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  • How do I prove or disprove "god" objects are wrong?

    - by honestduane
    Problem Summary: Long story short, I inherited a code base and an development team I am not allowed to replace and the use of God Objects is a big issue. Going forward, I want to have us re-factor things but I am getting push-back from the teams who want to do everything with God Objects "because its easier" and this means I would not be allowed to re-factor. I pushed back citing my years of dev experience, that I'm the new boss who was hired to know these things, etc, and so did the third party offshore companies account sales rep, and this is now at the executive level and my meeting is tomorrow and I want to go in with a lot of technical ammo to advocate best practices because I feel it will be cheaper in the long run (And I personally feel that is what the third party is worried about) for the company. My issue is from a technical level, I know its good long term but I'm having trouble with the ultra short term and 6 months term, and while its something I "know" I cant prove it with references and cited resources outside of one person (Robert C. Martin, aka Uncle Bob), as that is what I am being asked to do as I have been told having data from one person and only one person (Robert C Martin) is not good enough of an argument. Question: What are some resources I can cite directly (Title, year published, page number, quote) by well known experts in the field that explicitly say this use of "God" Objects/Classes/Systems is bad (or good, since we are looking for the most technically valid solution)? Research I have already done: I have a number of books here and I have searched their indexes for the use of the words "god object" and "god class". I found that oddly its almost never used and the copy of the GoF book I have for example, never uses it (At least according to the index in front of me) but I have found it in 2 books per the below, but I want more I can use. I checked the Wikipedia page for "God Object" and its currently a stub with little reference links so although I personally agree with that it says, It doesn't have much I can use in an environment where personal experience is not considered valid. The book cited is also considered too old to be valid by the people I am debating these technical points with as the argument they are making is that "it was once thought to be bad but nobody could prove it, and now modern software says "god" objects are good to use". I personally believe that this statement is incorrect, but I want to prove the truth, whatever it is. In Robert C Martin's "Agile Principles, Patterns, and Practices in C#" (ISBN: 0-13-185725-8, hardcover) where on page 266 it states "Everybody knows that god classes are a bad idea. We don't want to concentrate all the intelligence of a system into a single object or a single function. One of the goals of OOD is the partitioning and distribution of behavior into many classes and many function." -- And then goes on to say sometimes its better to use God Classes anyway sometimes (Citing micro-controllers as an example). In Robert C Martin's "Clean Code: A Handbook of Agile Software Craftsmanship" page 136 (And only this page) talks about the "God class" and calls it out as a prime example of a violation of the "classes should be small" rule he uses to promote the Single Responsibility Principle" starting on on page 138. The problem I have is all my references and citations come from the same person (Robert C. Martin), and am from the same single person/source. I am being told that because he is just one guy, my desire to not use "God Classes" is invalid and not accepted as a standard best practice in the software industry. Is this true? Am I doing things wrong from a technical perspective by trying to keep to the teaching of Uncle Bob? God Objects and Object Oriented Programming and Design: The more I think of this the more I think this is more something you learn when you study OOP and its never explicitly called out; Its implicit to good design is my thinking (Feel free to correct me, please, as I want to learn), The problem is I "know" this, but but not everybody does, so in this case its not considered a valid argument because I am effectively calling it out as universal truth when in fact most people are statistically ignorant of it since statistically most people are not programmers. Conclusion: I am at a loss on what to search for to get the best additional results to cite, since they are making a technical claim and I want to know the truth and be able to prove it with citations like a real engineer/scientist, even if I am biased against god objects due to my personal experience with code that used them. Any assistance or citations would be deeply appreciated.

