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  • Redirect a URL to another URL with IIS 7.5

    - by Jason White
    I have no idea why this isn't working. I've tried creating map rules and then rewriting and redirecting the URL. I've tried just redirecting it with a simple rewrite rule and no matter what, the only time I can get it to work is if I set the match URL to match this regex .*. I'm trying to redirect webmail.example.com to mail.example.com. Seemed like it would have taken but a couple seconds; boy was I wrong. I'm thinking I must be doing something wrong with the regex, but I'm not sure what as when I test it it seems to work fine. <rule name="webmail" patternSyntax="ECMAScript" stopProcessing="true"> <match url=".*webmail.*" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> </conditions> <action type="Redirect" url="https://mail.example.com:8000" appendQueryString="false" logRewrittenUrl="true" /> </rule>

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • How could you model "scent trails" in a game?

    - by Sebastien Diot
    Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If you have only few individuals going about, you can probably do something like a map of 3D coord to entity ID, but real scent works differently, because it fades over time, but slowly. And most of the time, you can only know approximately what went there, and approximately how many things of that type went there. And the approximation becomes worst with time, until it's gone. I imagine it's kind of like starting with an exact number, and slowly loosing the least significant digits, until you loose the most significant digit too. But that doesn't really help me, because entity IDs aren't normally encoded to contain the entity type, in addition to it's individual ID.

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  • can you have too many dto/bo - mapping method

    - by Fredou
    I have a windows service, 2 web services and a web interface that need to follow the same path (data wise). So I came up with two ways of creating my solution. My concern is the fact that the UI/WS/etc will have their own kind of DTO (let's say the model in ASP.Net MVC) that should be mapped to a DTO so the SL can then map it to a BO then mapping it to the proper EF6 DTO so that I can save it in a database. So I'm thinking of doing it this way to remove one level of mapping. Which one should I take? Or is there a 3rd solution?

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  • Updating an Entity through a Service

    - by GeorgeK
    I'm separating my software into three main layers (maybe tiers would be a better term): Presentation ('Views') Business logic ('Services' and 'Repositories') Data access ('Entities' (e.g. ActiveRecords)) What do I have now? In Presentation, I use read-only access to Entities, returned from Repositories or Services, to display data. $banks = $banksRegistryService->getBanksRepository()->getBanksByCity( $city ); $banksViewModel = new PaginatedList( $banks ); // some way to display banks; // example, not real code I find this approach quite efficient in terms of performance and code maintanability and still safe as long as all write operations (create, update, delete) are preformed through a Service: namespace Service\BankRegistry; use Service\AbstractDatabaseService; use Service\IBankRegistryService; use Model\BankRegistry\Bank; class Service extends AbstractDatabaseService implements IBankRegistryService { /** * Registers a new Bank * * @param string $name Bank's name * @param string $bik Bank's Identification Code * @param string $correspondent_account Bank's correspondent account * * @return Bank */ public function registerBank( $name, $bik, $correspondent_account ) { $bank = new Bank(); $bank -> setName( $name ) -> setBik( $bik ) -> setCorrespondentAccount( $correspondent_account ); if( null === $this->getBanksRepository()->getDefaultBank() ) $this->setDefaultBank( $bank ); $this->getEntityManager()->persist( $bank ); return $bank; } /** * Makes the $bank system's default bank * * @param Bank $bank * @return IBankRegistryService */ public function setDefaultBank( Bank $bank ) { $default_bank = $this->getBanksRepository()->getDefaultBank(); if( null !== $default_bank ) $default_bank->setDefault( false ); $bank->setDefault( true ); return $this; } } Where am I stuck? I'm struggling about how to update certain fields in Bank Entity. Bad solution #1: Making a series of setters in Service for each setter in Bank; - seems to be quite reduntant, increases Service interface complexity and proportionally decreases it's simplicity - something to avoid if you care about code maitainability. I try to follow KISS and DRY principles. Bad solution #2: Modifying Bank directly through it's native setters; - really bad. If you'll ever need to move modification into the Service, it will be pain. Business logic should remain in Business logic layer. Plus, there are plans on logging all of the actions and maybe even involve user permissions (perhaps, through decorators) in future, so all modifications should be made only through the Service. Possible good solution: Creating an updateBank( Bank $bank, $array_of_fields_to_update) method; - makes the interface as simple as possible, but there is a problem: one should not try to manually set isDefault flag on a Bank, this operation should be performed through setDefaultBank method. It gets even worse when you have relations that you don't want to be directly modified. Of course, you can just limit the fields that can be modified by this method, but how do you tell method's user what they can and cannot modify? Exceptions?

