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  • How to manage a growing team?

    - by Andra
    I'm the admin assistant of the CTO and our organization has recently experienced a lot of growth. Within six months, we have merged with another organization and our Dev team has grown from 8 to 16, with another 8 people in QA. What we're dealing with now is a highly technical individual, with little patience, managing a much larger team than he's accustomed to, 40% of which is junior as well as an increase in the number of projects. Needless to say, my boss is being pulled in too many directions at once. How can I help him manage his workload and his team so that the team feels they're getting enough help and support and remain effective? Also, where can I find additional resources on managing a growing team?

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  • Does this BSD-like license achieve what I want it to?

    - by Joseph Szymborski
    I was wondering if this license is: self defeating just a clone of an existing, better established license practical any more "corporate-friendly" than the GPL too vague/open ended and finally, if there is a better license that achieves a similar effect? I wanted a license that would (in simple terms) be as flexible/simple as the "Simplified BSD" license (which is essentially the MIT license) allow anyone to make modifications as long as I'm attributed require that I get a notification that such a derived work exists require that I have access to the source code and be given license to use the code not oblige the author of the derivative work to have to release the source code to the general public not oblige the author of the derivative work to license the derivative work under a specific license Here is the proposed license, which is just the simplified BSD with a couple of additional clauses (all of which are bolded). Copyright (c) (year), (author) (email) All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. The copyright holder(s) must be notified of any redistributions of source code. The copyright holder(s) must be notified of any redistributions in binary form The copyright holder(s) must be granted access to the source code and/or the binary form of any redistribution upon the copyright holder's request. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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  • Visual Studio 2010 editor painfully slow [closed]

    - by Daniel Gehriger
    I'm running out of patience with MS VisualStudio 2010: I'm working on a solution containing ~50 C++ projects. When using the editor, I experience a lag of 1 - 2 seconds whenever I move the cursor to a different line, or when I move to a different window, or generally when the editor losses and gains focus. I went through a whole series of optimizations, to no avail: installed all hotfixes for VS2010 disabled all add-ins and extensions disabled Intellisense deleted all temporary files created by VS2010 disabled hardware acceleration unloaded all but 15 projects disabled tracking changes closed all but one window and so on. This is on a Dual Core machine with SSD harddrive (verified throughput 100MB/s), enough free space on HD, Windows 7 Pro 32-bit with 3GB of RAM and most of it still free. Whenever I type a letter, CPU usage of devenv.exe goes to 50 - 90% in process monitor for 1 - 2 seconds before returning to 5%. I used Process Explorer to analyze registry and file system access, and I only notice frequent accesses to the .sln file (which is quiet small), and a few registry reads, but nothing that would raise a red flag. I don't have this problem with solutions containing less projects, so I'm inclined to think that it's related to the number of projects. For your information, the entire solution has been migrated over the years from VS2005 to VS2008 to now VS2010. Does anyone have any ideas what else I could do to resume work on this project, other than returning to VS2008?

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  • Finish feature reverted commits from develop

    - by marco-fiset
    I am using git as a version control system, and using git-flow as the branching model. I started a feature branch some weeks ago in order to maintain the system in a clean state while developping that feature. The main development continued on the develop branch, and changes from develop were merged periodically into the feature, to keep it up to date as much as possible. However came the time where the feature was finished, and I used git-flow's finish feature to merge the feature back into develop. The merge was successfully done, but then I found out that some of the commits I made in develop were reverted by the merge commit! Nowhere in develop or in the feature branch were these changes reverted, I can't see any commit that overwrote them. I just can't find anything. The only theory I have for the moment is that git is failing on me, but that would be extremely unlikely. Maybe I did some kind of wrong manipulation that made this situation come true? I can trace back in the history when the commit was made. I can see that the changes from that commit were reverted by the merge commit. Nowhere in the branch I see a commit that reverts those changes. Yet they were reverted. How is this even possible?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • How can I add the version of a file to the file name with Tortoise-SVN?

    - by Eric Belair
    I would like to start giving unique names to "cache-able" files - i.e. *.css and *.js - in order to prevent caching, without requiring changes to the web-server settings (as is currently done in IIS). For instance, let's I have a JavaScript file called global.js. Going forward I would like it to have the name global.123.js when revision 123 is checked in. This would also require the following: The previous version of the file - perhaps it was global.115.js - is removed when the file is deployed. All references to the file are updated with the new file name How do I go about doing this? What concerns do I need to consider?

