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  • Customer won't decide, how to deal?

    - by Crazy Eddie
    I write software that involves the use of measured quantities, many input by the user, most displayed, that are fed into calculation models to simulate various physical thing-a-majigs. We have created a data type that allows us to associate a numeric value with a unit, we call these "quantities" (big duh). Quantities and units are unique to dimension. You can't attach kilogram to a length for example. Math on quantities does automatic unit conversion to SI and the type is dimension safe (you can't assign a weight to a pressure for example). Custom UI components have been developed that display the value and its unit and/or allow the user to edit them. Dimensionless quantities, having no units, are a single, custom case implemented within the system. There's a set of related quantities such that our target audience apparently uses them interchangeably. The quantities are used in special units that embed the conversion factors for the related quantity dimensions...in other words, when using these units converting from one to another simply involves multiplying the value by 1 to the dimensional difference. However, conversion to/from the calculation system (SI) still involves these factors. One of these related quantities is a dimensionless one that represents a ratio. I simply can't get the "customer" to recognize the necessity of distinguishing these values and their use. They've picked one and want to use it everywhere, customizing the way we deal with it in special places. In this case they've picked one of the dimensions that has a unit...BUT, they don't want there to be a unit (GRR!!!). This of course is causing us to implement these special overrides for our UI elements and such. That of course is often times forgotten and worse...after a couple months everyone forgets why it was necessary and why we're using this dimensional value, calling it the wrong thing, and disabling the unit. I could just ignore the "customer" and implement the type as the dimensionless quantity, which makes most sense. However, that leaves the team responsible for figuring it out when they've given us a formula using one of the other quantities. We have to not only figure out that it's happening, we have to decide what to do. This isn't a trivial deal. The other option is just to say to hell with it, do it the customer's way, and let it waste continued time and effort because it's just downright confusing as hell. However, I can't count the amount of times someone has said, "Why is this being done this way, it makes no sense at all," and the team goes off the deep end trying to figure it out. What would you do? Currently I'm still attempting to convince them that even if they use terms interchangeably, we at the least can't do that within the product discussion. Don't have high hopes though.

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  • Conducting Effective Web Meetings

