lazy mechanism that stores all sorts of updates -- such as Add, Set, and others in a queue. In this case, each update requires constant time (adding an item to a queue), and no array allocation is involved. When a user tries to get an item in the array, all the queued modifications are applied under the hood, requiring a single array allocation and copy (since we know exactly what data the final array will hold, and how big it will be). Future get operations will be performed on an empty cache, so they will take a single operation. But in order to implement this, we need to 'switch' or mutate the internal array to the new one, and empty the cache -- a very dangerous action. However, considering that in many circumstances (most updates are going to occur in sequence, after all), this can save a lot of time and memory, it might be worth it -- you will need to ensure exclusive access to the internal state, of course. This isn't a question about the efficacy of such a data structure. It's a more general question. Is it ever acceptable to mutate the internal state of a supposedly persistent or immutable object in destructive and dangerous ways? Does performance justify it? Would you still be able to call it immutable? Oh, and could you implement this sort of laziness without mutating the data structure in the specified fashion?

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  • Is there any reason lazy initialization couldn't be built into Java?

    - by Renesis
    Since I'm working on a server with absolutely no non-persisted state for users, every User-related object we have is rolled out on every request. Consequently I often find myself doing lazy initialization of properties of objects that may go unused. protected EventDispatcher dispatcher = new EventDispatcher(); Becomes... protected EventDispatcher<EventMessage> dispatcher; public EventDispatcher<EventMessage> getEventDispatcher() { if (dispatcher == null) { dispatcher = new EventDispatcher<EventMessage>(); } return dispatcher; } Is there any reason this couldn't be built into Java? protected lazy EventDispatcher dispatcher = new EventDispatcher();

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  • T-SQL Tuesday #006: "What About BLOB?"

    - by Mike C
    Invitation for T-SQL Tuesday #006: "What About BLOB?" It's getting warm outside just in time for the May T-SQL Tuesday blog party. I’ll be your host this month--and the secret word for this T-SQL Tuesday is "Large Object (LOB) Data" . What’s T-SQL Tuesday? About 6 months ago Adam Machanic (Twitter: @AdamMachanic ) decided to throw a worldwide blog party. Every month Adam picks a host to post the topic and the rules. Everyone who wants to participate publishes a blog entry on the topic of the day,...(read more)

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  • Why there is perception that VB.NET is good for small to medium size application and not for enterprise class project?

    - by Gens
    I love VB.NET very much. Coding VB.NET with Visual Studio is just like typing messages. Smooth, fast and simple. Any error will be notified instantly. The OO capability of VB.NET is good enough. But often in any .Net languages discussion, there is perception that VB.NET is good for small to medium size application and not for large scale project? Why there is such perception? Or am I missing anything regarding to VB.NET?

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  • planning the same app for both OSX and iOS

    - by P5music
    I would like to ask which is the best strategy for creating an application that will be developed both on Mac and iPad, so to make minumum effort to port it from one platform to the other, starting from iPad, for example, but rather trying to make both at the same time. The application, in fact, would be an iPad-style one on the Mac too. How should I have to plan the project? Which are the main tricks to easily get the goal?

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  • Testing loses its effectiveness if all programmers don't use them

    - by Jeff O
    Let's assume you are convinced that the extra time spent unit testing has merit and improves production. Does that still hold up when everyone working on the same code doesn't use them? This question makes me wonder if fixing tests that everyone doesn't use is a waste of time. If you correct a test so the new code will pass, you're assuming the new code is correct. The person updating the test better have a firm understanding of the reasoning behind the code change and decide if the test or the new code needs to be fixed. This much inconsistency in a team when it comes to testing is probably an indication of other problems as well. There is a certain amount of risk involved that someone else on the team will alter code that is covered by testing. Is this the point where testing becomes counter-productive?

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  • Non-zero exit status for clean exit

    - by trinithis
    Is it acceptable to return a non-zero exit code if the program in question ran properly? For example, say I have a simple program that (only) does the following: Program takes N arguments. It returns an exit code of min(N, 255). Note that any N is valid for the program. A more realistic program might return different codes for successfully ran programs that signify different things. Should these programs instead write this information to a stream instead, such as to stdout?

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  • Requirements Analysis in Game Development?

    - by Joey Green
    I'm a software engineering student with a focus on game development and am wondering how big of a part does requirement analysis play a part in game development? I'm asking because there is a class being offered and I could take it. It is all about requirements analysis. Here is a description: An in-depth study of current research and practice in requirements elicitation, requirements, analysis, requirements specification,requirements verification and validation, and requirements management. Would this type of knowledge be useful for an independent game developer?