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  • Updating password hashing without forcing a new password for existing users

    - by Willem
    You maintain an existing application with an established user base. Over time it is decided that the current password hashing technique is outdated and needs to be upgraded. Furthermore, for UX reasons, you don't want existing users to be forced to update their password. The whole password hashing update needs to happen behind the screen. Assume a 'simplistic' database model for users that contains: ID Email Password How does one go around to solving such a requirement? My current thoughts are: create a new hashing method in the appropriate class update the user table in the database to hold an additional password field Once a user successfully logs in using the outdated password hash, fill the second password field with the updated hash This leaves me with the problem that I cannot reasonable differentiate between users who have and those who have not updated their password hash and thus will be forced to check both. This seems horribly flawed. Furthermore this basically means that the old hashing technique could be forced to stay indefinitely until every single user has updated their password. Only at that moment could I start removing the old hashing check and remove the superfluous database field. I'm mainly looking for some design tips here, since my current 'solution' is dirty, incomplete and what not, but if actual code is required to describe a possible solution, feel free to use any language.

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  • Questions about Code Reviews

    - by bamboocha
    My team plans to do Code Review and asked me to make a concept what and how we are going to make our Code Reviews. We are a little group of 6 team members. We use an SVN repository and write programs in different languages (mostly: VB.NET, Java, C#), but the reviews should be also possible for others, yet not defined. Basically I am asking you, how are you doing it, to be more precise I made a list of some questions I got: 1. Peer Meetings vs Ticket System? Would you tend to do meetings with all members, rather than something like a ticket system, where the developer can add a new code change and some or all need to check and approve it? 1. What tool? I made some researches on my own and it showed that Rietveld seems to be the program to use for non-git solutions. Do you agree/disagree and why? 2. A good workflow to follow? 3. Are there good ways to minimize the effort for those meetings even more? 4. What are good questions, every code reviewer should follow? I already made a list with some questions, what would you append/remove? are there any magic numbers in the code? do all variable and method names make sense and are easily understandable? are all querys using prepared statement? are all objects disposed/closed when they are not needed anymore? 5. What are your general experiences with it? What's important? Things to consider/prevent/watch out?

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  • IS it ok to use REST for CRUD operations?

    - by l0l0l0l0l
    Recently I moved to Laravel and I was surprised on how good setting the controllers as RESTful is, it made routes and my code cleaner. I'm kinda new on web development and never used REST before since all my clients' projects are basically CRUD operations. Are there any cool buzzword to this "approach" or I'm just stupid for doing it? I don't plan to follow any REST patterns, just to make my life easier and code cleaner. Basically just GET/POST, the other ones are not native anyway so (emulated on hidden form value).

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  • Presenting agile estimates for Pivotal Tracker project

    - by Tom Styles
    I've been developing for 6-7 years but never in a particularly agile way. With the latest project I'm trying to make our development process more professional, and more agile. We're using Pivotal Tracker to track the project and have gathered some pretty well thought out stories. We're also trying to keep some of our (Prince2/Waterfall mindset) project managers happy. So far I've got them to accept that requirements always change priorities always change some of the requirements won't be delivered if you fix the time scale you should fix the time scale short sprints and regular review is good However they still feel like they need to get a better grip of roughly how much will be delivered within a certain time. I've come up with a spreadsheet to demonstrate what we might expect to get done in a range of 4 different timescales. Questions Are we setting ourselves up to fail Are there better ways to do this

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  • Japanese Multiplication simulation - is a program actually capable of improving calculation speed?

