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  • Benefits of Masters of Engineering Professional Practice for the lowly (yet aspiring) programmer

    - by Peter Turner
    I've been looking into in state online degree programs 'to fit my busy lifestyle' (i.e. three children, wife and hour and a half commute). One interesting one I've found is that Master of Engineering in Professional Practice. It looks more useful and practical than a MBA in project management. I'll contact the admission dept there about the specifics. But here I'm just asking in general. Do the courses in this degree apply to software engineering/development in even an abstract sense. The university I'm looking at does not have a Software Engineering major in the school of engineering. I'm not interested in architecture astronomy, but I am interested in helping my company succeed and being able to communicate technical information at a high and effective level as well as being able to lead my co-programmers toward a more robust end product. So my multipart question is: What might be the real benefit to me and my brain and How do I convince my boss (the owner of the company, who does do some tuition reimbursement) that just because it doesn't say anything about software that it might still do us some good? Oh, and how do I get past the fact that a masters degree would make me more qualified to be the project manager than... the project manager? (who is my supervisor)

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  • Should I use an interface when methods are only similar?

    - by Joshua Harris
    I was posed with the idea of creating an object that checks if a point will collide with a line: public class PointAndLineSegmentCollisionDetector { public void Collides(Point p, LineSegment s) { // ... } } This made me think that if I decided to create a Box object, then I would need a PointAndBoxCollisionDetector and a LineSegmentAndBoxCollisionDetector. I might even realize that I should have a BoxAndBoxCollisionDetector and a LineSegmentAndLineSegmentCollisionDetector. And, when I add new objects that can collide I would need to add even more of these. But, they all have a Collides method, so everything I learned about abstraction is telling me, "Make an interface." public interface CollisionDetector { public void Collides(Spatial s1, Spatial s2); } But now I have a function that only detects some abstract class or interface that is used by Point, LineSegment, Box, etc.. So if I did this then each implementation would have to to a type check to make sure that the types are the appropriate type because the collision algorithm is different for each different type match up. Another solution could be this: public class CollisionDetector { public void Collides(Point p, LineSegment s) { ... } public void Collides(LineSegment s, Box b) { ... } public void Collides(Point p, Box b) { ... } // ... } But, this could end up being a huge class that seems unwieldy, although it would have simplicity in that it is only a bunch of Collide methods. This is similar to C#'s Convert class. Which is nice because it is large, but it is simple to understand how it works. This seems to be the better solution, but I thought I should open it for discussion as a wiki to get other opinions.

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  • Thinking skills to be a good programmer

    - by Paul
    I have been programming for last 15 years with non-CS degree. Main reason I got into programming was that I liked to learn new things and apply them to my work. And I was able to find and fix programming errors and their causes faster than others. But I never find myself a a guru or an expert, maybe due to my non-CS major. And when I saw great programmers, I observed they are very good, much better than me of course, at solving problems. One skill I found good in my mid-career is thinking of requirements and tasks in a reverse order and in abstract. In that way, I can see what is really required for me to do without detail and can quickly find parts of solution that already exist. So I wonder if there are other thinking skills to be a good programmer. I've followed Q&As below and actually read some of books recommended there. But I couldn't really pickup good methods directly applicable for my programming work. What non-programming books should a programmer read to help develop programming/thinking skills? Skills and habits to develop to be good at programming (I'm a newbie)

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  • What is logical cohesion, and why is it bad or undesirable?

    - by Matt Fenwick
    From the c2wiki page on coupling & cohesion: Cohesion (interdependency within module) strength/level names : (from worse to better, high cohesion is good) Coincidental Cohesion : (Worst) Module elements are unrelated Logical Cohesion : Elements perform similar activities as selected from outside module, i.e. by a flag that selects operation to perform (see also CommandObject). i.e. body of function is one huge if-else/switch on operation flag Temporal Cohesion : operations related only by general time performed (i.e. initialization() or FatalErrorShutdown?()) Procedural Cohesion : Elements involved in different but sequential activities, each on different data (usually could be trivially split into multiple modules along linear sequence boundaries) Communicational Cohesion : unrelated operations except need same data or input Sequential Cohesion : operations on same data in significant order; output from one function is input to next (pipeline) Informational Cohesion: a module performs a number of actions, each with its own entry point, with independent code for each action, all performed on the same data structure. Essentially an implementation of an abstract data type. i.e. define structure of sales_region_table and its operators: init_table(), update_table(), print_table() Functional Cohesion : all elements contribute to a single, well-defined task, i.e. a function that performs exactly one operation get_engine_temperature(), add_sales_tax() (emphasis mine). I don't fully understand the definition of logical cohesion. My questions are: what is logical cohesion? Why does it get such a bad rap (2nd worst kind of cohesion)?