    - by BuckWoody
    There are several forms of corporate communication. From immediate, rich communications like phones and IM messaging to historical transactions like e-mail, there are a lot of ways to get information to one or more people. From time to time, it's even useful to have a meeting. (This is where a witty picture of a guy sleeping in a meeting goes. I won't bother actually putting one here; you're already envisioning it in your mind) Most meetings are pointless, and a complete waste of time. This is the fault, completely and solely, of the organizer. It's because he or she hasn't thought things through enough to think about alternate forms of information passing. Here's the criteria for a good meeting - whether in-person or over the web: 100% of the content of a meeting should require the participation of 100% of the attendees for 100% of the time It doesn't get any simpler than that. If it doesn't meet that criteria, then don't invite that person to that meeting. If you're just conveying information and no one has the need for immediate interaction with that information (like telling you something that modifies the message), then send an e-mail. If you're a manager, and you need to get status from lots of people, pick up the phone.If you need a quick answer, use IM. I once had a high-level manager that called frequent meetings. His real need was status updates on various processes, so 50 of us would sit in a room while he asked each one of us questions. He believed this larger meeting helped us "cross pollinate ideas". In fact, it was a complete waste of time for most everyone, except in the one or two moments that they interacted with him. So I wrote some code for a Palm Pilot (which was a kind of SmartPhone but with no phone and no real graphics, but this was in the days when we had just discovered fire and the wheel, although the order of those things is still in debate) that took an average of the salaries of the people in the room (I guessed at it) and ran a timer which multiplied the number of people against the salaries. I left that running in plain sight for him, and when he asked about it, I explained how much the meetings were really costing the company. We had far fewer meetings after. Meetings are now web-enabled. I believe that's largely a good thing, since it saves on travel time and allows more people to participate, but I think the rule above still holds. And in fact, there are some other rules that you should follow to have a great meeting - and fewer of them. Be Clear About the Goal This is important in any meeting, but all of us have probably gotten an invite with a web link and an ambiguous title. Then you get to the meeting, and it's a 500-level deep-dive on something everyone expects you to know. This is unfair to the "expert" and to the participants. I always tell people that invite me to a meeting that I will be as detailed as I can - but the more detail they can tell me about the questions, the more detailed I can be in my responses. Granted, there are times when you don't know what you don't know, but the more you can say about the topic the better. There's another point here - and it's that you should have a clearly defined "win" for the meeting. When the meeting is over, and everyone goes back to work, what were you expecting them to do with the information? Have that clearly defined in your head, and in the meeting invite. Understand the Technology There are several web-meeting clients out there. I use them all, since I meet with clients all over the world. They all work differently - so I take a few moments and read up on the different clients and find out how I can use the tools properly. I do this with the technology I use for everything else, and it's important to understand it if the meeting is to be a success. If you're running the meeting, know the tools. I don't care if you like the tools or not, learn them anyway. Don't waste everyone else's time just because you're too bitter/snarky/lazy to spend a few minutes reading. Check your phone or mic. Check your video size. Install (and learn to use)  ZoomIT (http://technet.microsoft.com/en-us/sysinternals/bb897434.aspx). Format your slides or screen or output correctly. Learn to use the voting features of the meeting software, and especially it's whiteboard features. Figure out how multiple monitors work. Try a quick meeting with someone to test all this. Do this *before* you invite lots of other people to your meeting.   Use a WebCam I'm not a pretty man. I have a face fit for radio. But after attending a meeting with clients where one Microsoft person used a webcam and another did not, I'm convinced that people pay more attention when a face is involved. There are tons of studies around this, or you can take my word for it, but toss a shirt on over those pajamas and turn the webcam on. Set Up Early Whether you're attending or leading the meeting, don't wait to sign on to the meeting at the time when it starts. I can almost plan that a 10:00 meeting will actually start at 10:10 because the participants/leader is just now installing the web client for the meeting at 10:00. Sign on early, go on mute, and then wait for everyone to arrive. Mute When Not Talking No one wants to hear your screaming offspring / yappy dog / other cubicle conversations / car wind noise (are you driving in a desert storm or something?) while the person leading the meeting is trying to talk. I use the Lync software from Microsoft for my meetings, and I mute everyone by default, and then tell them to un-mute to talk to the group. Share Collateral If you have a PowerPoint deck, mail it out in case you have a tech failure. If you have a document, share it as an attachment to the meeting. Don't make people ask you for the information - that's why you're there to begin with. Even better, send it out early. "But", you say, "then no one will come to the meeting if they have the deck first!" Uhm, then don't have a meeting. Send out the deck and a quick e-mail and let everyone get on with their productive day. Set Actions At the Meeting A meeting should have some sort of outcome (see point one). That means there are actions to take, a follow up, or some deliverable. Otherwise, it's an e-mail. At the meeting, decide who will do what, when things are needed, and so on. And avoid, if at all possible, setting up another meeting, unless absolutely necessary. So there you have it. Whether it's on-premises or on the web, meetings are a necessary evil, and should be treated that way. Like politicians, you should have as few of them as are necessary to keep the roads paved and public libraries open.

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  • Phone number in meta description bad or good for local rankings NAP

    - by bybe
    Once again I'm at it with increasing people's local rankings and I've learnt so much about local rankings in the past 2 weeks it feels like my brain is gonna pop anyway, question is fairly simple for someone who engages in local rankings and I appreciate the question may be a little guess work but isn't SEO mostly guessing anyway? From what I've read and learned that Google works of a system called nap for local rankings (With many other factors but this question is purely based on NAP). For people who care about local rankings NAP stands for Name of Business / Address of Business / Phone Number for Business. Now what what I've read you don't need the whole NAP to be on one website, a P or just a N can help towards your local rankings. It's believed that NAP rewards more than just P and N for example but knowing Google they might have a diversity checker which is my concern what your get to in a moment. Now of course sites weight differently where your business is posted, it's certainly going to be more credible if your NAP details are on your national phone book than say a blog site, so taking in this consideration too. Pure Guess (Not apart of the question but none the less makes a good read on my belief). Now my guess work would make me believe that the formula would look something like (N)+(A)+(P)x(T) So (N)name would be 1 or 0 to indicate present or not So (A)dress would be 1 or 0 to indicate present or not So (P)hone would be 1 or 0 to indicate present or not So (T)rust would be 1-100 to indicate level of trust So a phone number appearing on youtube might look something like 0+0+1x95= 95 and a NAP appearing on your national phone book might look something like 1+1+1x100= 300 Please note that I'm not saying this is the sole factor and I'm sure its way more complex that this with things like other factors on the page, off the page (Reviews, Links, Clicks) and so on but its still a contributor). The Question My question is fairly simple and I'd imagine hard to impossible to have an actual definite answer to this but maybe someone has seen official wording else where on this, is it bad to include address or phone number in the Meta Description? The reason I ask is that one of my competitors has these elements in the meta descriptions and their local rankings are absolutely superb, the problem I have with this is scrap bot sites like 'Similar Too' 'Seo Rankings' and 1,000's of the other scrap box networks that scrap site and then make urls with your site information are mostly limited to your meta description what this means that your phone number, address and sometimes even your company name if the domain is exact will appear as AP, and even NAP on thousands of websites. So, is it a bad strategy to include phone number and address in meta description, everything I read into would suggest its good of course with the downside of maybe lowering quality of description for click thoughts but top rankings would increase this 10 folds anyhow..