    - by jt0dd
    On SuperUser, I asked a (possibly silly) question about processors using mathematical shortcuts and would like to have a look at the possibility at the software application of that concept. I'd like to write a simulation of Japanese Multiplication to get benchmarks on large calculations utilizing the shortcut vs traditional CPU multiplication. I'm curious as to whether it makes sense to try this. My Question: I'd like to know whether or not a software math shortcut, as described above is actually a shortcut at all. This is a question of programming concept. By utilizing the simulation of Japanese Multiplication, is a program actually capable of improving calculation speed? Or am I doomed from the start? The answer to this question isn't required to determine whether or not the experiment will succeed, but rather whether or not it's logically possible for such a thing to occur in any program, using this concept as an example. My theory is that since addition is computed faster than multiplication, a simulation of Japanese multiplication may actually allow a program to multiply (large) numbers faster than the CPU arithmetic unit can. I think this would be a very interesting finding, if it proves to be true. If, in the multiplication of numbers of any immense size, the shortcut were to calculate the result via less instructions (or faster) than traditional ALU multiplication, I would consider the experiment a success.

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  • Code structure for multiple applications with a common core

    - by Azrael Seraphin
    I want to create two applications that will have a lot of common functionality. Basically, one system is a more advanced version of the other system. Let's call them Simple and Advanced. The Advanced system will add to, extend, alter and sometimes replace the functionality of the Simple system. For instance, the Advanced system will add new classes, add properties and methods to existing Simple classes, change the behavior of classes, etc. Initially I was thinking that the Advanced classes simply inherited from the Simple classes but I can see the functionality diverging quite significantly as development progresses, even while maintaining a core base functionality. For instance, the Simple system might have a Project class with a Sponsor property whereas the Advanced system has a list of Project.Sponsors. It seems poor practice to inherit from a class and then hide, alter or throw away significant parts of its features. An alternative is just to run two separate code bases and copy the common code between them but that seems inefficient, archaic and fraught with peril. Surely we have moved beyond the days of "copy-and-paste inheritance". Another way to structure it would be to use partial classes and have three projects: Core which has the common functionality, Simple which extends the Core partial classes for the simple system, and Advanced which also extends the Core partial classes for the advanced system. Plus having three test projects as well for each system. This seems like a cleaner approach. What would be the best way to structure the solution/projects/code to create two versions of a similar system? Let's say I later want to create a third system called Extreme, largely based on the Advanced system. Do I then create an AdvancedCore project which both Advanced and Extreme extend using partial classes? Is there a better way to do this? If it matters, this is likely to be a C#/MVC system but I'd be happy to do this in any language/framework that is suitable.

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  • Will dolphins die if I use REST "as CRUD"?

    - by l0l0l0l0l
    Recently I moved to Laravel and I was surprised on how good setting the controllers as RESTful is, it made routes and my code cleaner. I'm kinda new on web development and never used REST before since all my clients' projects are basically CRUD operations. There's any cool buzzword to this "approach" or I'm just stupid for doing it? I don't plan to follow any REST patterns, just to make my life easier and code cleaner. Basicallly just GET/POST, the other ones are not native anyway so (emulated on hidden form value).

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  • What is the meaning of 'high cohesion'?

    - by Max
    I am a student who recently joined a software development company as an intern. Back at the university, one of my professors used to say that we have to strive to achieve "Low coupling and high cohesion". I understand the meaning of low coupling. It means to keep the code of separate components separately, so that a change in one place does not break the code in another. But what is meant by high cohesion. If it means integrating the various pieces of the same component well with each other, I dont understand how that becomes advantageous. What is meant by high cohesion? Can an example be explained to understand its benefits?

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  • How do you choose to use a specific programming language?

    - by Jesús Bracamonte
    I was having a small talk between teammates about how you choose a programming language for use in a project which lead me to think that there are many criteria to choose one in the beginning of a project but no real standard. Do you chose a programming language for the syntax and semantics? Or do you choose one because it has the best support to do certain things? Or because you have better libraries? Or do you choose it for the paradigm? What criteria do you use to choose one language when you are going to do a project?

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  • What is the use of Association, Aggregation and Composition (Encapsulation) in Classes