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  • Is this an acceptable approach to undo/redo in Python?

    - by Codemonkey
    I'm making an application (wxPython) to process some data from Excel documents. I want the user to be able to undo and redo actions, even gigantic actions like processing the contents of 10 000 cells simultaneously. I Googled the topic, and all the solutions I could find involves a lot of black magic or is overly complicated. Here is how I imagine my simple undo/redo scheme. I write two classes - one called ActionStack and an abstract one called Action. Every "undoable" operation must be a subclass of Action and define the methods do and undo. The Action subclass is passed the instance of the "document", or data model, and is responsible for committing the operation and remembering how to undo the change. Now, every document is associated with an instance of the ActionStack. The ActionStack maintains a stack of actions (surprise!). Every time actions are undone and new actions are performed, all undone actions are removed for ever. The ActionStack will also automatically remove the oldest Action when the stack reaches the configurable maximum amount. I imagine the workflow would produce code looking something like this: class TableDocument(object): def __init__(self, table): self.table = table self.action_stack = ActionStack(history_limit=50) # ... def delete_cells(self, cells): self.action_stack.push( DeleteAction(self, cells) ) def add_column(self, index, name=''): self.action_stack.push( AddColumnAction(self, index, name) ) # ... def undo(self, count=1): self.action_stack.undo(count) def redo(self, count=1): self.action_stack.redo(count) Given that none of the methods I've found are this simple, I thought I'd get the experts' opinion before I go ahead with this plan. More specifically, what I'm wondering about is - are there any glaring holes in this plan that I'm not seeing?

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  • Channel-Chat mit Silvia Kaske

    - by A&C Redaktion
    Die Channel-Expertin spricht im Interview mit der IT-Business über Engineered Systems, neue Wege im Partner-Geschäft und die Konsolidierung der IT-Branche Das Produktspektrum von Oracle wird, vor allem seit der massiven Ausweitung in Richtung Hardware, immer breiter. Umso notwendiger werden Spezialisierungen für die Partner. Im Exklusivinteriew mit der IT-Business beantwortet Silvia Kaske, Senior Director Channel Sales & Alliances North bei Oracle, unter anderem die Frage „Wie man im Oracle Universum Geld verdient“. Neben unserem Blog-Kernthema, den Spezialisierungen, spricht Kaske auch darüber, wie die neue Projektdatenbank hilft, im Channel Konflikte zu vermeiden. Das lesenswerte Interview finden Sie als Titelstory in der IT-Business Nr. 17/2012 und auf IT-Business.de. Hier ein Abstract, was Sie dort erwartet: Zu den Engineered Systems, einem zentralen Thema für Oracle, äußert sich Kaske gleich zu Beginn. Sie betont, dass Oracle zwar optimal abgestimmte Gesamtpakete wie die Oracle SOA Suite anbietet, jedoch keine Entwicklung hin zu in sich abgeschlossenen Systemen möchte. Oracle Lösungen bleiben offen für die Kombination mit Produkten anderer Anbieter. Optimized Solutions seien vor allem dafür da, „die interne Komplexität in Unternehmen zu minimieren, um damit Kosten für den Betrieb der bestehenden Systeme zu senken.“ Das ausgefeilte System der Spezialisierungen hat ein klares Ziel: „Wir wollen Partner, die genau wissen, was sie tun, und die Endkunden bestmöglich beraten und betreuen“, sagt Kaske. Das erfordert ein hohes Wissen in einer oder mehreren Branchen oder Produktsegmenten – niemand erwartet schließlich von einem Partner, Experte für alle 9.000 Einzelprodukte zu sein. Dafür stehen derzeit über 100 zertifizierte Spezialisierungen zur Wahl. Das Programm OPN Specialised steht seit nunmehr zwei Jahren für die Entwicklung hin zu höheren Zertifizierungsanforderungen und damit zu noch kompetenteren Partnern. Zudem fördert Oracle die Kooperation verschieden spezialisierter Partner untereinander, Stichwort „Enablement 2.0“. Für einen reibungslosen Ablauf von Partnerprojekten sorgt deren Registrierung im Open Market Modell (OMM).

