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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

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  • Should I care about Junit redundancy when using setUp() with @Before annotation?

    - by c_maker
    Even though developers have switched from junit 3.x to 4.x I still see the following 99% of the time: @Before public void setUp(){/*some setup code*/} @After public void tearDown(){/*some clean up code*/} Just to clarify my point... in Junit 4.x, when the runners are set up correctly, the framework will pick up the @Before and @After annotations no matter the method name. So why do developers keep using the same conventional junit 3.x names? Is there any harm keeping the old names while also using the annotations (other than it makes me feel like devs do not know how this really works and just in case, use the same name AND annotate as well)? Is there any harm in changing the names to something maybe more meaningful, like eachTestMethod() (which looks great with @Before since it reads 'before each test method') or initializeEachTestMethod()? What do you do and why? I know this is a tiny thing (and may probably be even unimportant to some), but it is always in the back of my mind when I write a test and see this. I want to either follow this pattern or not but I want to know why I am doing it and not just because 99% of my fellow developers do it as well.

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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  • Scan-Line Z-Buffering Dilemma

    - by Belgin
    I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by edges. Right now, I'm doing perspective projection with the projecting plane being XY and the eye placed somewhere at (0, 0, d), with d < 0. By doing Z-Buffering, I need to find the depth of the point of a polygon (they're all planar) which corresponds to a certain pixel on the screen so I can hide the surfaces that are not visible. My questions are the following: How do I determine to which polygon does a pixel belong to so I could use the formula of the plane which contains the polygon to find the Z-coordinate? Are my data structures correct? Do I need to store something else entirely in order for this to work? I'm just projecting the vertices onto the projection plane and joining them with lines based on the pointer lists.

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  • How do I drag my widgets without dragging other widgets?

    - by Cypher
    I have a bunch of drag-able widgets on screen. When I am dragging one of the widgets around, if I drag the mouse over another widget, that widget then gets "snagged" and is also dragged around. While this is kind of a neat thing and I can think of a few game ideas based on that alone, that was not intended. :-P Background Info I have a Widget class that is the basis for my user interface controls. It has a bunch of properties that define it's size, position, image information, etc. It also defines some events, OnMouseOver, OnMouseOut, OnMouseClick, etc. All of the event handler functions are virtual, so that child objects can override them and make use of their implementation without duplicating code. Widgets are not aware of each other. They cannot tell each other, "Hey, I'm dragging so bugger off!" Source Code Here's where the widget gets updated (every frame): public virtual void Update( MouseComponent mouse, KeyboardComponent keyboard ) { // update position if the widget is being dragged if ( this.IsDragging ) { this.Left -= (int)( mouse.LastPosition.X - mouse.Position.X ); this.Top -= (int)( mouse.LastPosition.Y - mouse.Position.Y ); } ... // define and throw other events if ( !this.WasMouseOver && this.IsMouseOver && mouse.IsButtonDown( MouseButton.Left ) ) { this.IsMouseDown = true; this.MouseDown( mouse, new EventArgs() ); } ... // define and throw other events } And here's the OnMouseDown event where the IsDraggable property gets set: public virtual void OnMouseDown( object sender, EventArgs args ) { if ( this.IsDraggable ) { this.IsDragging = true; } } Problem Looking at the source code, it's obvious why this is happening. The OnMouseDown event gets fired whenever the mouse is hovered over the Widget and when the left mouse button is "down" (but not necessarily in that order!). That means that even if I hold the mouse down somewhere else on screen, and simply move it over anything that IsDraggable, it will "hook" onto the mouse and go for a ride. So, now that it's obvious that I'm Doing It Wrong™, how do I do this correctly?

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  • Loading images in XNA 4.0; "Cannot Open File" Problems

    - by user32623
    Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my file... Basically, my directory looks like this: //WindowsGame1 - "Game1.cs" - //Classes - "NPC.cs" - Content Reference - //Images - "Monster.png" Inside my NPC class, I have all the essential drawing functions, i.e. LoadContent, Draw, Update. And I can get the game to find the correct file and attempt to open it, but when it tries, it throws an exception and tells me it can't open the file. This is how my code in my NPC class looks: Texture2D NPCImage; Vector2 NPCPosition; Animation NPCAnimation = new Animation(); public void Initialize() { NPCAnimation.Initialize(NPCPosition, new Vector2(4, 4)); } public void LoadContent(ContentManager Content) { NPCImage = Content.Load<Texture2D>("_InsertImageFilePathHere_"); NPCAnimation.AnimationImage = NPCImage; } The rest of the code is irrelevant at this point because I can't even get the image to load. I think it might have to do with a directory problem, but I also know little to nothing about spriting or working with images or animations in my code. Any help is appreciated. Not sure if I provided enough information here, so let me know if more is needed! Also, what would be the correct way to direct that Content.Load to Monster.png given the current directory situation? Right now I just have it using the full path from the C:// drive. Thanks in advance!