    - by SahilMahajanMj
    I have gone through lots of theories about what is encapsulation and the three techniques of implementing it, which are Association, Aggregation and Composition. What i found is, Encapsulation Encapsulation is the technique of making the fields in a class private and providing access to the fields via public methods. If a field is declared private, it cannot be accessed by anyone outside the class, thereby hiding the fields within the class. For this reason, encapsulation is also referred to as data hiding. Encapsulation can be described as a protective barrier that prevents the code and data being randomly accessed by other code defined outside the class. Access to the data and code is tightly controlled by an interface. The main benefit of encapsulation is the ability to modify our implemented code without breaking the code of others who use our code. With this feature Encapsulation gives maintainability, flexibility and extensibility to our code. Association Association is a relationship where all object have their own lifecycle and there is no owner. Let’s take an example of Teacher and Student. Multiple students can associate with single teacher and single student can associate with multiple teachers but there is no ownership between the objects and both have their own lifecycle. Both can create and delete independently. Aggregation Aggregation is a specialize form of Association where all object have their own lifecycle but there is ownership and child object can not belongs to another parent object. Let’s take an example of Department and teacher. A single teacher can not belongs to multiple departments, but if we delete the department teacher object will not destroy. We can think about “has-a” relationship. Composition Composition is again specialize form of Aggregation and we can call this as a “death” relationship. It is a strong type of Aggregation. Child object dose not have their lifecycle and if parent object deletes all child object will also be deleted. Let’s take again an example of relationship between House and rooms. House can contain multiple rooms there is no independent life of room and any room can not belongs to two different house if we delete the house room will automatically delete. The question is: Now these all are real world examples. I am looking for some description about how to use these techniques in actual class code. I mean what is the point for using three different techniques for encapsulation, How these techniques could be implemented and How to choose which technique is applicable at time.

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  • Why is it so hard to find anything on MS site?

    - by Amir Rezaei
    I have always had this question in my mind and I would really be happy to get an explanation for this. Is it only me or do you also feel the same way that it's hard to find anything on MS site. For example, every time I need to download .NET framework I have to Google it. You never know what you can download, no category for downloads. You are simply left to a search field. You never know if you downloaded the latest version of the file. The tragically true is that you have to rely on their competitor Google to find anything on their site. I know that they are a big company. But is it really that hard to have an organized way to publish information?

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  • Why are part-time jobs in programming an anomaly?

    - by Mikle
    I've recently quit my full time developing job at mega-corp, and I decided that I'll look for a part time job. Since then I've talked to half a dozen potential employers, and every one of them had the same reaction when I said the magic words "part-time" - they all closed up and became suspicious. Now, I understand that it might just be me, so as control I asked every one of them what if I were willing to work full time, and they all said I would probably get an offer. My question is two fold: Why, as an employer, would you give up a competent, even great, developer, simply because he wants to work 3 days a week and not 5? How do I sell the story of part time job better? I usually just list my reasons which are that I prefer that balance currently in my life and that I want to work on my own projects, but it leaves them even more suspicious - am I going to start something myself and quit? Am I just lazy?

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  • Didatic approaches to teach versioning with Git

    - by Herberth Amaral
    I have already taught versioning with Git, but I think it could be more enjoyable for the guys I teach if I use another approach to teach them. The guys I mentioned before were used to working with SVN and I tried to teach Git based on SVN. Not such a good idea. It seems that some guys/teams which use SVN need a re-education on version control when they're learning Git or another DCVCS. In another attempt, I tried to show a scenario where a development team try to work without a (D)VCS and then I showed how their lives could be easier if they used a (D)VCS. I had the impression that part of the audience left the presentation without a clue what I was talking about. I've taught other classes on other subjects without problems, so I think this is not a issue with me as a teacher, but with my method. I know Git and versioning as well I know the other subjects I've presented to the other classes. So, basically, how to teach Git/DCVCS? Start with some diffs/patches and manual versioning and then teach how it can be more productive with Git? Start with Git object model? Or try to start with some pretty commands and try to save some time? To be clear: I'm looking for approaches on how to teach DCVCS (focusing on Git) effectively, based on real experiences.

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  • Proper way to measure the scalability of web Application

    - by Jorge
    Let's say that I have a web Application where i'm going to have 300 users and each one have to see data on real time, imagine that each client make an ajax call to the server to see in real time what's happens with the changes of the data, this calls are made each 300 ms per user. I know that i can run a simulation to see if the hardware of my server supports this example. But what happen's if the number of users start to grow up. Is there a way that i can measure the hardware needed to handle this growing behavior, a software, a formula, algorithm or maybe recommend me if i need to implement an distributed application with multiplies servers and balance the loads.

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  • Tips for a first year CS student looking for a summer internship to gain experience?