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  • HOW TO: Draggable legend in matplotlib

    - by Adam Fraser
    QUESTION: I'm drawing a legend on an axes object in matplotlib but the default positioning which claims to place it in a smart place doesn't seem to work. Ideally, I'd like to have the legend be draggable by the user. How can this be done? SOLUTION: Well, I found bits and pieces of the solution scattered among mailing lists. I've come up with a nice modular chunk of code that you can drop in and use... here it is: class DraggableLegend: def __init__(self, legend): self.legend = legend self.gotLegend = False legend.figure.canvas.mpl_connect('motion_notify_event', self.on_motion) legend.figure.canvas.mpl_connect('pick_event', self.on_pick) legend.figure.canvas.mpl_connect('button_release_event', self.on_release) legend.set_picker(self.my_legend_picker) def on_motion(self, evt): if self.gotLegend: dx = evt.x - self.mouse_x dy = evt.y - self.mouse_y loc_in_canvas = self.legend_x + dx, self.legend_y + dy loc_in_norm_axes = self.legend.parent.transAxes.inverted().transform_point(loc_in_canvas) self.legend._loc = tuple(loc_in_norm_axes) self.legend.figure.canvas.draw() def my_legend_picker(self, legend, evt): return self.legend.legendPatch.contains(evt) def on_pick(self, evt): if evt.artist == self.legend: bbox = self.legend.get_window_extent() self.mouse_x = evt.mouseevent.x self.mouse_y = evt.mouseevent.y self.legend_x = bbox.xmin self.legend_y = bbox.ymin self.gotLegend = 1 def on_release(self, event): if self.gotLegend: self.gotLegend = False ...and in your code... def draw(self): ax = self.figure.add_subplot(111) scatter = ax.scatter(np.random.randn(100), np.random.randn(100)) legend = DraggableLegend(ax.legend()) I emailed the Matplotlib-users group and John Hunter was kind enough to add my solution it to SVN HEAD. On Thu, Jan 28, 2010 at 3:02 PM, Adam Fraser wrote: I thought I'd share a solution to the draggable legend problem since it took me forever to assimilate all the scattered knowledge on the mailing lists... Cool -- nice example. I added the code to legend.py. Now you can do leg = ax.legend() leg.draggable() to enable draggable mode. You can repeatedly call this func to toggle the draggable state. I hope this is helpful to people working with matplotlib.

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  • Using Regex, how can I remove certain characters from inside angle-brackets, leaving the characters

    - by Iain Fraser
    Edit: To be clear, please understand that I am not using Regex to parse the html, that's crazy talk! I'm simply wanting to clean up a messy string of html so it will parse Edit #2: I should also point out that the control character I'm using is a special unicode character - it's not something that would ever be used in a proper tag under any normal circumstances Suppose I have a string of html that contains a bunch of control characters and I want to remove the control characters from inside tags only, leaving the characters outside the tags alone. For example Here the control character is the numeral "1". Input The quick 1<strong>orange</strong> lemming <sp11a1n 1class1='jumpe111r'11>jumps over</span> 1the idle 1frog Desired Output The quick 1<strong>orange</strong> lemming <span class='jumper'>jumps over</span> 1the idle 1frog So far I can match tags which contain the control character but I can't remove them in one regex. I guess I could perform another regex on my matches, but I'd really like to know if there's a better way. My regex Bear in mind this one only matches tags which contain the control character. <(([^>])*?`([^>])*?)*?> Thanks very much for your time and consideration. Iain Fraser

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  • How can I remove certain characters from inside angle-brackets, leaving the characters outside alone

    - by Iain Fraser
    Edit: To be clear, please understand that I am not using Regex to parse the html, that's crazy talk! I'm simply wanting to clean up a messy string of html so it will parse Edit #2: I should also point out that the control character I'm using is a special unicode character - it's not something that would ever be used in a proper tag under any normal circumstances Suppose I have a string of html that contains a bunch of control characters and I want to remove the control characters from inside tags only, leaving the characters outside the tags alone. For example Here the control character is the numeral "1". Input The quick 1<strong>orange</strong> lemming <sp11a1n 1class1='jumpe111r'11>jumps over</span> 1the idle 1frog Desired Output The quick 1<strong>orange</strong> lemming <span class='jumper'>jumps over</span> 1the idle 1frog So far I can match tags which contain the control character but I can't remove them in one regex. I guess I could perform another regex on my matches, but I'd really like to know if there's a better way. My regex Bear in mind this one only matches tags which contain the control character. <(([^>])*?`([^>])*?)*?> Thanks very much for your time and consideration. Iain Fraser