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  • Channel-Chat mit Silvia Kaske

    - by A&C Redaktion
    Die Channel-Expertin spricht im Interview mit der IT-Business über Engineered Systems, neue Wege im Partner-Geschäft und die Konsolidierung der IT-Branche Das Produktspektrum von Oracle wird, vor allem seit der massiven Ausweitung in Richtung Hardware, immer breiter. Umso notwendiger werden Spezialisierungen für die Partner. Im Exklusivinteriew mit der IT-Business beantwortet Silvia Kaske, Senior Director Channel Sales & Alliances North bei Oracle, unter anderem die Frage „Wie man im Oracle Universum Geld verdient“. Neben unserem Blog-Kernthema, den Spezialisierungen, spricht Kaske auch darüber, wie die neue Projektdatenbank hilft, im Channel Konflikte zu vermeiden. Das lesenswerte Interview finden Sie als Titelstory in der IT-Business Nr. 17/2012 und auf IT-Business.de. Hier ein Abstract, was Sie dort erwartet: Zu den Engineered Systems, einem zentralen Thema für Oracle, äußert sich Kaske gleich zu Beginn. Sie betont, dass Oracle zwar optimal abgestimmte Gesamtpakete wie die Oracle SOA Suite anbietet, jedoch keine Entwicklung hin zu in sich abgeschlossenen Systemen möchte. Oracle Lösungen bleiben offen für die Kombination mit Produkten anderer Anbieter. Optimized Solutions seien vor allem dafür da, „die interne Komplexität in Unternehmen zu minimieren, um damit Kosten für den Betrieb der bestehenden Systeme zu senken.“ Das ausgefeilte System der Spezialisierungen hat ein klares Ziel: „Wir wollen Partner, die genau wissen, was sie tun, und die Endkunden bestmöglich beraten und betreuen“, sagt Kaske. Das erfordert ein hohes Wissen in einer oder mehreren Branchen oder Produktsegmenten – niemand erwartet schließlich von einem Partner, Experte für alle 9.000 Einzelprodukte zu sein. Dafür stehen derzeit über 100 zertifizierte Spezialisierungen zur Wahl. Das Programm OPN Specialised steht seit nunmehr zwei Jahren für die Entwicklung hin zu höheren Zertifizierungsanforderungen und damit zu noch kompetenteren Partnern. Zudem fördert Oracle die Kooperation verschieden spezialisierter Partner untereinander, Stichwort „Enablement 2.0“. Für einen reibungslosen Ablauf von Partnerprojekten sorgt deren Registrierung im Open Market Modell (OMM).

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  • how should I design Objects around this business requirement?

    - by brainydexter
    This is the business requirement: " A Holiday Package (e.g. New York NY Holiday Package) can be offered in different ways based on the Origin city: From New Delhi to NY From Bombay to NY NY itself ( Land package ) (Bold implies default selection) a. and b. User can fly from either New Delhi or Bombay to NY. c. NY is a Land package, where a user can reach NY by himself and is a standalone holidayPackage. " Let's say I have a class that represents HolidayPackage, Destination (aka City). public class HolidayPackage{ Destination holidayCity; ArrayList<BaseHolidayPackageVariant> variants; BaseHolidayPackageVariant defaultVariant; } public abstract class BaseHolidayPackageVariant { private Integer variantId; private HolidayPackage holidayPackage; private String holidayPackageType; } public class LandHolidayPackageVariant extends BaseHolidayPackageVariant{ } public class FlightHolidayPackageVariant extends BaseHolidayPackageVariant{ private Destination originCity; } What data structure/objects should I design to support: options a default within those options Sidenote: A HolidayPackage can also be offered in different ways based on Hotel selections. I'd like to follow a design which I can leverage to support that use case in the future. This is the backend design I have in mind.