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • How do functional languages handle a mocking situation when using Interface based design?

    - by Programmin Tool
    Typically in C# I use dependency injection to help with mocking; public void UserService { public UserService(IUserQuery userQuery, IUserCommunicator userCommunicator, IUserValidator userValidator) { UserQuery = userQuery; UserValidator = userValidator; UserCommunicator = userCommunicator; } ... public UserResponseModel UpdateAUserName(int userId, string userName) { var result = UserValidator.ValidateUserName(userName) if(result.Success) { var user = UserQuery.GetUserById(userId); if(user == null) { throw new ArgumentException(); user.UserName = userName; UserCommunicator.UpdateUser(user); } } ... } ... } public class WhenGettingAUser { public void AndTheUserDoesNotExistThrowAnException() { var userQuery = Substitute.For<IUserQuery>(); userQuery.GetUserById(Arg.Any<int>).Returns(null); var userService = new UserService(userQuery); AssertionExtensions.ShouldThrow<ArgumentException>(() => userService.GetUserById(-121)); } } Now in something like F#: if I don't go down the hybrid path, how would I test workflow situations like above that normally would touch the persistence layer without using Interfaces/Mocks? I realize that every step above would be tested on its own and would be kept as atomic as possible. Problem is that at some point they all have to be called in line, and I'll want to make sure everything is called correctly.

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  • Why Java as a First Language?

    - by dsimcha
    Why is Java so popular as a first language to teach beginners? To me it seems like a terrible choice: It's statically typed. Static typing isn't useful unless you care a lot about either performance or scaling to large projects. It requires tons of boilerplate to get the simplest code up and running. Try explaining "Hello, world" to someone who's never programmed before. It only handles the middle levels of abstraction well and is single-paradigm, thus leaving out a lot of important concepts. You can't program at a very low level (pointers, manual memory management) or a very high level, (metaprogramming, macros) in it. In general, Java's biggest strength (i.e. the reason people use it despite the shortcomings of the language per se) is its libraries and tool support, which is probably the least important attribute for a beginner language. In fact, while useful in the real world these may negatives from a pedagogical perspective as they can discourage learning to write code from scratch.

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • How to see the full file name on the Lubuntu Desktop?

    - by vasa1
    If I have a file with several characters in it, only a certain number of initial characters is displayed on the Lubuntu desktop and Xfce desktops. For example, I have a file titled, "interesting-links-on-default-browsers". It shows as "interesting-links-on-def..." with both DEs. However, single-clicking on the file in Xfce shows the full title but the truncated title remains in Lubuntu. It's not a big deal, but if it's just a matter of setting something somewhere to get the full title visible on single-click, I'd be grateful for pointers.

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  • In C++, is it a reflection of poor software design if objects are deleted manually?

    - by grokus
    With the advent of smart pointers, is it a sign of poor design if I see objects are deleted? I'm seeing some software components in our product that people are still doing this. This practice strikes me as un-idiomatic, but I need to be sure this is the industry consensus. I'm not starting a crusade but it'd be nice to be prepared theory wise. Edit: legit uses of delete, Klaim mentioned the object pool use case. I agree. Bad examples of using delete, I am seeing many new's in constructor or start() and corresponding delete's in the destructor or stop(), why not use scoped_ptr? It makes the code cleaner.

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  • Point me to info about constructing filters (of lists)

    - by jah
    I would like some pointers to information which would help me understand how to go about providing the ability to filter a list of entities by their attributes as well as by attributes of related entities. As an example, imagine a web app which provides order management of some kind. Orders and related entities are stored in a relational database. And imagine that the app has an interface which lists the orders. The problem is: how does one allow the list to be filtered by, for example:- order number (an attribute) line item name (an attribute of a n-n related entity) some text in an administrative note related to the order (text found in an attribute of a 1-1 related entity) I'm trying to discover whether there is something like a standard, efficient way to construct the queries and the filtering form; or some possible strategies; or any theory on the topic; or some example code. My google foo fails me.