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  • The True Cost of a Solution

    - by D'Arcy Lussier
    I had a Twitter chat recently with someone suggesting Oracle and SQL Server were losing out to OSS (Open Source Software) in the enterprise due to their issues with scaling or being too generic (one size fits all). I challenged that a bit, as my experience with enterprise sized clients has been different – adverse to OSS but receptive to an established vendor. The response I got was: Found it easier to influence change by showing how X can’t solve our problems or X is extremely costly to scale. Money talks. I think this is definitely the right approach for anyone pitching an alternate or alien technology as part of a solution: identify the issue, identify the solution, then present pros and cons including a cost/benefit analysis. What can happen though is we get tunnel vision and don’t present a full view of the costs associated with a solution. An “Acura”te Example (I’m so clever…) This is my dream vehicle, a Crystal Black Pearl coloured Acura MDX with the SH-AWD package! We’re a family of 4 (5 if my daughters ever get their wish of adding a dog), and I’ve always wanted a luxury type of vehicle, so this is a perfect replacement in a few years when our Rav 4 has hit the 8 – 10 year mark. MSRP – $62,890 But as we all know, that’s not *really* the cost of the vehicle. There’s taxes and fees added on, there’s the extended warranty if I choose to purchase it, there’s the finance rate that needs to be factored in… MSRP –   $62,890 Taxes –      $7,546 Warranty - $2,500 SubTotal – $72,936 Finance Charge – $ 1094.04 Grand Total – $74,030 Well! Glad we did that exercise – we discovered an extra $11k added on to the MSRP! Well now we have our true price…or do we? Lifetime of the Vehicle I’m expecting to have this vehicle for 7 – 10 years. While the hard cost of the vehicle is known and dealt with, the costs to run and maintain the vehicle are on top of this. I did some research, and here’s what I’ve found: Fuel and Mileage Gas prices are high as it is for regular fuel, but getting into an MDX will require that I *only* purchase premium fuel, which comes at a premium price. I need to expect my bill at the pump to be higher. Comparing the MDX to my 2007 Rav4 also shows I’ll be gassing up more often. The Rav4 has a city MPG of 21, while the MDX plummets to 16! The MDX does have a bigger fuel tank though, so all in all the number of times I hit the pumps might even out. Still, I estimate I’ll be spending approximately $8000 – $10000 more on gas over a 10 year period than my current Rav4. Service Options Limited Although I have options with my Toyota here in Winnipeg (we have 4 Toyota dealerships), I do go to my original dealer for any service work. Still, I like the fact that I have options. However, there’s only one Acura dealership in all of Winnipeg! So if, for whatever reason, I’m not satisfied with the level of service I’m stuck. Non Warranty Service Work Also let’s not forget that there’s a bulk of work required every year that is *not* covered under warranty – oil changes, tire rotations, brake pads, etc. I expect I’ll need to get new tires at the 5 years mark as well, which can easily be $1200 – $1500 (I just paid $1000 for new tires for the Rav4 and we’re at the 5 year mark). Now these aren’t going to be *new* costs that I’m not used to from our existing vehicles, but they should still be factored in. I’d budget $500/year, or $5000 over the 10 years I’ll own the vehicle. Final Assessment So let’s re-assess the true cost of my dream MDX: MSRP                    $62,890 Taxes                       $7,546 Warranty                 $2,500 Finance Charge         $1094 Gas                        $10,000 Service Work            $5000 Grand Total           $89,030 So now I have a better idea of 10 year cost overall, and I’ve identified some concerns with local service availability. And there’s now much more to consider over the original $62,890 price tag. Tying This Back to Technology Solutions The process that we just went through is no different than what organizations do when considering implementing a new system, technology, or technology based solution, within their environments. It’s easy to tout the short term cost savings of particular product/platform/technology in a vacuum. But its when you consider the wider impact that the true cost comes into play. Let’s create a scenario: A company is not happy with its current data reporting suite. An employee suggests moving to an open source solution. The selling points are: - Because its open source its free - The organization would have access to the source code so they could alter it however they wished - It provided features not available with the current reporting suite At first this sounds great to the management and executive, but then they start asking some questions and uncover more information: - The OSS product is built on a technology not used anywhere within the organization - There are no vendors offering product support for the OSS product - The OSS product requires a specific server platform to operate on, one that’s not standard in the organization All of a sudden, the true cost of implementing this solution is starting to become clearer. The company might save money on licensing costs, but their training costs would increase significantly – developers would need to learn how to develop in the technology the OSS solution was built on, IT staff must learn how to set up and maintain a new server platform within their existing infrastructure, and if a problem was found there was no vendor to contact for support. The true cost of implementing a “free” OSS solution is actually spinning up a project to implement it within the organization – no small cost. And that’s just the short-term cost. Now the organization must ensure they maintain trained staff who can make changes to the OSS reporting solution and IT staff that will stay knowledgeable in the new server platform. If those skills are very niche, then higher labour costs could be incurred if those people are hard to find or if trained employees use that knowledge as leverage for higher pay. Maybe a vendor exists that will contract out support, but then there are those costs to consider as well. And let’s not forget end-user training – in our example, anyone that runs reports will need to be trained on how to use the new system. Here’s the Point We still tend to look at software in an “off the shelf” kind of way. It’s very easy to say “oh, this product is better than vendor x’s product – and its free because its OSS!” but the reality is that implementing any new technology within an organization has a cost regardless of the retail price of the product. Training, integration, support – these are real costs that impact an organization and span multiple departments. Whether you’re pitching an improved business process, a new system, or a new technology, you need to consider the bigger picture costs of implementation. What you define as success (in our example, having better reporting functionality) might not be what others define as success if implementing your solution causes them issues. A true enterprise solution needs to consider the entire enterprise.