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  • how can i prepare myself to become game developer

    - by gowri
    I like to become game developer.. i already worked as web developer for past 1 year . there i used php ,jquery,mysql and some frame work also .It's little boring now same thing again and again .So i start to learn android application development . my question is : if want to become a game developer what skills should i have (like java,c++,etc) ? Where can i get good tutorials(online) ? is previous knowledge will help me ? Please clarify me !

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  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

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  • The Apple Passbook

    - by David Dorf
    In a previous job I worked on smart card systems.  Our vision was to replace the physical wallet with a chip card that contained stored value, credit cards, and loyalty cards.  The technology was up to the task, but the business model never worked out.  When all those things go onto a single card, who owns the card and maintains the applications?  Each bank wanted their own card with branding, so instead of consolidating lots of cards onto one, we ended up with the same number of cards, just more expensive chip cards.  The Costanza wallet would not die. More recently I've been able to move lots of these cards into iOS apps using products like CardStar, TripIt, and Fandango.  I guess moving from physical to digital is progress, but still no consolidation.  But this week Apple announced its Passbook, an iOS feature that consolidates boarding passes, loyalty cards, and movie tickets.  Another step in the right direction. We've been waiting for Apple to announce a NFC solution to take advantage of the 400 million credit cards it stores in iTunes for its customers.  Perhaps Passbook is the first step in that direction.  It wouldn't take much to add credit cards to Passbook, then enable secure transfer of the track data using a NFC equipped iPhone.  I've got to think this has to be part of the larger vision, but of course Apple is very secretive. I think the steps will be loyalty, coupons, and then payment when it comes to the evolving Passbook.  Retailers should keep an eye on Apple, and expect these things to happen in the Apple stores first.

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • DriveSafe.ly Reads Your Text Messages Aloud

    - by ETC
    DriveSafe.ly, a free application for Android and BlackBerry phones, reads your text messages, emails, and caller ID notifications aloud so you can stay connected while keeping your eyes on the road. DriveSafe.ly is a feature packed application that reads your text messages, your emails, and the ID from your caller ID aloud. It’s not the only SMS-to-speech application out there but it sports the most featured including rocking a customizable auto-responder (so you can let people know you heard their message and will respond as soon as you’re off the road), the ability to customize the voice and the read-rate, how much information if given (the senders name or just the message or the senders name, subject, and message in the case of emails), and more. Upgrading to the $13.95 a year premium version allows voice-to-txt translation so you can respond verbally to your text messages and emails. Hit up the link below to read more and grab a copy for your Android or BlackBerry phone. DriveSafe.ly [via Addictive Tips] Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 DriveSafe.ly Reads Your Text Messages Aloud The Likability of Angry Birds [Infographic] Dim an Overly Bright Alarm Clock with a Binder Divider Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7 Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic

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  • Day of DotNetNuke Recap

    - by bdukes
    This weekend was the Day of DotNetNuke in Charlotte, NC .  I was there to present two session, along with three other Engage colleagues ( Oliver Hine and Anthony Overkamp also presented).  I was honored to be able to present on the Client Resource Management Framework and the Services Framework, two newer components in DotNetNuke (introduced in DNN 6.1 and 6.2, respectively). Making Full Use of the Client Resource Management Framework The slides are available to view at http://bdukes.github...(read more)

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  • Should experienced programmers know database queries?

    - by Shamim Hafiz
    There are so many programmers out there who are also an expert at Query writing and Database design. Should this be a core requirement to be an expert programmer or software engineer? Though there are lots of similarities in the way queries and codes are developed, my personal opinion is, Queries seem to have a different Structure than Code and it can be tough to Master both simultaneously due to the different approaches.

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  • How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?