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • Issues with web hosting at home

    - by hari
    I want to host a small personal website at home. One basic problem I am hitting is, From inside home network, I cannot access my domain name. I have to use the local ip (something like 192.168.1.4) to access the website. This ip is the desktop which is hosting the website. Because of this mapping, I have issues setting up a simple wordpress blog on it too. How do I get past this issue? edit:0 when I try to access www.example.com (my domain) from within my home network, I get redirected to my router login. PS: 1) I am using dyndns service to map my non-static ip to my domain name. 2) My portforwarding works fine.

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  • Drawing an outline around an arbitrary group of hexagons

    - by Perky
    Is there an algorithm for drawing an outline around around an arbitrary group of hexagons? The polygon outline drawn may be concave. See the images below, the green line is what I am trying to achieve. The hexagons are stored as vertices and drawn as polygons. Edit: I've uploaded images that should explain more. I want to favour convex hulls because it's conveys an area of control more quickly. Each hexagon is stored in a multidimensional array so they all have x and y coordinates, I can easily find adjacent hexagons and the opposite vertex, i.e. adjacentHexagon = getAdjacentHexagon( someHexagon, NORTHWEST ) if there isn't a hexagon immediately adjacent it will continue to search in that direction until it finds one or hits the map edges.

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Unable to access the server via SSH?

    - by Rishee
    when I am trying to access the server through ssh it says: ssh: connect to host xx.yyy.zzz.x port 22: Connection refused and on the server in auth.log it shows following log entry: Address xx.yyy.zzz.x maps to xx.yyy.zzz.x.static-pune-vsnl.net.in, but this does not map back to the address - POSSIBLE BREAK-IN ATTEMPT! I have created a user account for that user and it is also in enabled status. Requested info It is Ubuntu 11.10 It is configured as SSH Server using openssh-server I am trying to connect to this server using Putty from Windows 7 i.e. My Desktop I have also asked this in superuser as per the request of @zpletan and link to that question is given below. http://superuser.com/questions/408080/unable-to-access-the-server-via-ssh Thanks in advance.

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • Shadowmap first phase and shaders

    - by KaiserJohaan
    I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the first pass, when creating the shadowmap. This is my vertex shader: in vec3 position; uniform mat4 lightWVP; void main() { gl_Position = lightWVP * vec4(position, 1.0); } Now, do I even need a fragment shader in this shader pass? from what I understand after reading http://www.opengl.org/wiki/Fragment_Shader, by default gl_FragCoord.z is written to the currently attached depth component (to which my cubemap texture is bound to). Thus I shouldnt even need a fragment shader for this pass and from what I understand, there is no other work to do in the fragment shader other than writing this value. Is this correct?

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  • 2D shader to draw representation of rotating sphere.

    - by TheBigO
    I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a texture to it, rotate the sphere, and render in 3D. My question is, is there a way to display a 2D circle, that looks like a rotating sphere, with just a 2D shader. In other words, can someone think of a trick, like mapping a texture to the circle in a particular way, to give the appearance of an in-place rotating sphere, that is always viewed from the side? I don't need exact shader code, I'm just looking for the right idea.

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  • Enablement 2.0 Get Specialized!

    - by michaela.seika(at)oracle.com
      Check the new OPN Certified Specialist Exam Study Guides – your quick reference to the training options to guide partners pass OPN Specialist Exams! What are the advantages of the Exam Study Guides? Cover the Implementation Specialist Exams that count towards OPN Specialization program. Capture Exam Topics, Exam Objectives and Training Options. Define the Exam Objectives by learner or practitioner level of knowledge: Learner-level: questions require the candidate to recall information to derive the correct answer Practitioner-level: questions require the candidate to derive the correct answer from an application of their knowledge. Map by each Exam Topic the alternative training options that are available at Oracle. Where to find the Exam Study Guides? On Enablement 2.0 > Spotlight On each Knowledge Zone > Implement On each Specialist Implementation Guided Learning Path For More Information Oracle Certification Program Beta Exams OPN Certified Specialist Exams OPN Certified Specialist FAQ Contact Us Please direct any inquiries you may have to Oracle Partner Enablement team at [email protected].