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  • Web stalker has purchased a domain name that uses my personal name, web page is defamatory [closed]

    - by Deborah Morse-Kahn
    We have been unsuccessful in persuading a stalker's website host to release the domain name he purchased which is my own personal name, e.g., PERSONALNAME.com. You will find my name below in the signature area. Look for yourself. On the one page that this domain name leades to is dreadful and defamatory material. No attorney has felt it worth their time to chase this issue down, and we cannot afford to go to a national or international dispute resolution group to bring this issue to WHOIS. Worse, the stalker is amoral and a psychopath: he would just love the attention. We've even consider trying to find someone to illegally hack into the webpage to at least redirect the domain pointers to my own professional website. This issue has continued now for two years and is affecting my professional reputations as potential clients have looked for me online. Is there any remedy? Your help and advice would be greatly welcomed.

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Mail reaches only after closing connection

    - by user293250
    I have setup a postfix mail server with saslauthd. I telnet from a windows machine to send a mail. All works fine, I even get the msg 250 Mail queued for delivery. On the mailserver I see connect msgs on /var/log/mail.log for connection but not for the mail queuing or delivery. Only after I close the telnet connection I get all the valid msgs in mail.log. The mail also doesnt arrive in my Maildir/new directory until I close the connection. I am very new to Ubuntu, any pointers will be much appreciated. Many thanks.

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • Navigate to a virtual member from the member that overrides it

    - by axrwkr
    Using visual studio, in the editor window, I am able to navigate from the usage of a member to the line and file where it is declared by pressing F12 while the cursor is over that member by or right clicking on the member and selecting "Go To Definition". I would like to find a way to navigate from an override member to the base class member that it overrides. For example, if I have the following class with one method public class SomeClass { public virtual void TheMethod() { // do something } } An I override that method somewhere else in the project or solution similar to the following public OtherClass : SomeClass { public override void TheMethod() { // do something else } } I want to navigate from the declaration of TheMethod in OtherClass to the declaration of TheMethod in SomeClass Is there a way to do this? I've found that I can find the definition of the member in the base class by pressing Shift + F12 (Find all References) and then looking through the list occurances, this works fine most of the time, since the list isn't usually that long but it would be much better to have a way to go there directly.

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  • Which parallel pattern to use?

    - by Wim Van Houts
    I need to write a server application that fetches mails from different mail servers/mailboxes and then needs to process/analyze these mails. Traditionally, I would do this multi-threaded, launching a thread for fetching mails (or maybe one per mailbox) and then process the mails. We are moving more and more to servers where we have 8+ cores, so I would like to make use of these cores as much as possible (and not use 1 at 100% and leave the seven others untouched). So conceptually, as an example, it would be nice that I could write the application in such a way that two cores are "continuously" fetching emails and four cores are "continuously" processing/analyzing the emails (since processing and analyzing mails is more CPU intensive than fetching mails). This seems like a good concept, but after studying some parallel patterns, I'm not really sure how this is best implemented. None of the patterns really fit. I'm working in VS2012, native C++, but I guess from a design point of view this does not really matter and just some pointers on how to organize this would be great!

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  • Is there any way to optimize my search blob program?

