Search Results

Search found 104525 results on 4181 pages for 'code search engine'.

Page 206/4181 | < Previous Page | 202 203 204 205 206 207 208 209 210 211 212 213  | Next Page >

  • Strange problem with MySQL full text query

    - by Manish
    This probably has something to do with my understanding of full text search or perhaps a known issue. My Java code creates search term for full text search on MySQL like this - +word* This works fine if the value in the DB column contains more text than the word itself. However, if the value is exact - no result are returned. I expected it to return results when value is an exact match. Let me give an example - Assume that DB has column name with value "Manish", now if I search with this - +Manis* It does return the result correctly, but if I try this - +Manish* It doesn't return any result, though exact match exists in DB column - Name. How can I obtain the desired behaviour in both these cases? Removing + sign works, but it returns far too many results when there are two or more words. Any help, pointers would be highly appreciated! I am using MySQL 5.0 TIA, - Manish

    Read the article

  • Sun Grid Engine: Automatically Terminating Idle Interactive Jobs

    - by dmcer
    We're considering using Sun Grid Engine on a small compute cluster. Right now, the current set up is pretty crude and just involves having people ssh to an open machine to run their jobs. We'd like to allow interactive jobs, since that should ease the transition from manually starting jobs to starting them using qsub. But, there is some concern that, if we do, people might accidentally leave their interactive sessions idle and block other jobs from being run on the machines. The issue isn't just theoretical, since we previously tried using OpenPBS and there was a problem with people opening up an interactive job in a screen session and essentially camping on a machine. Is there anyway to configure SGE to automatically kill idle interactive jobs? It looks like this was requested as an enhancement (Issue #:2447) way back in 2007. But, it doesn't seem like the request ever got implemented.

    Read the article

  • How do I (tactfully) tell my project manager or lead developer that the project's codebase needs serious work?

    - by Adam Maras
    I just joined a (relatively) small development team that's been working on a project for several months, if not a year. As with most developer joining a project, I spent my first couple of days reviewing the project's codebase. The project (a medium- to large-sized ASP.NET WebForms internal line of business application) is, for lack of a more descriptive term, a disaster. There are three immediately noticeable problems with the coding standards: The standard is very loose. It describes more of what not to do (don't use Hungarian notation, etc..) than what to do. The standard isn't always followed. There are inconsistencies with the code formatting everywhere. The standard doesn't follow Microsoft's style guidelines. In my opinion, there's no value in deviating from the guidelines that were set forth by the developer of the framework and the largest contributor to the language specification. As for point 3, perhaps it bothers me more because I've taken the time to get my MCPD with a focus on web applications (specifically, ASP.NET). I'm also the only Microsoft Certified Professional on the team. Because of what I learned in all of my schooling, self-teaching, and on-the-job learning (including my preparation for the certification exams) I've also spotted several instances in the project's code where things are simply not done in the best way. I've only been on this team for a week, but I see so many issues with their codebase that I imagine I'll be spending more time fighting with what's already written to do things in "their way" than I would if I were working on a project that, for example, followed more widely accepted coding standards, architecture patterns, and best practices. This brings me to my question: Should I (and if so, how do I) propose to my project manager and team lead that the project needs to be majorly renovated? I don't want to walk into their office, waving my MCTS and MCPD certificates around, saying that their project's codebase is crap. But I also don't want to have to stay silent and have to write kludgey code atop their kludgey code, because I actually want to write quality software and I want the end product to be stable and easily maintainable.

    Read the article

  • Philly.NET Code Camp

    - by Steve Michelotti
    This Saturday I will be at the Philly.NET Code Camp presenting C# 4.0.  The code camp is currently registered to capacity (800 attendees) but you will be able to view certain presentations on a Live Meeting simulcast (and later on Channel 9).  You can tune it at 3:30PM Eastern time to view my presentation. The attendee URL is here.

    Read the article

  • 4th Annual Hartford Code Camp - The Code Camp Manifesto lives on!

    - by SB Chatterjee
    It is amazing that Thom Robbins' blog posting back in December 2004 laid the foundation of the Code Camps that have grown world-wide - there is at least one every week-end in some country (unscientific tweets stats sampling). This week end, we at the Connecticut .NET Developers Group had the 4th Annual Hartford Code Camp and it was well attended with 120+ attendees with ~30 sessions. Our thanks to the Speakers from near and far who made our event a success.

