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  • S#arp Architecture 1.5 Beta 1 released

    - by AlecWhittington
    Well it is official, I just finished my first release for S#arp Architecture . While this is only a beta release, it does contain some big upgrades and we are hoping to get any bugs handled quickly so that we can get the RTM release completed. This will be a short post, with a more detailed posts coming in the next few days. A big thanks goes out to Billy McCafferty , Michael Aird, Hoang Tang, and everyone else that had a say in this release. Release notes Built on top of ASP.NET MVC 2 RTM release...(read more)

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  • Best approach to accessing multiple data source in a web application

    - by ced
    I've a base web application developed with .net technologies (asp.net) used into our LAN by 30 users simultanousley. From this web application I've developed two verticalization used from online users. In future i expect hundreds users simultanousley. Our company has different locations. Each site use its own database. The web application needs to retrieve information from all existing databases. Currently there are 3 database, but it's not excluded in the future expansion of new offices. My question then is: What is the best strategy for a web application to retrieve information from different databases (which have the same schema) whereas the main objective performance data access and high fault tolerance? There are case studies in the literature that I can take as an example? Do you know some good documents to study? Do you have any tips to implement this task so efficient? Intuitively I would say that two possible strategy are: perform queries from different sources in real time and aggregate data on the fly; create a repository that contains the union of the entities of interest and perform queries directly on repository;

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  • Variable declaration versus assignment syntax

    - by rwallace
    Working on a statically typed language with type inference and streamlined syntax, and need to make final decision about syntax for variable declaration versus assignment. Specifically I'm trying to choose between: // Option 1. Create new local variable with :=, assign with = foo := 1 foo = 2 // Option 2. Create new local variable with =, assign with := foo = 1 foo := 2 Creating functions will use = regardless: // Indentation delimits blocks square x = x * x And assignment to compound objects will do likewise: sky.color = blue a[i] = 0 Which of options 1 or 2 would people find most convenient/least surprising/otherwise best?

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • How to Set Background for Racing Game

    - by Nathiya
    I am new to game development and AndEngine. I have small query about racing game. I am going to develop a bike racing game. For bike racing game we will move the background or the player. I am tried with andengine autoparallax background. But I didn't got the correct answer. I need to do a background like these screenshots in SpeedMoto. Can anyone help me to set the background.

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  • Is true multithreading really necessary?

    - by Jonathan Graef
    So yeah, I'm creating a programming language. And the language allows multiple threads. But, all threads are synchronized with a global interpreter lock, which means only one thread is allowed to execute at a time. The only way to get the threads to switch off is to explicitly tell the current thread to wait, which allows another thread to execute. Parallel processing is of course possible by spawning multiple processes, but the variables and objects in one process cannot be accessed from another. However the language does have a fairly efficient IPC interface for communicating between processes. My question is: Would there ever be a reason to have multiple, unsynchronized threads within a single process (thus circumventing the GIL)? Why not just put thread.wait() statements in key positions in the program logic (presuming thread.wait() isn't a CPU hog, of course)? I understand that certain other languages that use a GIL have processor scheduling issues (cough Python), but they have all been resolved.

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  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

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  • When do you use a struct instead of a class?

    - by jkohlhepp
    What are your rules of thumb for when to use structs vs. classes? I'm thinking of the C# definition of those terms but if your language has similar concepts I'd like to hear your opinion as well. I tend to use classes for almost everything, and use structs only when something is very simplistic and should be a value type, such as a PhoneNumber or something like that. But this seems like a relatively minor use and I hope there are more interesting use cases.

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • String patterns that can be used to filter and group files

    - by Louis Rhys
    One of our application filters files in certain directory, extract some data from it and export a document from the extracted data. The algorithm for extracting the data depends on the file, and so far we use regex to select the algorithm to be used, for example .*\.txt will be processed by algorithm A, foo[0-5]\.xml will be processed by algo B, etc. However now we need some files to be processed together. For example, in one case we need two files, foo.*\.xml and bar.*\.xml. Part of the information to be extracted exist in the foo file, and the other part in the bar file. Moreover, we need to make sure the wild card is compatible. For example, if there are 6 files foo1.xml foo23.xml bar1.xml bar9.xml bar23.xml foo4.xml I would expect foo1 and bar1 to be identified as a group, and foo23 and bar23 as another group. bar9 and foo4 has no pair, so they will not be treated. Now, since the filter is configured by user, we need to have a pattern that can express the above requirement. I don't think you can express meaning like above in standard regex. (foo|bar).*\.xml will match all 6 file above and we can't identify which file is paired for a particular file. Is there any standard pattern that can express it? Or any idea how to modify regex to support this, that can be implemented easily?