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Merge sort. ArrayIndexOutOfBoundsException [migrated]

    - by user94892
    When I execute the program I am getting an error as stated below the program. Please help me figure out the problem.. import java.util.*; class Mergesort { public static void main(String args[]) { Scanner in= new Scanner(System.in); System.out.println("Enter the number of elements"); int n= in.nextInt(); int a[]= new int[n]; System.out.println("Enter the contents"); for(int i=0; i<n; i++) { a[i]=in.nextInt(); } a = mergesort(a,n); for(int i=0; i<n; i++) { System.out.println(a[i]); } } public static int[] mergesort(int[] x, int z) { if(z==1) { return x; } int b[]=new int[z/2]; int c[]=new int[z-z/2]; int i,j,k; for(int p=0;p<z/2; p++) { b[p]= x[p]; c[p]= x[p+z/2]; } c[z-z/2-1]= x[z-1]; b= mergesort(b,z/2); c= mergesort(c,z-z/2); for(i=0,j=0,k=0; k<z; k++) { if(b[i]<=c[j]) { x[k]=b[i]; i++; } else if( b[i]>c[j]) { x[k]=c[j]; j++; } else if(i== z/2) { x[k]= c[j]; j++; } else if(j == z-z/2) { x[k]= b[i]; i++; } } return x; } } Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 1 at Mergesort.mergesort(Mergesort.java:41) at Mergesort.mergesort(Mergesort.java:36) at Mergesort.main(Mergesort.java:16)

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • How is programming affected by spatial aptitude?

    - by natli
    The longer I work on a project, the less clear it becomes. It's like I cannot seperate various classes/objects anymore in my head. Everything starts mixing up, and it's extremely hard to take it all apart again. I start putting functions in classes where they really don't belong, and make silly mistakes such as writing code that I later find was 100% obsolete; things are no longer clearly mappable in my head. It isn't until I take a step back for several hours (or days somtimes!) that I can actually see what's going on again, and be productive. I usually try to fight through this, I am so passionate about coding that I wouldn't for the life of me know what else I could be doing. This is when stuff can get really weird, I get so up in my head that I sort of lose touch with reality (to some extent) in that various actions, such as pouring a glass of water, no longer happen on a concious level. It happens on auto pilot, during which pretty much all of my concious concentration (is that even a thing?) is devoted to borderline pointless problem solving (trying to seperate elements of code). It feels like a losing battle. So I took an IQ test a while ago (Wechsler Adult Intelligence Scale I believe it was) and it turned out my Spatial Aptitude was quite low. I still got a decent score, just above average, so I won't have to poke things with a stick for a living, but I am a little worried that this is such a handicap when writing/engineering computer programs that I won't ever be able to do it seriously or professionally. I am very much interested in what other people think of this.. could a low spatial aptitude be the cause of the above described problems? Maybe I should be looking more along the lines of ADD or something similar, because I did get diagnosed with ADD at the age of 17 (5 years ago) but the medicine I received didn't seem to affect me that much so I never took it all that serious. Sorry if I got a little off topic there, I know this is not a mental help board, the question should be clear; How is programming affected by spatial aptitude? As far as I know people are born with low/med/high spatial aptitude, so I think it's interesting to find out if the more fortunate are better programmers by birth right.