    Read the article

  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

    Read the article

  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

    Read the article

  • More Chicago Code Camp Information

    - by Tim Murphy
    It seems the guys have posted the venue.  The Chicago Code Camp will be held at the Illinois Institute of Technology on May 1, 2010.  Sign up and join in. IIT- Stuart Building 10 West 31st Chicago, IL 60616   del.icio.us Tags: Chicago Code Camp

    Read the article

  • Most mature ASP.NET MVC Blog Engine?

    - by Tony_Henrich
    What's the best ASP.NET MVC based blog engine out there which is ready to deploy? I am guessing there are no MVC blog engines which are comparable with WebForms based blog engines like dasBlog, BlogEngine and subText? I think Oxite is a dead end and Orchid is more like a CMS. Looking for an engine which can do these: - RSS feeds support - anti comment spam functionality like support for Akismet - comment post approval support - Some kind of theming is possible

    Read the article

  • Structuring multi-threaded programs

    - by davidk01
    Are there any canonical sources for learning how to structure multi-threaded programs? Even with all the concurrency utility classes that Java provides I'm having a hard time properly structuring multi-threaded programs. Whenever threads are involved my code becomes very brittle, any little change can potentially break the program because the code that jumps back and forth between the threads tends to be very convoluted.

    Read the article

  • Bill Gates et Mark Zuckerberg vont enseigner la programmation à travers l'initiative Code.org

    Bill Gates et Zuckerberg rejoignent la campagne Hour of code une initiative de code.org destinée à apprendre la programmation aux plus jeunesLa moisson est abondante pour le vaste marché de l'emploi aux États-Unis, mais les ouvriers sont peu nombreux. Le « Bureau of Labor Statistics » américain estime que les années à venir devraient donner naissance à près de 122 000 opportunités d'emploi en relation avec l'informatique. La condition requise pour postuler à ces offres sera d'avoir au minimum...

    Read the article

  • 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!

    Read the article

  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

    Read the article

  • What's the best book for coding conventions?

    - by Joschua
    What's the best book about coding conventions (and perhaps design patterns), that you highly recommend (at best code samples in Python, C++ or Java)? It would be good, if the book (or just another) also covers the topics project management and agile software development if appropriate (for example how projects fail through spaghetti code). I will accept the answer with the book(s) (maximum two books per answer, please), that looks the most interesting, because the reading might take a while :)

    Read the article

  • How can I write reusable Javascript?

    - by RenderIn
    I've started to wrap my functions inside of Objects, e.g.: var Search = { carSearch: function(color) { }, peopleSearch: function(name) { }, ... } This helps a lot with readability, but I continue to have issues with reusabilty. To be more specific, the difficulty is in two areas: Receiving parameters. A lot of times I will have a search screen with multiple input fields and a button that calls the javascript search function. I have to either put a bunch of code in the onclick of the button to retrieve and then martial the values from the input fields into the function call, or I have to hardcode the HTML input field names/IDs so that I can subsequently retrieve them with Javascript. The solution I've settled on for this is to pass the field names/IDs into the function, which it then uses to retrieve the values from the input fields. This is simple but really seems improper. Returning values. The effect of most Javascript calls tends to be one in which some visual on the screen changes directly, or as a result of another action performed in the call. Reusability is toast when I put these screen-altering effects at the end of a function. For example, after a search is completed I need to display the results on the screen. How do others handle these issues? Putting my thinking cap on leads me to believe that I need to have an page-specific layer of Javascript between each use in my application and the generic methods I create which are to be used application-wide. Using the previous example, I would have a search button whose onclick calls a myPageSpecificSearchFunction, in which the search field IDs/names are hardcoded, which marshals the parameters and calls the generic search function. The generic function would return data/objects/variables only, and would not directly read from or make any changes to the DOM. The page-specific search function would then receive this data back and alter the DOM appropriately. Am I on the right path or is there a better pattern to handle the reuse of Javascript objects/methods?

    Read the article

  • Hot to get website/product reviews reflected in Google's search results using review-aggregate format

    - by BasP
    I am managing a website called Rent A Boat Amsterdam. We have a system that gathers reviews from people that have used our services and that publishes these customer reviews making them available for all website visitors. When these customer reviews are published we have placed them within the appropriate tags according to the guidelines set by Google, which you can find here. An example looks like this: <li class="" style="clear:both;"> <div class="hreview"> <div class="item" style="display:none;"><span class="fn">Boatname</span></div> <div style="border:1px solid #DEDEDE; background-color:#D9FFD4; margin:0 10px 10px 0; float:left; text-align:center; padding:10px; height:50px; width:70px;"><h1><span class="rating">10</span></h1>9-Jun-2010</div> <div> <div class="description"><p>Great canal Cruise!</p></div> <p class="reviewer vcard"><strong><span class="fn">First name Last name</span></strong></p> </div> </div> We have implemented these tags a couple of months ago, but there are no visible results in the Google SERP's. This whilst I had expected to find the reviews / ratings displayed similar to: Is anyone familiar with this topic and able to help me find the answer to the question why the review-aggregate format doesn't seem to have the desired effect?