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  • Different ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very differently than most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came from my love of map and reduce in python - while not exactly the same thing, the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language; that allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Use PathModifier of MoveModifier for Tower of Defense Game

    - by Siddharth
    In my game I want to move enemy on the fixed path so that I have establish manual grid structure for that purpose not used tile map. Game contain multiple level and the path will be different for each level and also multiple fixed path exist for each level. So my question is, What I have to use MoveModifier or PathModifier for my game ? Also mention I have to use WayPoint or not. Further detail you all are free to ask. Please help me to decide what to do.

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  • Custom Configuration Section Handlers

    Most .NET developers who need to store something in configuration tend to use appSettings for this purpose, in my experience.  More recently, the framework itself has helped things by adding the <connectionStrings /> section so at least these are in their own section and not adding to the appSettings clutter that pollutes most apps.  I recommend avoiding appSettings for several reasons.  In addition to those listed there, I would add that strong typing and validation are additional reasons to go the custom configuration section route. For my ASP.NET Tips and Tricks talk, I use the following example, which is a simple DemoSettings class that includes two fields.  The first is an integer representing how many attendees there are present for the talk, and the second is the title of the talk.  The setup in web.config is as follows: <configSections> <section name="DemoSettings" type="ASPNETTipsAndTricks.Code.DemoSettings" /> </configSections>   <DemoSettings sessionAttendees="100" title="ASP.NET Tips and Tricks DevConnections Spring 2010" /> Referencing the values in code is strongly typed and straightforward.  Here I have a page that exposes two properties which internally get their values from the configuration section handler: public partial class CustomConfig1 : System.Web.UI.Page { public string SessionTitle { get { return DemoSettings.Settings.Title; } } public int SessionAttendees { get { return DemoSettings.Settings.SessionAttendees; } } } Note that the settings are only read from the config file once after that they are cached so there is no need to be concerned about excessive file access. Now weve seen how to set it up on the config file and how to refer to the settings in code.  All that remains is to see the file itself: public class DemoSettings : ConfigurationSection { private static DemoSettings settings = ConfigurationManager.GetSection("DemoSettings") as DemoSettings; public static DemoSettings Settings{ get { return settings;} }   [ConfigurationProperty("sessionAttendees" , DefaultValue = 200 , IsRequired = false)] [IntegerValidator(MinValue = 1 , MaxValue = 10000)] public int SessionAttendees { get { return (int)this["sessionAttendees"]; } set { this["sessionAttendees"] = value; } }   [ConfigurationProperty("title" , IsRequired = true)] [StringValidator(InvalidCharacters = "~!@#$%^&*()[]{}/;\"|\\")] public string Title { get { return (string)this["title"]; } set { this["title"] = value; }   } } The class is pretty straightforward, but there are some important components to note.  First, it must inherit from System.Configuration.ConfigurationSection.  Next, as a convention I like to have a static settings member that is responsible for pulling out the section when the class is first referenced, and further to expose this collection via a static readonly property, Settings.  Note that the types of both of these are the type of my class, DemoSettings. The properties of the class, SessionAttendees and Title, should map to the attributes of the config element in the XML file.  The [ConfigurationProperty] attribute allows you to map the attribute name to the property name (thus using both XML standard naming conventions and C# naming conventions).  In addition, you can specify a default value to use if nothing is specified in the config file, and whether or not the setting must be provided (IsRequired).  If it is required, then it doesnt make sense to include a default value. Beyond defaults and required, you can specify more advanced validation rules for the configuration values using additional C# attributes, such as [IntegerValidator] and [StringValidator].  Using these, you can declaratively specify that your configuration values be in a given range, or omit certain forbidden characters, for instance.  Of course you can write your own custom validation attributes, and there are others specified in System.Configuration. Individual sections can also be loaded from separate files, using syntax like this: <DemoSettings configSource="demosettings.config" /> Summary Using a custom configuration section handler is not hard.  If your application or component requires configuration, I recommend creating a custom configuration handler dedicated to your app or component.  Doing so will reduce the clutter in appSettings, will provide you with strong typing and validation, and will make it much easier for other developers or system administrators to locate and understand the various configuration values that are necessary for a given application. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • CPU Usage in Very Large Coherence Clusters