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  • TechEd 2012: Windows 8 And Metro

    - by Tim Murphy
    Windows 8 is here (or at least very close) and that was the main feature of this morning’s key note.  Antoine LeBlond started off by apologizing to the IT professionals since he planned on showing code.  I’m not sure if IT Pros are that easily confused or why you would need such a disclaimer.  Developers do real work, IT Pros just play with toys (just kidding). The highlights of the Windows 8 keynote for me started with some of the UI design elements that I had not seen when I was shown one of the Build tablets.  Specifically I liked the AppBar features that we have become used to with Windows Phone and some of the gesture features.  Even though they have been available on other platforms before I think Microsoft really got them right. Two other great features of Windows 8 that they demonstrated were the Hyper-V capabilities and the ability to run Windows 8 anywhere from a USB key.  My jaw dropped through the floor seeing a feature rich OS boot off of a thumb drive. WOW!  I also can’t wait to get rid of dual booting just to run Hyper-V images when developing. The morning continued with a session on Metro XAML development with Tim Heuer.  While included a lot of great XAML Metro demos, I was pleasantly surprised by some of the things I found out about Visual Studio 2012.  Finding out that Blend is now integrated with VS2012 was a nice addition after working with them as separate applications was an encouraging start. Moving on to Metro he introduced the nugget that WinRT is Async everywhere.  How deep this model goes will be an interesting thing to find out as I learn more about developing for the platform.  Thankfully he followed that up with a couple of new keywords, await and async, that eliminates a lot of plumbing that has been required in the past for asynchronous transactions. Tim also related that since the Metro framework is relatively small and most apps will use a significant amount of it the entire surface is referenced by default.  This is a contrast to adding namespace and assemblies one after another as we normally do. This was such a power packed session that I can’t detail it all here so here is the teaser list. New icons in VS2012 for extension methods Emulator/simulator testing features for gestures Portable class libraries XAML no longer managed code And so much more …   del.icio.us Tags: Windows 8,Metro,Tim Heuer,XAML,Widows Phone,Hyper-V,Antoine LeBlond,TechEd,TechEd 2012,Visual Studio 2012,Visual Studio

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  • What is 'Ubuntu Unity' (for the Desktop)?

    - by Martin
    Ok, so there's the buzz of Canonical (wanting to) switch for new Ubuntu version from the GNOME default desktop to their own Unity shell. (I hope that's accurate.) It seems I can not totally fathom what Unity actually is. For looking at its homepage it currently is firmly targeted at netbooks and the somehow different usage model on these. Is it a classical desktop? -- Taskbar? Shortcuts? Is the difference between Ubuntu(GNOME)+Unity more/less pronounced than the difference between Ubuntu and Kubuntu? Will "my parents" be able to get the interface if they've been using the classical gnome desktop so far? Edit: I would not like to split this up into more specific questions, as What is Unity? is exactly what the people I set up Ubuntu boxes for will ask me if they hear that the newer Ubuntu version is using that instead of the Desktop -- and it might well happen someone phrases it like that :-) I will certainly not give them the link to the HP as the explanation there does not lay out if it is a desktop or something more or something less: (It does not for me - therefore I'm asking here.) Unity is designed for netbooks and related touch-based devices. It includes [...] that makes it fast and easy to access [...] while removing screen elements that are rarely used in mobile and netbook computing. (emphasis mine) -- the explanation there doesn't even mention the desktop-PC! Unity has a vertical task management panel on the left-hand side and a menu panel at the top of the screen. [...] This sounds like a re-themed normal desktop. Clicking on an icon will give the target application focus if it is already running or launch it if it is not already running. If you click the ... Aha. Sounds like Windows 7. ... icon of an application that already has focus, Unity will activate an Expose-style view of all the open windows associated with that application. No clue what that's supposed to be. So it would really be nice if someone could explain for non desktop-design-terms experts what Unity is.

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  • NetBeans IDE 7.3 Knows Null