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  • Cyclic Dependencies.

    - by PhilCK
    Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided. I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies. // Foo #include <Bar.hpp> class Foo { bar& m_bar; }; and // Bar class Foo; class Bar { Foo* m_foo; }; I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

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  • Overloading interface buttons, what are the best practices?

    - by XMLforDummies
    Imagine you'll have always a button labeled "Continue" in the same position in your app's GUI. Would you rather make a single button instance that takes different actions depending on the current state? private State currentState = State.Step1; private ContinueButton_Click() { switch(currentState) { case State.Step1: DoThis(); currentState = State.Step2; break; case State.Step2: DoThat(); break; } } Or would you rather have something like this? public Form() { this.ContinueStep2Button.Visible = false; } private ContinueStep1Button_Click() { DoThis(); this.ContinueStep1Button.Visible = false; this.ContinueStep2Button.Visible = true; } private ContinueStep2Button_Click() { DoThat(); }

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Preffered lambda syntax?

    - by Roger Alsing
    I'm playing around a bit with my own C like DSL grammar and would like some oppinions. I've reserved the use of "(...)" for invocations. eg: foo(1,2); My grammar supports "trailing closures" , pretty much like Ruby's blocks that can be passed as the last argument of an invocation. Currently my grammar support trailing closures like this: foo(1,2) { //parameterless closure passed as the last argument to foo } or foo(1,2) [x] { //closure with one argument (x) passed as the last argument to foo print (x); } The reason why I use [args] instead of (args) is that (args) is ambigious: foo(1,2) (x) { } There is no way in this case to tell if foo expects 3 arguments (int,int,closure(x)) or if foo expects 2 arguments and returns a closure with one argument(int,int) - closure(x) So thats pretty much the reason why I use [] as for now. I could change this to something like: foo(1,2) : (x) { } or foo(1,2) (x) -> { } So the actual question is, what do you think looks best? [...] is somewhat wrist unfriendly. let x = [a,b] { } Ideas?

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  • When following SRP, how should I deal with validating and saving entities?

    - by Kristof Claes
    I've been reading Clean Code and various online articles about SOLID lately, and the more I read about it, the more I feel like I don't know anything. Let's say I'm building a web application using ASP.NET MVC 3. Let's say I have a UsersController with a Create action like this: public class UsersController : Controller { public ActionResult Create(CreateUserViewModel viewModel) { } } In that action method I want to save a user to the database if the data that was entered is valid. Now, according to the Single Responsibility Principle an object should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Since validation and saving to the database are two separate responsibilities, I guess I should create to separate class to handle them like this: public class UsersController : Controller { private ICreateUserValidator validator; private IUserService service; public UsersController(ICreateUserValidator validator, IUserService service) { this.validator = validator; this.service= service; } public ActionResult Create(CreateUserViewModel viewModel) { ValidationResult result = validator.IsValid(viewModel); if (result.IsValid) { service.CreateUser(viewModel); return RedirectToAction("Index"); } else { foreach (var errorMessage in result.ErrorMessages) { ModelState.AddModelError(String.Empty, errorMessage); } return View(viewModel); } } } That makes some sense to me, but I'm not at all sure that this is the right way to handle things like this. It is for example entirely possible to pass an invalid instance of CreateUserViewModel to the IUserService class. I know I could use the built in DataAnnotations, but what when they aren't enough? Image that my ICreateUserValidator checks the database to see if there already is another user with the same name... Another option is to let the IUserService take care of the validation like this: public class UserService : IUserService { private ICreateUserValidator validator; public UserService(ICreateUserValidator validator) { this.validator = validator; } public ValidationResult CreateUser(CreateUserViewModel viewModel) { var result = validator.IsValid(viewModel); if (result.IsValid) { // Save the user } return result; } } But I feel I'm violating the Single Responsibility Principle here. How should I deal with something like this?

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Examples of Liskov Substitution

    - by james lewis
    I'm facilitating a session next week on the Liskov Substitution Principle and I was wondering if anyone had any examples of violations 'from the trenches'? I'm looking for something other than uncle Bob's rectangle - square problem and the persistent set problem he talks about in A-PPP (although that is a great example). So far I'm using the example of a (very simple) List and an IndexedList as the 'correct' use of inheritance. And the addition of a Set to this hierarchy as a violation (as a Set is distinct; strengthening the pre condition of the Add method). I've also taken this great example and it's solution from this question Both those examples are great but I'm looking for something more subtle and harder to spot. So far I've come up with nothing so if you've got a great, subtle example post it up. Also, any metaphors you've come across that helped you understand LSP would be really useful too.