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  • multi_index composite_key replace with iterator

    - by Rohit
    Is there anyway to loop through an index in a boost::multi_index and perform a replace? #include <iostream> #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/composite_key.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> using namespace boost::multi_index; using namespace std; struct name_record { public: name_record(string given_name_,string family_name_,string other_name_) { given_name=given_name_; family_name=family_name_; other_name=other_name_; } string given_name; string family_name; string other_name; string get_name() const { return given_name + " " + family_name + " " + other_name; } void setnew(string chg) { given_name = given_name + chg; family_name = family_name + chg; } }; struct NameIndex{}; typedef multi_index_container< name_record, indexed_by< ordered_non_unique< tag<NameIndex>, composite_key < name_record, BOOST_MULTI_INDEX_MEMBER(name_record,string, name_record::given_name), BOOST_MULTI_INDEX_MEMBER(name_record,string, name_record::family_name) > > > > name_record_set; typedef boost::multi_index::index<name_record_set,NameIndex>::type::iterator IteratorType; typedef boost::multi_index::index<name_record_set,NameIndex>::type NameIndexType; void printContainer(name_record_set & ns) { cout << endl << "PrintContainer" << endl << "-------------" << endl; IteratorType it1 = ns.begin(); IteratorType it2 = ns.end (); while (it1 != it2) { cout<<it1->get_name()<<endl; it1++; } cout << "--------------" << endl << endl; } void modifyContainer(name_record_set & ns) { cout << endl << "ModifyContainer" << endl << "-------------" << endl; IteratorType it3; IteratorType it4; NameIndexType & idx1 = ns.get<NameIndex>(); IteratorType it1 = idx1.begin(); IteratorType it2 = idx1.end(); while (it1 != it2) { cout<<it1->get_name()<<endl; name_record nr = *it1; nr.setnew("_CHG"); bool res = idx1.replace(it1,nr); cout << "result is: " << res << endl; it1++; } cout << "--------------" << endl << endl; } int main() { name_record_set ns; ns.insert( name_record("Joe","Smith","ENTRY1") ); ns.insert( name_record("Robert","Brown","ENTRY2") ); ns.insert( name_record("Robert","Nightingale","ENTRY3") ); ns.insert( name_record("Marc","Tuxedo","ENTRY4") ); printContainer (ns); modifyContainer (ns); printContainer (ns); return 0; } PrintContainer ------------- Joe Smith ENTRY1 Marc Tuxedo ENTRY4 Robert Brown ENTRY2 Robert Nightingale ENTRY3 -------------- ModifyContainer ------------- Joe Smith ENTRY1 result is: 1 Marc Tuxedo ENTRY4 result is: 1 Robert Brown ENTRY2 result is: 1 -------------- PrintContainer ------------- Joe_CHG Smith_CHG ENTRY1 Marc_CHG Tuxedo_CHG ENTRY4 Robert Nightingale ENTRY3 Robert_CHG Brown_CHG ENTRY2 --------------

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  • Troubleshooting Your Network with Oracle Linux