    - by Geertjan
    What's the difference between these two methods, "test1" and "test2"? public int test1(String str) {     return str.length(); } public int test2(String str) {     if (str == null) {         System.err.println("Passed null!.");         //forgotten return;     }     return str.length(); } The difference, or at least, the difference that is relevant for this blog entry, is that whoever wrote "test2" apparently thinks that the variable "str" may be null, though did not provide a null check. In NetBeans IDE 7.3, you see this hint for "test2", but no hint for "test1", since in that case we don't know anything about the developer's intention for the variable and providing a hint in that case would flood the source code with too many false positives:  Annotations are supported in understanding how a piece of code is intended to be used. If method return types use @Nullable, @NullAllowed, @CheckForNull, the value is considered to be "strongly possible to be null", as well as if the variable is tested to be null, as shown above. When using @NotNull, @NonNull, @Nonnull, the value is considered to be non-null. (The exact FQNs of the annotations are ignored, only simple names are checked.) Here are examples showing where the hints are displayed for the non-null hints (the "strongly possible to be null" hints are not shown below, though you can see one of them in the screenshot above), together with a comment showing what is shown when you hover over the hint: There isn't a "one size fits all" refactoring for these various instances relating to null checks, hence you can't do an automated refactoring across your code base via tools in NetBeans IDE, as shown yesterday for class member reordering across code bases. However, you can, instead, go to Source | Inspect and then do a scan throughout a scope (e.g., current file/package/project or combinations of these or all open projects) for class elements that the IDE identifies as potentially having a problem in this area: Thanks to Jan Lahoda, who reports that this currently also works in NetBeans IDE 7.3 dev builds for fields but that may need to be disabled since right now too many false positives are returned, for help with the info above and any misunderstandings are my own fault!

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  • Exalogic 2.0.1 Tea Break Snippets - Creating and using Distribution Groups

    - by The Old Toxophilist
    By default running your Exalogic in a Virtual provides you with, what to Cloud Users, is a single large resource and they can just create vServers and not care about how they are laid down on the the underlying infrastructure. All the Cloud Users will know is that they can create vServers. For example if we have a Quarter Rack (8 Nodes) and our Cloud User creates 8 vServers those 8 vServers may run on 8 distinct nodes or may all run on the same node. Although in many cases we, as Cloud Users, may not be to worried how the Virtualisation Algorithm decides where to place our vServers there are cases where it is extremely important that vServers run on distinct physical compute nodes. For example if we have a Weblogic Cluster we will want the Servers with in the cluster to run on distinct physical node to cover for the situation where one physical node is lost. To achieve this the Exalogic Virtualised implementation provides Distribution Groups that define and anti-aliasing policy that the underlying Virtualisation Algorithm will take into account when placing vServers. It should be noted that Distribution Groups must be created before you create vServers because a vServer can only be added to a Distribution Group at creation time. Creating A Distribution Group To create a Distribution Groups we will first need to select the Account in which we want the Distribution Group to be created. Once we have selected the account we will see the Interface update and Account specific Actions will be displayed within the Action Panes. From the Action pane (or Right-Click on the Account) select the "Create Distribution Group" action. This will initiate the create wizard as follows. Distribution Group Details Within the first Step of the Wizard we can specify the name of the distribution group and this should be unique. In addition we can provide a detailed description of the group. Distribution Group Configuration The second step of the configuration wizard allows you to specify the number of elements that are required within this group and will specify a maximum of the number of nodes within you Exalogic. At this point it is always better to specify a group with spare capacity allowing for future expansion. As vServers are added to group the available slots decrease. Summary Finally the last step of the wizard display a summary of the information entered.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • "Hello World" in C++ AMP

    - by Daniel Moth
    Some say that the equivalent of "hello world" code in the data parallel world is matrix multiplication :) Below is the before C++ AMP and after C++ AMP code. For more on what it all means, watch the recording of my C++ AMP introduction (the example below is part of the session). void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { for (int y = 0; y < M; y++) { for (int x = 0; x < N; x++) { float sum = 0; for(int i = 0; i < W; i++) { sum += vA[y * W + i] * vB[i * N + x]; } vC[y * N + x] = sum; } } } Change the function to use C++ AMP and hence offload the computation to the GPU, and now the calling code (which I am not showing) needs no changes and the overall operation gives you really nice speed up for large datasets…  #include <amp.h> using namespace concurrency; void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { array_view<const float,2> a(M, W, vA); array_view<const float,2> b(W, N, vB); array_view<writeonly<float>,2> c(M, N, vC); parallel_for_each( c.grid, [=](index<2> idx) mutable restrict(direct3d) { float sum = 0; for(int i = 0; i < a.x; i++) { sum += a(idx.y, i) * b(i, idx.x); } c[idx] = sum; } ); } Again, you can understand the elements above, by using my C++ AMP presentation slides and recording… Stay tuned for more… Comments about this post welcome at the original blog.