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  • Advantages of Singleton Class over Static Class?

    Point 1) Singleton We can get the object of singleton and then pass to other methods. Static Class We can not pass static class to other methods as we pass objects Point 2) Singleton In future, it is easy to change the logic of of creating objects to some pooling mechanism. Static Class Very difficult to implement some pooling logic in case of static class. We would need to make that class as non-static and then make all the methods non-static methods, So entire your code needs to be changed. Point3:) Singleton Can Singletone class be inherited to subclass? Singleton class does not say any restriction of Inheritence. So we should be able to do this as long as subclass is also inheritence.There's nothing fundamentally wrong with subclassing a class that is intended to be a singleton. There are many reasons you might want to do it. and there are many ways to accomplish it. It depends on language you use. Static Class We can not inherit Static class to another Static class in C#. Think about it this way: you access static members via type name, like this: MyStaticType.MyStaticMember(); Were you to inherit from that class, you would have to access it via the new type name: MyNewType.MyStaticMember(); Thus, the new item bears no relationships to the original when used in code. There would be no way to take advantage of any inheritance relationship for things like polymorphism. span.fullpost {display:none;}

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  • UML - Class Diagrams Order -> Products

    - by Phorce
    I have a class diagram that is like this: < Order > (1) CAN HAVE (M) < products > But therefore "Order" has the following: Order_Id Customer_Id Order_date_day Order_date_month Order_date_yeah But I do not know how it would handle the Products? Because, I couldn't have "ProductID" because that would mean that each item in this class would have to have a separate instance for each product (E.g. someone ordered 100 products, but only placed 1 order). Could I have an Product object in class Order? If so, how do you represent that in UML? Thank you

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • how to write high quality GUI software with qt?

    - by Opetmar
    I want to write a project using QT library, so after learning the library and mastering it how should I start, what other libraries or things that I should learn? are there any other tools that will help me during the development or tools well help the end user to install the software and using it? What are the things that I should be aware? what are the things that I should avoid so it can run efficiently?

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  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

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  • What to include in metadata?

    - by shyam
    I'm wondering if there are any general guidelines or best practices regarding when to split data into a metadata format, as oppose to directly embedding it within the data. (Specific example below). My understanding of metadata is that it describes data (without the need to actually look at the data), allowing for data to be quickly search/filtered for easy access. Let's take for example a simple 3D model format. The actual data file itself is a binary file containing vertices and colors. Things like creation date, modified data and author name would be things that describe the binary data, so I would say these belong as metadata (outside of the binary file). But what if the application had no need to search or filter by these fields? Would it be acceptable to embed these fields directly into the binary data itself? Could they be duplicated in both the binary data and the meta data, or would this be considered bad practice? What about more ambiguous fields such as the model name, which could be considered part of the data itself, but also as data describing the binary data?... How do you decide which data to embed in the actual binary file, as opposed to separating into a more flexible metadata format? Thanks!

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  • Good free CSS Sprite for icons

    - by Saif Bechan
    I am working on a small project where I need some of the basic icons: edit, favorite, delete. You know them. Now i can download them all seperate, and put them together in a sprite, but I was wondering if there are ready to download sprites which I can use. Now I am working on an accounting app, so it would be nice if the icons were not too childish. A little but of fancy business type icons. Thanks

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  • Object behaviour or separate class?

    - by Andrew Stephens
    When it comes to OO database access you see two common approaches - the first is to provide a class (say "Customer") with methods such as Retrieve(), Update(), Delete(), etc. The other is to keep the Customer class fairly lightweight (essentially just properties) and perform the database access elsewhere, e.g. using a repository. This choice of approaches doesn't just apply to database access, it can crop up in many different OOD scenarios. So I was wondering if one way is preferable over the other (although I suspect the answer will be "it depends")! Another dev on our team argues that to be truly OO the class should be "self-contained", i.e. providing all the methods necessary to manipulate and interact with that object. I personally prefer the repository approach - I don't like bloating the Customer class with all that functionality, and I feel it results in cleaner code having it elsewhere, but I can't help thinking I'm seriously violating core OO concepts! And what about memory implications? If I retrieve thousands of Customer objects I'm assuming those with the data access methods will take up a lot more memory than the property-only objects?

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