    - by Vicky
    I written this code to search the blob items (text files) on the basis of there content. For ex : if I search for "Good", then the files that contains "Good or good" word the name of that files should appear in search result. My code is working but i want to optimize it. class BlobSearch { public static int num = 1; static void Main(string[] args) { string accountName = "accountName"; string accessKey = "accesskey"; string azureConString = "DefaultEndpointsProtocol=https;AccountName=" + accountName + ";AccountKey=" + accessKey; string blob = "MyBlobContainer"; string searchText = string.Empty; Console.WriteLine("Type and enter to search : "); searchText = Console.ReadLine(); CloudStorageAccount account = CloudStorageAccount.Parse(azureConString); CloudBlobClient blobClient = account.CreateCloudBlobClient(); CloudBlobContainer blobContainer = blobClient.GetContainerReference(blob); blobContainer.FetchAttributes(); var blobItemList = blobContainer.ListBlobs(); GetBlobList(searchText, blobContainer, blobItemList); Console.ReadLine(); } private static async void GetBlobList(string searchText, CloudBlobContainer blobContainer, IEnumerable<IListBlobItem> blobItemList) { foreach (var item in blobItemList) { string line = string.Empty; CloudBlockBlob blockBlob = blobContainer.GetBlockBlobReference(item.Uri.ToString()); if (blockBlob.Name.Contains(".txt")) { await Search(searchText, blockBlob); } } } private async static Task Search(string searchText, CloudBlockBlob blockBlob) { string text = await blockBlob.DownloadTextAsync(); if (text.ToLower().IndexOf(searchText.ToLower()) != -1) { Console.WriteLine("Result : " + num + " => " + blockBlob.Name.Substring(blockBlob.Name.LastIndexOf('/') + 1)); num++; } } } I think blobContainer.ListBlobs(); is blocking code because search will not work until all the blob items loaded. Is there anyway to optimize it or anywhere else in my code. Thanks

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  • How can I become a technical trainer from a software developer?

    - by Abhilasha
    I am a software developer; in fact a mobile application developer with 4 years of experience. I am passionate about training. I have never been an official trainer but, I have trained freshers on mobile technologies. Now how do I become a professional technical trainer. I have following questions: Do I need some kind of professional certification or degree? Is it too early for me to start as a trainer? I mean experience wise. I will not ask if it's worth it because I am very keen on pursuing training as a profession. However, if I have to be up to date with technology, I don't think I can give up coding and pursue training full time. Any pointers or guidelines would be helpful.

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  • Algorithm development in jobs

    - by dbeacham
    I have a mathematics background but also consider career in some form of software development. In particular I'm interested in finding out what sort of industries are most likely to have more algorithm development/mathematical and logical problem solving slant rather than pure application development etc. Obviously, I'm assuming that some subset of the canonical data structures and associated algorithms (trees, lists, hash tables, sets, maps with search, insert, traversals etc.) are mostly going to be present in software development. However, where am I more likely to encounter problems of more discrete maths nature (combinatorial, graph theory, sets, strings, ...) explicitly or more likely in disguise. Any pointers much appreciated (including possible open source projects that I could use for my further search for applications and also possibly contribute to).

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  • Is it a good programming practice to have a class with several .h files?

    - by Jim Thio
    I suppose the class have several different interfaces. Some it shows to some class, some it shows to other classes. Are there any good reason for that? One thing I can think of is with one .h per class, interface would either be public or private. What about if I want some interface to be available to some friends' class and some interface to be truly public? Sample: @interface listNewController:BadgerStandardViewViewController <UITableViewDelegate,UITableViewDataSource,UITextFieldDelegate,NSFetchedResultsControllerDelegate,UIScrollViewDelegate,UIGestureRecognizerDelegate> { } @property (nonatomic) IBOutlet NSFetchedResultsController *FetchController; @property (nonatomic) IBOutlet UITextField *searchBar1; @property (nonatomic) IBOutlet UITableView *tableViewA; + (listNewController *) singleton; //For Easier Access -(void)collapseAll; -(void)TitleViewClicked:(TitleView *) theTitleView; -(NSUInteger) countOfEachSection:(NSInteger)section; @end Many of those public properties and function are only ever called by just one other classes. I wonder why I need to make them available to many classes. It's in Objective-c by the way

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  • Navigate to a virtual member from an overriden member in the derived type

    - by axrwkr
    Using visual studio, in the editor window, I am able to navigate from the usage of a member to the line and file where it is declared by pressing F12 while the cursor is over that member by or right clicking on the member and selecting "Go To Definition". I would like to find a way to navigate from an override member to the base class member that it overrides. For example, if I have the following class with one method public class SomeClass { public virtual void TheMethod() { // do something } } An I override that method somewhere else in the project or solution similar to the following public OtherClass : SomeClass { public override void TheMethod() { // do something else } } I want to navigate from the declaration of TheMethod in OtherClass to the declaration of TheMethod in SomeClass Is there a way to do this? I've found that I can find the definition of the member in the base class by pressing Shift + F12 (Find all References) and then looking through the list occurances, this works fine most of the time, since the list isn't usually that long but it would be much better to have a way to go there directly.

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