    - by rickramsey
    Are you afraid of network problems? I was. Whenever somebody said "it's probably the network," I went to lunch. And hoped that it was fixed by the time I got back. Turns out it wasn't that hard to do a little basic troubleshooting Tech Article: Troubleshooting Your Network with Oracle Linux by Robert Chase You're no doubt already familiar with ping. Even I knew how to use ping. Turns out there's another command that can show you not just whether a system can respond over the network, but the path the packets to that system take. Our blogging platform won't allow me to write the name down, but I can tell you that if you replace the x in this word with an e, you'll have the right command: tracxroute Once you get used to those, you can venture into the realms of mtr, nmap, and netcap. Robert Chase explains how each one can help you troubleshoot the network, and provides examples for how to use them. Robert is not only a solid writer, he is also a brilliant motorcyclist and rides an MV Augusta F4 750. About the Photograph Photo of flowers in San Simeon, California, taken by Rick Ramsey on a ride home from the Sun Reunion in May 2014. - Rick Follow me on: Personal Blog | Personal Twitter   Follow OTN Garage on: Web | Facebook | Twitter | YouTube

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  • How to programatically retarget animations from one skeleton to another?

    - by Fraser
    I'm trying to write code to transfer animations that were designed for one skeleton to look correct on another skeleton. The source animations consist only of rotations except for translations on the root (they're the mocap animations from the CMU motion capture database). Many 3D applications (eg Maya) have this facility built-in, but I'm trying to write a (very simple) version of it for my game. I've done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later). The problem, however, is that the base skeleton/bind poses are different, and the bones are different scales (shorter/longer), so if I just copy the rotation straight over it looks very strange: I've tried multiplying by the original bone's absolute rotation, then by the inverse of the target, and vice-versa... kind of a shot in the dark, and indeed it didn't work. (Tried relative transformations too)... I'm not sure where to go from here, so if anyone has any resources on stuff like this (papers, source code, etc), that would be really helpful. Thanks!

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  • Cool examples of procedural pixel shader effects?

    - by Robert Fraser
    What are some good examples of procedural/screen-space pixel shader effects? No code necessary; just looking for inspiration. In particular, I'm looking for effects that are not dependent on geometry or the rest of the scene (would look okay rendered alone on a quad) and are not image processing (don't require a "base image", though they can incorporate textures). Multi-pass or single-pass is fine. Screenshots or videos would be ideal, but ideas work too. Here are a few examples of what I'm looking for (all from the RenderMonkey samples): PS - I'm aware of this question; I'm not asking for a source of actual shader implementations but instead for some inspirational ideas -- and the ones at the NVIDIA Shader Library mostly require a scene or are image processing effects. EDIT: this is an open-ended question and I wish there was a good way to split the bounty. I'll award the rep to the best answer on the last day.

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  • Inverting matrix then decomposing gives different quaternion than decomposing then inverting the quat

    - by Fraser
    I'm getting different signs when I convert a matrix to quaternion and invert that, versus when I invert a matrix and then get the quaternion from it: Quaternion a = Quaternion.Invert(getRotation(m)); Quaternion b = getRotation(Matrix.Invert(m)); I would expect a and b to be identical (or inverses of each other). However, it looks like q1 = (x, y, -z, -w) while q2 = (-x, -y, w, z). In other words, the Z and W components have been switched for some reason. Note: getRotation() decomposes the transform matrix and returns just the rotation part of it (I've tried normalizing the result; it does nothing). The matrix m is a complete transform matrix and contains a translation (and possibly a scale) as well as a rotation. I'm using D3DXMatrixDecompose to do the actual decomposition.

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • Optimizing multiple dispatch notification algorithm in C#?