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  • Wrapping REST based Web Service

    - by PaulPerry
    I am designing a system that will be running online under Microsoft Windows Azure. One component is a REST based web service which will really be a wrapper (using proxy pattern) which calls the REST web services of a business partner, which has to do with BLOB storage (note: we are not using azure storage). The majority of the functionality will be taking a request, calling our partner web service, receiving the request and then passing that back to the client. There are a number of reasons for doing this, but one of the big ones is that we are going to support three clients: our desktop application (win and mac), mobile apps (iOS), and a web front end. Having a single API which we then send to our partner protects us if that partner ever changes. I want our service to support both JSON and XML for the data transfer format, JSON for web and probably XML for the desktop and mobile (we already have an XML parser in those products). Our partner also supports both of these formats. I was planning on using ASP.NET MVC 4 with the Web API. As I design this, the thing that concerns me is the static type checking of C#. What if the partner adds or removes elements from the data? We can probably defensively code for that, but I still feel some concern. Also, we have to do a fair amount of tedious coding, to setup our API and then to turn around and call our partner’s API. There probably is not much choice on it though. But, in the back of my mind I wonder if maybe a more dynamic language would be a better choice. I want to reach out and see if anybody has had to do this before, what technology solutions they have used to (I am not attached to this one, these days Azure can host other technologies), and if anybody who has done something like this can point out any issues that came up. Thanks! Researching the issue seems to only find solutions which focus on connecting a SOAP web service over a proxy server, and not what I am referring to here. Note: Cross posted (by suggestion) from http://stackoverflow.com/questions/11906802/wrapping-rest-based-web-service Thank you!

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  • What are the differences between abstract classes, interfaces, and when to use them

    - by user66662
    Recently I have started to wrap my head around OOP, and I am now to the point where the more I read about the differences between Abstract classes and Interfaces the more confused I become. So far, neither can be instantiated. Interfaces are more or less structural blueprints that determine the skeleton and abstracts are different by being able to partially develop code. I would like to learn more about these through my specific situation. Here is a link to my first question if you would like a little more background information: What is a good design model for my new class? Here are two classes I created: class Ad { $title; $description $price; function get_data($website){ } function validate_price(){ } } class calendar_event { $title; $description $start_date; function get_data($website){ //guts } function validate_dates(){ //guts } } So, as you can see these classes are almost identical. Not shown here, but there are other functions, like get_zip(), save_to_database() that are common across my classes. I have also added other classes Cars and Pets which have all the common methods and of course properties specific to those objects (mileage, weight, for example). Now I have violated the DRY principle and I am managing and changing the same code across multiple files. I intend on having more classes like boats, horses, or whatever. So is this where I would use an interface or abstract class? From what I understand about abstract classes I would use a super class as a template with all of the common elements built into the abstract class, and then add only the items specifically needed in future classes. For example: abstract class content { $title; $description function get_data($website){ } function common_function2() { } function common_function3() { } } class calendar_event extends content { $start_date; function validate_dates(){ } } Or would I use an interface and, because these are so similar, create a structure that each of the subclasses are forced to use for integrity reasons, and leave it up to the end developer who fleshes out that class to be responsible for each of the details of even the common functions. my thinking there is that some 'common' functions may need to be tweaked in the future for the needs of their specific class. Despite all that above, if you believe I am misunderstanding the what and why of abstracts and interfaces altogether, by all means let a valid answer to be stop thinking in this direction and suggest the proper way to move forward! Thanks!

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • Function like C# properties?

    - by alan2here
    I was directed here from SO as a better stack exchange site for this question. I've been thinking about the neatness and expression of C# properties over functions, although they only currently work where no parameters are used, and wondered. Is is possible, and if so why not, to have a stand alone function like C# property. For example: public class test { private byte n = 4; public test() { func = 2; byte n2 = func; func; } private byte func { get { return n; } set { n = value; } func { n++; } } } edit: Sorry for the vagueness first time round. I'm going to add some info and motivation. The 'n++' here is just a simple example, a placeholder, it's not intended to be representative of the actual code that would be used. I'm also looking at this from the point of view of looking at the property command as is, not in the context of using it for 'get_xyz' and 'set_xyz' member functions, which is certainly useful, but of instead comparing it more abstractly to functions and other programic elements. A 'get' property can be used instead of a function that takes no parameters, and syntactically they are perhaps only aesthetically, but as I see it noticeably nicer. However, properties also add the potential for an extra layer of polymorphism, one that relates to the 'func = 4;' getting, 'int n = func;' setting or 'func;' function like context in which they are used as well as the more common parameter based polymorphism. Potentially allowing for a lot of expression and contextual information reguarding how other would use your functions. As in many places uses and definitions would remain the same, it shouldn't break existing code. private byte func { get { } get bool { } set { } func { } func(bool) { } func(byte, myType) { } // etc... } So a read only function would look like this: private byte func { get { } } A normal function like this: private void func { func { } } A function with parameter polymorphism like this: private byte func { func(bool) { } func(byte, myType) { } } And a function that could return a value, or just compute, depending on the context it is used, that also has more conventional parameter polymorphism as well, like so: private byte func { get { } func(bool) { } func(byte, myType) { } }

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  • Loading another domain's content in a modal iframe - acceptable?