    - by Dan Cowell
    I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have checked my access log in apache) and Apache is responding to the request with the appropriate content. The problem I have is that I'm using the event receive mode and it appears that somehow the handler for the Opened event is halted after a specific number of lines of code have executed. Here is my code for the Opened event: event Opened() { // A connection was established WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } As you can see, a number of the Broadcast calls have been commented out. Initially, only the lines up to the Broadcast containing "[DNomad_TcpLinkClient] Sent request: " were being executed and none of the Broadcasts were commented out. After commenting out that line, the next Broadcast was successful and so on and so forth. As a test, I commented out the very first Broadcast to see if the connection closing had any effect: // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); Upon doing that, an additional Broadcast at the end of the function executed. Thus the inference that there is an upper limit to the number of lines executed. Additionally, my ReceivedText handler is never called, despite Apache returning the correct HTTP 200 response with a body. My working hypothesis is that somehow after the Sequence Action finishes executing the garbage collector cleans up the TcpLinkClient instance. My biggest source of confusion with that is how on earth it does it during the execution of an event handler. Has anyone ever seen anything like this before? My full TcpLinkClient class is below: /* * TcpLinkClient based on an example usage of the TcpLink class by Michiel 'elmuerte' Hendriks for Epic Games, Inc. * */ class DNomad_TcpLinkClient extends TcpLink; var PlayerController PC; var string TargetHost; var int TargetPort; var string path; var string requesttext; var string userId; var string apartmentId; var string statusCode; var string responseData; event PostBeginPlay() { super.PostBeginPlay(); } function DoTcpLinkRequest(string uid, string id) //removes having to send a host { userId = uid; apartmentId = id; Resolve(targethost); } function string GetStatus() { return statusCode; } event Resolved( IpAddr Addr ) { // The hostname was resolved succefully WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] "$TargetHost$" resolved to "$ IpAddrToString(Addr)); // Make sure the correct remote port is set, resolving doesn't set // the port value of the IpAddr structure Addr.Port = TargetPort; //dont comment out this log because it rungs the function bindport WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Bound to port: "$ BindPort() ); if (!Open(Addr)) { WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Open failed"); } } event ResolveFailed() { WorldInfo.Game.Broadcast(self, "[TcpLinkClient] Unable to resolve "$TargetHost); // You could retry resolving here if you have an alternative // remote host. //send failed message to scaleform UI //JunHud(JunPlayerController(PC).myHUD).JunMovie.CallSetHTML("Failed"); } event Opened() { // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } event Closed() { // In this case the remote client should have automatically closed // the connection, because we requested it in the HTTP request. WorldInfo.Game.Broadcast(self, "Connection closed."); // After the connection was closed we could establish a new // connection using the same TcpLink instance. } event ReceivedText( string Text ) { WorldInfo.Game.Broadcast(self, "Received Text: "$Text); //we dont want the header info, so we split the string after two new lines Text = Split(Text, chr(13)$chr(10)$chr(13)$chr(10), true); WorldInfo.Game.Broadcast(self, "Split Text: "$Text); statusCode = Text; } event ReceivedLine( string Line ) { WorldInfo.Game.Broadcast(self, "Received Line: "$Line); } event ReceivedBinary( int Count, byte B[255] ) { WorldInfo.Game.Broadcast(self, "Received Binary of length: "$Count); } defaultproperties { TargetHost="127.0.0.1" TargetPort=80 //default for HTTP LinkMode=MODE_Text ReceiveMode=RMODE_Event path = "dnomad/datafeed.php" userId = "0"; apartmentId = "0"; statusCode = ""; send = false; }

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  • Why was Objective-C popularity so sudden on TIOBE index?

    - by l46kok
    I'd like to ask a question that is pretty similar to the one being asked here, but for Objective-C. According to TIOBE rankings, the rise of popularity of Objective-C is unprecedented. This is obviously tied to the popularity of Apple products, but I feel like this might be a hasty conclusion to make since it doesn't really explain the stagnant growth of Java (1. There are way more Android O/S devices distributed worldwide, 2. Java is used in virtually every platform one can imagine) Now I haven't programmed in Objective-C at all, but I'd like to ask if there are any unique features or advantages about the language itself compared to other prevalent languages such as C++, Java, C#, Python etc. What are some other factors that contributed into the rise of Objective-C in this short span of time?

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  • How to write good code with new stuff?

    - by Reza M.
    I always try to write easily readable code that is well structured. I face a particular problem when I am messing around with something new. I keep changing the code, structure and so many other things. In the end, I look at the code and am annoyed at how complicated it became when I was trying to do something so simple. Once I've completed something, I refactor it heavily so that it's cleaner. This occurs after completion most of the time and it is annoying because the bigger the code the more annoying it is the rewrite it. I am curious to know how people deal with such agony, especially on big projects shared between many people ?

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  • Calling methods on Objects

    - by Mashael
    Let's say we have a class called 'Automobile' and we have an instance of that class called 'myCar'. I would like to ask why do we need to put the values that our methods return in a variable for the object? Why just don't we call the method? For example: Why should we write: string message = myCar.SpeedMessage(); Console.WriteLine(message); instead of: Console.WriteLine(myCar.SpeedMessage());

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  • How you return to a code when you don't remember what you were doing?

    - by speeder
    Well, I have some problems with procrastination and whatnot, but those get infinitely worse, when I cannot remember what I should be doing. I mean, I know my project, I wrote 100% of the code so far, and I knew more or less what I was doing, but I don't remember exactly what, I don't remember what file I was editing and why. How I get back on track? (because right now my technique of opening the source code and staring at it is not working)

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