    - by Robert Fraser
    Sorry about the title, I couldn't think of a better way to describe the problem. Basically, I'm trying to implement a collision system in a game. I want to be able to register a "collision handler" that handles any collision of two objects (given in either order) that can be cast to particular types. So if Player : Ship : Entity and Laser : Particle : Entity, and handlers for (Ship, Particle) and (Laser, Entity) are registered than for a collision of (Laser, Player), both handlers should be notified, with the arguments in the correct order, and a collision of (Laser, Laser) should notify only the second handler. A code snippet says a thousand words, so here's what I'm doing right now (naieve method): public IObservable<Collision<T1, T2>> onCollisionsOf<T1, T2>() where T1 : Entity where T2 : Entity { Type t1 = typeof(T1); Type t2 = typeof(T2); Subject<Collision<T1, T2>> obs = new Subject<Collision<T1, T2>>(); _onCollisionInternal += delegate(Entity obj1, Entity obj2) { if (t1.IsAssignableFrom(obj1.GetType()) && t2.IsAssignableFrom(obj2.GetType())) obs.OnNext(new Collision<T1, T2>((T1) obj1, (T2) obj2)); else if (t1.IsAssignableFrom(obj2.GetType()) && t2.IsAssignableFrom(obj1.GetType())) obs.OnNext(new Collision<T1, T2>((T1) obj2, (T2) obj1)); }; return obs; } However, this method is quite slow (measurable; I lost ~2 FPS after implementing this), so I'm looking for a way to shave a couple cycles/allocation off this. I thought about (as in, spent an hour implementing then slammed my head against a wall for being such an idiot) a method that put the types in an order based on their hash code, then put them into a dictionary, with each entry being a linked list of handlers for pairs of that type with a boolean indication whether the handler wanted the order of arguments reversed. Unfortunately, this doesn't work for derived types, since if a derived type is passed in, it won't notify a subscriber for the base type. Can anyone think of a way better than checking every type pair (twice) to see if it matches? Thanks, Robert

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  • Multiple synonym dictionary matches in PostgreSQL full text searching

    - by Ryan VanMiddlesworth
    I am trying to do full text searching in PostgreSQL 8.3. It worked splendidly, so I added in synonym matching (e.g. 'bob' == 'robert') using a synonym dictionary. That works great too. But I've noticed that it apparently only allows a word to have one synonym. That is, 'al' cannot be 'albert' and 'allen'. Is this correct? Is there any way to have multiple dictionary matches in a PostgreSQL synonym dictionary? For reference, here is my sample dictionary file: bob robert bobby robert al alan al albert al allen And the SQL that creates the full text search config: CREATE TEXT SEARCH DICTIONARY nickname (TEMPLATE = synonym, SYNONYMS = nickname); CREATE TEXT SEARCH CONFIGURATION dxp_name (COPY = simple); ALTER TEXT SEARCH CONFIGURATION dxp_name ALTER MAPPING FOR asciiword WITH nickname, simple; What am I doing wrong? Thanks!

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  • How to configure a Firebird Database to run in memory

    - by Robert
    I'm running a software called Fishbowl inventory and it is running on a firebird database (Windows server 2003) at this time the fishbowl software is running extremely slow when more then one user accesses the software. I'm thinking I maybe able to speed up the application by forcing the database to run "In Memory". However I can not find documentation on how to do this. Any help would be greatly appreciated. Thank you in advance. Robert

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  • Using ListViews on the Android?

    - by Robert
    Hey everyone, I am just getting started with the Android SDK and I had a quick question. I am trying to set up a ListView with a rectangle of color on the left and then a bit of text for each row. I also want to make it so I can click each entry in the list and open a new activity to display some information (similar to the contact list). Anyone have any examples to help me out? Thanks a ton, Robert Hill

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  • How can I import code from LaunchPad.net?

    - by Robert A Henru
    Hi all, I want to import code from Launchpad.net. How can I do it? Is that using SVN? Can I use SVN to keep updated with the code changes? Thank you so much, Robert FYI: this is the code I want to import https://code.launchpad.net/~openerp-commiter/openobject-addons/trunk-extra-addons

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  • process tree

    - by Robert
    I'm looking for an easy way to find the process tree (as shown by tools like Process Explorer), in C# or other .Net language. It would also be useful to find the command-line arguments of another process (the StartInfo on System.Diagnostics.Process seems invalid for process other than the current process). I think these things can only be done by invoking the win32 api, but I'd be happy to be proved wrong. Thanks! Robert

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  • Hiding Group Column Names

    - by Robert
    You once replied to a post about hiding list group header names. http://edinkapic.blogspot.com/2008/06/hiding-list-view-group-headers.html I do not write code or jQuery at that. But you mentioned that it would be better to write a solution in jQuery. Would you have code that would hide the group header and colon in a 2003 list (SP v.2)? Do you have any good leads? Thanks. Robert S.