    Read the article

  • Back-sliding into Unmanaged Code

    - by Laila
    It is difficult to write about Microsoft's ambivalence to .NET without mentioning clichés about dog food.  In case you've been away a long time, you'll remember that Microsoft surprised everyone with the speed and energy with which it introduced and evangelised the .NET Framework for managed code. There was good reason for this. Once it became obvious to all that it had sleepwalked into third place as a provider of development languages, behind Borland and Sun, it reacted quickly to attract the best talent in the industry to produce a windows version of the Java runtime, with Bounds-checking, Automatic Garbage collection, structures exception handling and common data types. To develop applications for this managed runtime, it produced several excellent languages, and more are being provided. The only thing Microsoft ever got wrong was to give it a stupid name. The logical step for Microsoft would be to base the entire operating system on the .NET framework, and to re-engineer its own applications. In 2002, Bill Gates, then Microsoft Chairman and Chief Software Architect said about their plans for .NET, "This is a long-term approach. These things don't happen overnight." Now, eight years later, we're still waiting for signs of the 'long-term approach'. Microsoft's vision of an entirely managed operating system has subsided since the Vista fiasco, but stays alive yet dormant as Midori, still being developed by Microsoft Research. This is an Internet-centric fork of the singularity operating system, a research project started in 2003 to build a highly-dependable operating system in which the kernel, device drivers, and applications are all written in managed code. Midori is predicated on the prevalence of connected systems, with provisions for distributed concurrency where application components exist 'in the cloud', and supports a programming model that can tolerate cancellation, intermittent connectivity and latency. It features an entirely new security model that sandboxes applications for increased security. So have Microsoft converted its existing applications to the .NET framework? It seems not. What Windows applications can run on Mono? Very few, it seems. We all thought that .NET spelt the end of DLL Hell and the need for COM interop, but it looks as if Bill Gates' idea of 'not overnight' might stretch to a decade or more. The Operating System has shown only minimal signs of migrating to .NET. Even where the use of .NET has come to dominate, when used for server applications with IIS, IIS itself is still entirely developed in unmanaged code. This is an irritation to Microsoft's greatest supporters who committed themselves fully to the NET framework, only to find parts of the Ambivalent Microsoft Empire quietly backsliding into unmanaged code and the awful C++. It is a strategic mistake that the invigorated Apple didn't make with the Mac OS X Architecture. Cheers, Laila

    Read the article

  • Google webmaster showing duplicate meta descriptions for search directory

    - by Mike Flynn
    What is the best way to get rid of this error in Google Webmasters? Do I really need to add "- Page 2" at the end of the descripton? Page Description Kansas basketball tournaments posted by organizations and teams for youth, AAU, and NCAA certified e Pages /youth-basketball-tournaments/kansas /youth-basketball-tournaments/kansas?page=2 /youth-basketball-tournaments/kansas?page=3 /youth-basketball-tournaments/kansas?page=9

    Read the article

  • Using Code Rocket's Flowchart and Pseudocode Tool Support

    This article provides a walk through of a couple of iterations of using Code Rocket's pseudocode and flowchart tool support for designing and implementing a form of binary search algorithm using the Code Rocket plug-in for Visual Studio...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.

    Read the article

  • Hiding php includes from search spiders?

    - by 21stcn
    Quick and simple question. I have 80+ html files which I want to be crawled. They are individual product pages. Each of these pages calls its content using php includes. These php include files are in a separate folder on the server and contain the core content for the individual product pages. I just wanted to ask, if I use robots.txt or .htaccess to prevent crawling of the directory that holds the php content files, will there be no issue crawling the html pages which include these files? What I want to achieve is have the html files indexed with the php content included in them, but I don't want visitors landing on the php content pages, nor have these php files indexed as duplicate content. Just clarification needed as to whether it is safe to block spiders from accessing the php folder, without this affecting the html files being indexed with the included content. Is this the best way to do things? Or should I just leave the content php files to be crawled?

    Read the article

< Previous Page | 202 203 204 205 206 207 208 209 210 211 212 213  | Next Page >