    - by Matt
    Hello all, I am a first year CS student and my programming experience is only what I have obtained in my computer programming I and II classes this school year. (console applications in C++) I want to find a summer job/internship that would help me build my skill set. Being that I am still such a beginner pay is not a concern, minimum wage would be nice, but as long as I am learning, I really don't care. My current resume just lists a bunch of random jobs i've had in the past (burger king, summer camps, best buy, etc.) Does anyone have any tips (places to look? things to put on resume?) that might help me?

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  • Started wrong with a project. Should I start over?

    - by solidsnake
    I'm a beginner web developer (one year of experience). A couple of weeks after graduating, I got offered a job to build a web application for a company whose owner is not much of a tech guy. He recruited me to avoid theft of his idea, the high cost of development charged by a service company, and to have someone young he can trust onboard to maintain the project for the long run (I came to these conclusions by myself long after being hired). Cocky as I was back then, with a diploma in computer science, I accepted the offer thinking I can build anything. I was calling the shots. After some research I settled on PHP, and started with plain PHP, no objects, just ugly procedural code. Two months later, everything was getting messy, and it was hard to make any progress. The web application is huge. So I decided to check out an MVC framework that would make my life easier. That's where I stumbled upon the cool kid in the PHP community: Laravel. I loved it, it was easy to learn, and I started coding right away. My code looked cleaner, more organized. It looked very good. But again the web application was huge. The company was pressuring me to deliver the first version, which they wanted to deploy, obviously, and start seeking customers. Because Laravel was fun to work with, it made me remember why I chose this industry in the first place - something I forgot while stuck in the shitty education system. So I started working on small projects at night, reading about methodologies and best practice. I revisited OOP, moved on to object-oriented design and analysis, and read Uncle Bob's book Clean Code. This helped me realize that I really knew nothing. I did not know how to build software THE RIGHT WAY. But at this point it was too late, and now I'm almost done. My code is not clean at all, just spaghetti code, a real pain to fix a bug, all the logic is in the controllers, and there is little object oriented design. I'm having this persistent thought that I have to rewrite the whole project. However, I can't do it... They keep asking when is it going to be all done. I can not imagine this code deployed on a server. Plus I still know nothing about code efficiency and the web application's performance. On one hand, the company is waiting for the product and can not wait anymore. On the other hand I can't see myself going any further with the actual code. I could finish up, wrap it up and deploy, but god only knows what might happen when people start using it. What do you think I should do?

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  • Help needed on a UI/Developer Interview

    - by AJ Seth
    I have a phone interview with a major Internet company and it is a mostly front-end developer position. If anyone has experience with UI/developer interviews and can give some advice/questions asked etc. that'll be great. Additionally, what resources can be read and reviewed for the following: Designing for performance, scalability and availability Internet and OS security fundamentals EDIT: Now I am told that the interview I am told will be mostly on coding, Data Structures, design questions etc. Anyone?

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  • What are the standard practices for database access in .net?

    - by Gulshan
    I have seen weird database access practices in .net. I have seen stored procedures for every database tasks. I have seen every database property name is preceded by it's table name. I have seen fully separate layer/.dll for very few or no business logic. I have seen along with ORMs, there are separate data access layer playing the same role. And with them, I have always heard- "These are the standards you have to maintain". So, what are the real standards for data access in .net? What are the rules you follow?

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  • MVC and individual elements of the model under a common base class

    - by Stewart
    Admittedly my experience of using the MVC pattern is limited. It might be argued that I don't really separate the V from the C, though I keep the M separate from the VC to the extent I can manage. I'm considering the scenario in which the application's model includes a number of elements that have a common base class. For example, enemy characters in a video game, or shape types in a vector graphics app. The view wants to render these elements. Of course, the different subclasses call for different rendering. The problem is that the elements are part of the model. Rendering them is conceptually part of the view. But how they are to be rendered depends on parameters of both: Attributes and state of the element are parameters of the model User settings are parameters of the view - and to support multiple platforms and/or view modes, different views may be used What's your preferred way of dealing with this? Put the rendering code in the model classes, passing in any view parameters? Put the rendering code in the view, using a switch or similar to select the right rendering for the model element type? Have some intermediate classes as a model-view interface, of which the model will create objects on demand and the view will then render them? Something else?

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