    - by user568458
    Is it okay to load another page in an iframe in a modal pop-up window - in terms of legal and ethical standards around displaying 3rd party content? I remember a few years ago there was controversy and a debate about whether it was okay to load another domain's page content on your domain in a full-width iframe, with your site providing a masthead with controls for favouriting, linking etc (e.g. like StumbleUpon). I seem to recall that the consensus was, that it was okay so long as you were clearly in no way claiming ownership of the 3rd party content or attempting to modify the content and so long as there was a 'go to site' button or equivalent; and that sites could ask you to exclude them, but generally speaking, it's an acceptable practice. How acceptable would it be considered to be to load another site's page within a modal (lightbox-like) popup box (following all the above principles: clear attribution and a prominent button that kills the iframe and gives them the 3rd party original)? My expectation would be that it would follow the same principles, and be acceptable so long as these conditions were met. Note that I'm asking about the likely legitimate responses of the 3rd party sites and possible legal position, not about usability or UX. I'm aware that this should never ever ever ever ever be the standard way external links are loaded, and that 99% of the time linking to external content like this would be terrible for usability. My specific use case is one of those 1% of cases where loading a separate page in this tab actually wouldn't be the expected behaviour of a link: an interactive data visualisation tool that also acts as a 'browser' of external content (science papers underlying the data it navigates). All other links within the interactive will change something while staying on the same page. If the user clicked one of these external links by mistake (as people often do, even when they are clearly, noisily labelled) and then had to back-button back, they would lose their fine-grained position in the interactive tool (jquery bbq hashchanges being not appropriate for all elements of the tool). New window/tab will simply open the target page on the 3rd party domain. Opening a new window/tab would also be an alternative option (and has its own disadvantages) - my question is, whether this is an alternative that could be considered (in terms of acceptable practice around intellectual property etc), irrespective of which option is best for UX: which is something we'll decide the proper way, based on actual UX testing.

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Navigational Flows in Web Forms

    - by Mona Rakibe
    Navigation flows in the Web UI is a common requirement. In 11.1.1.7 we do not have out of the box support for navigational flows but this is surely on our road-map.Until then this simple approach might meet some of the requirements. In this sample we use a trigger control and Web Form rules show navigation flow for Customer, Orders and Line Items. Start by creating  a new Web Form and adding 3 tabs as Customer,Order,Line Items.Add the elements to each tab. Change the visibility for Order and Line Items to false Tab1 : Customer Tab 2 : Order Tab 3 : Line Item N    Notice we have added trigger controls for Next & Back Buttons.        Now write form rules to change the visibility and selection of tabs based on the clicks of trigger You can now navigate through the forms using the trigger control. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:10%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} a So Solution to this sample can be downloaded from here.

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  • What to answer to a customer who asks which one of two equivalent technologies must be used?

    - by MainMa
    As a freelancer, I am often asked by my customers what they must choose between similar elements, neither of which being better than another. Examples: “Do I need my e-commerce website be in PHP or ASP.NET?” “Do I need to host this ordinary web service in Cloud or use an ordinary hosting service?” “Which one is better for my new website: MySQL or Oracle?” etc. There is maybe at most 1% of cases where the choice is relevant, and there is a real, objective reason to use one over another, based on the precise metrics and studies. In all other cases, it doesn't matter at all. It is totally, completely irrelevant, either because there are no implications¹, or because those implications are too small to be taken in account², or, finally, because it's impossible to predict those implications³. If you know one thing and not another one, the answer to those questions is easy: “You can either write the application in C# or Java, both being probably equivalent in your case. Note that I'm a C# developer, so if you choose Java, I would not be able to work on your project and you would need to find another freelancer.” When you know both technologies, you can't answer that. In this case, how to explain to the customer that the question he asks is subject to flamewar and has no real consequences on his project? In other words, how to explain that you've chosen to use one technology rather than an equivalent one for the reasons related to human resources, without giving the impression to be unprofessional or to not care about the project? ¹ Example: Is MySQL better (worse?), performance-wise, compared to Oracle, for a personal website which will be accessed by, oh, let's be optimistic, two people per day? ² Example: for a given project, I was asked to asset if Windows Azure hosting would be cheaper than the hosting of the same application on a well-known ASP.NET hosting provider. The cost revealed to be exactly the same. ³ Example: your customer have an idea of a future application (the idea itself being extremely vague). There is no business plan, no requirements, nothing at all. Just an idea. You are asked if Java is better than C# for this app. What do you answer?

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