    - by jpurdy
    When sizing Coherence installations, one of the complicating factors is that these installations (by their very nature) tend to be application-specific, with some being large, memory-intensive caches, with others acting as I/O-intensive transaction-processing platforms, and still others performing CPU-intensive calculations across the data grid. Regardless of the primary resource requirements, Coherence sizing calculations are inherently empirical, in that there are so many permutations that a simple spreadsheet approach to sizing is rarely optimal (though it can provide a good starting estimate). So we typically recommend measuring actual resource usage (primarily CPU cycles, network bandwidth and memory) at a given load, and then extrapolating from those measurements. Of course there may be multiple types of load, and these may have varying degrees of correlation -- for example, an increased request rate may drive up the number of objects "pinned" in memory at any point, but the increase may be less than linear if those objects are naturally shared by concurrent requests. But for most reasonably-designed applications, a linear resource model will be reasonably accurate for most levels of scale. However, at extreme scale, sizing becomes a bit more complicated as certain cluster management operations -- while very infrequent -- become increasingly critical. This is because certain operations do not naturally tend to scale out. In a small cluster, sizing is primarily driven by the request rate, required cache size, or other application-driven metrics. In larger clusters (e.g. those with hundreds of cluster members), certain infrastructure tasks become intensive, in particular those related to members joining and leaving the cluster, such as introducing new cluster members to the rest of the cluster, or publishing the location of partitions during rebalancing. These tasks have a strong tendency to require all updates to be routed via a single member for the sake of cluster stability and data integrity. Fortunately that member is dynamically assigned in Coherence, so it is not a single point of failure, but it may still become a single point of bottleneck (until the cluster finishes its reconfiguration, at which point this member will have a similar load to the rest of the members). The most common cause of scaling issues in large clusters is disabling multicast (by configuring well-known addresses, aka WKA). This obviously impacts network usage, but it also has a large impact on CPU usage, primarily since the senior member must directly communicate certain messages with every other cluster member, and this communication requires significant CPU time. In particular, the need to notify the rest of the cluster about membership changes and corresponding partition reassignments adds stress to the senior member. Given that portions of the network stack may tend to be single-threaded (both in Coherence and the underlying OS), this may be even more problematic on servers with poor single-threaded performance. As a result of this, some extremely large clusters may be configured with a smaller number of partitions than ideal. This results in the size of each partition being increased. When a cache server fails, the other servers will use their fractional backups to recover the state of that server (and take over responsibility for their backed-up portion of that state). The finest granularity of this recovery is a single partition, and the single service thread can not accept new requests during this recovery. Ordinarily, recovery is practically instantaneous (it is roughly equivalent to the time required to iterate over a set of backup backing map entries and move them to the primary backing map in the same JVM). But certain factors can increase this duration drastically (to several seconds): large partitions, sufficiently slow single-threaded CPU performance, many or expensive indexes to rebuild, etc. The solution of course is to mitigate each of those factors but in many cases this may be challenging. Larger clusters also lead to the temptation to place more load on the available hardware resources, spreading CPU resources thin. As an example, while we've long been aware of how garbage collection can cause significant pauses, it usually isn't viewed as a major consumer of CPU (in terms of overall system throughput). Typically, the use of a concurrent collector allows greater responsiveness by minimizing pause times, at the cost of reducing system throughput. However, at a recent engagement, we were forced to turn off the concurrent collector and use a traditional parallel "stop the world" collector to reduce CPU usage to an acceptable level. In summary, there are some less obvious factors that may result in excessive CPU consumption in a larger cluster, so it is even more critical to test at full scale, even though allocating sufficient hardware may often be much more difficult for these large clusters.

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • Common mistakes made by new programmers without CS backgrounds [on hold]

    - by mblinn
    I've noticed that there seems to be a class of mistakes that new programmers without CS backgrounds tend to make, that programmers with CS backgrounds tend not to. I'm not talking about not understanding source control, or how to design large programs, or a whole host of other things that both freshly minted CS graduates and non-CS graduates tend to not understand, I'm talking about basic mistakes that having a CS background will prevent a programmer from making. One obvious and well trod example is that folks who don't have a basic understanding of formal languages will often try to parse arbitrary HTML or XML using regular expressions, and possibly summon Cthulu in the process. Another fairly common one that I've seen is using common data structures in suboptimal ways like using a vector and a search function as if it were a hash map. What sorts of other things along these lines would you look out for when on-boarding a batch of newly minted, non-CS programmers.

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