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  • Great Surprise &ndash; MSDN Ultimate

    - by MarkPearl
    So, I attended the Microsoft Community Evening. The attendance was better than I was expecting for December and we had our first Programming Languages Meeting where Gary did a great presentation on an intro to Ruby. The best surprize of the evening happened when I was about to leave, Robert MacLean asked me how we did our MS licensing – the fact being that we were about to reach the end of our empower license with Microsoft and that I had no idea how we were going to afford upgrading it early next year. Well, out comes a Microsoft Visual Studio Ultimate with MSDN 12 month subscription. An absolute awesome gift – thanks Robert! Best gift ever!

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  • From the Tips Box: Pin Any File to the Windows 7 Taskbar

    - by Jason Fitzpatrick
    Every week we dip into the tip box and share the tips you send in. This week we’re highlighting a great tip and the accompanying tutorial video that shows you how to pin any file to the Windows 7 taskbar. Robert Jasinski writes in with a clever way to pin any file you want to the task bar. By default if you drag a text document to the taskbar it will pin it to the Notepad executable—the same thing happens with any other file that has an association with an executable. What if you want to pin that specific text file to the taskbar and not to the executable (or any other file for that matter)? Robert shares his method:  What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Open World 2012

    - by jeffrey.waterman
    For those of you fortunate enough to be attending this year's Oracle OpenWorld here is a sessions I recommend carving time out of your hectic schedule to attend: Public Sector General Session (session ID#: GEN8536) Wednesday, October 3, 10:15 a.m.–11:15 a.m., Westin San Francisco, Metropolitan III Room Speakers, Mark Johnson, SVP Oracle Public Sector; Peter Doolan, CTO Oracle Public Sector; Robert Livingston, founding partner of Livingston Group and former member of the US Congress. Join Mark Johnson for an update on Oracle in government. Mark will be joined by Peter Doolan and Robert Livingston to discuss current topics facing governments and how Oracle can help organizations achieve their goals. I'll be posting more interesting sessions as I peruse the conference agenda over the next week or so.  If you see an interesting session, please feel free to share your suggestions in the comments section.

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  • GWB | Contest Standings as of May 17th, 2010

    - by Staff of Geeks
    I want to officially let everyone know the 30 posts in 60 days contest has started.  The current standings as as followed for those in the “Top 10” (there are twelve due to ties now).  For those who don’t know about the contest, we are ordering custom Geekswithblogs.net t-shirts for those members who post 30 posts in the 60 days, starting May 15th, 2010.  The shirts will have the Geekswithblogs.net logo on the front and your URL on the back.    Top 12 Bloggers in the 30 in 60 Contest Christopher House (4 posts) - http://geekswithblogs.net/13DaysaWeek Robert May (3 posts) - http://geekswithblogs.net/rakker Stuart Brierley (3 posts) - http://geekswithblogs.net/StuartBrierley Dave Campbell (2 posts) - http://geekswithblogs.net/WynApseTechnicalMusings Steve Michelotti (2 posts) - http://geekswithblogs.net/michelotti Scott Klein (2 posts) - http://geekswithblogs.net/ScottKlein Robert Kokuti (2 posts) - http://geekswithblogs.net/robertkokuti Robz / Fervent Coder (2 posts) - http://geekswithblogs.net/robz Mai Nguyen (2 posts) - http://geekswithblogs.net/Maisblog Mark Pearl (2 posts) - http://geekswithblogs.net/MarkPearl Enrique Lima (2 posts) - http://geekswithblogs.net/enriquelima Frez (2 posts) - http://geekswithblogs.net/Frez I will be publishing updates throughout the contest on this blog.  Technorati Tags: Contest,Geekswithblogs,30 in 60

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