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  • Multiplayer online game engine/pipeline

    - by Slav
    I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games). Networking models may differ from each other, but currently I'm looking toward game's logic run on both client and server parts but they're written on different languages while it's not the main problem. My previous game (pretty big one - was implemented with efforts of ~5 programmers in 1.5 years) was mainly "written" within electronic tables as structured objects with implemented inheritance: was written standalone tool which generated AS3 and C++ (languages of platforms to which the game was published) using specified electronic tables file (.xls or .ods). That file contained ~50 tables with ~50 rows and ~50 columns each and was mainly written by game designers which do not know any programming languages. But that game was single-player. Having declared problem with my currently implementing MMO, I'm looking toward some vast pipeline, where will be resolved such problems like: game objects descriptions (which starships exist within game, how much HP they have, how fast move, what damage deal...) actions descriptions (what players or NPCs can do: attack each other, collect resources, build structures, move, teleport, cast spells) - actions are transmitted through server between clients influences (what happens when specified action applied on specified object, e.i "Ship A attacked Ship B: field "HP" of Ship B reduced by amount of field "damage" of Ship A" Influences can be much more difficult, yes, e.i. "damage is twice it's size when Ship has =5 allies around him in a 200 units range during night" and so on. If to be able to write such logic within some "design document" it will be easily possible to: let designers to do their job without programmer's intervention or any bug-prone programming validate described logic transfer (transform, convert) to any programming language where it will be executed Did somebody worked on something like that? Is there some tools/engines/pipelines which concernes with it? How to handle all of this problems simultaneously in a best way or do I properly imagine my tasks and problems to myself?

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  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

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  • How to refactor a myriad of similar classes

    - by TobiMcNamobi
    I'm faced with similar classes A1, A2, ..., A100. Believe it or not but yeah, there are roughly hundred classes that almost look the same. None of these classes are unit tested (of course ;-) ). Each of theses classes is about 50 lines of code which is not too much by itself. Still this is way too much duplicated code. I consider the following options: Writing tests for A1, ..., A100. Then refactor by creating an abstract base class AA. Pro: I'm (near to totally) safe by the tests that nothing goes wrong. Con: Much effort. Duplication of test code. Writing tests for A1, A2. Abstracting the duplicated test code and using the abstraction to create the rest of the tests. Then create AA as in 1. Pro: Less effort than in 1 but maintaining a similar degree of safety. Con: I find generalized test code weird; it often seems ... incoherent (is this the right word?). Normally I prefer specialized test code for specialized classes. But that requires a good design which is my goal of this whole refactoring. Writing AA first, testing it with mock classes. Then inheriting A1, ..., A100 successively. Pro: Fastest way to eliminate duplicates. Con: Most Ax classes look very much the same. But if not, there is the danger of changing the code by inheriting from AA. Other options ... At first I went for 3. because the Ax classes are really very similar to each other. But now I'm a bit unsure if this is the right way (from a unit testing enthusiast's perspective).

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  • Why is math taught "backwards"? [closed]

    - by Yorirou
    A friend of mine showed me a pretty practical Java example. It was a riddle. I got excited and quickly solved the problem. After it, he showed me the mathematical explanation of my solution (he proved why is it good), and it was completely clear for me. This seems like natural approach for me: solve problems, and generalize. This is very familiar to me, I do it all the time when I am programming: I write a function. When I have to write a similar function, I generalize the problem, grab the generic parts, and refactor them to a function, and solve the original problems as a specialization of the general function. At the university (or at least where I study), things work backwards. The professors shows just the highest possible level of the solutions ("cryptic" mathematical formulas). My problem is that this is too abstract for me. There is no connection of my previous knowledge (== reality in my sense), so even if I can understand it, I can't really learn it properly. Others are learning these formulas word-by-word, and get good grades, since they can write exactly the same to the test, but this is not an option for me. I am a curious person, I can learn interesting things, but I can't learn just text. My brain is for storing toughts, not strings. There are proofs for the theories, but they are also really hard to understand because of this, and in most of the cases they are omitted. What is the reason for this? I don't understand why is it a good idea to show the really high level of abstraction and then leave the practical connections (or some important ideas / practical motivations) out?

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • eSTEP TechCast - December 2012

    - by uwes
    Dear partner, we are pleased to announce our next eSTEP TechCast on Thursday 6th of December and would be happy if you could join. Please see below the details for the next TechCast.Date and time:Thursday, 06. December 2012, 11:00 - 12:00 GMT (12:00 - 13:00 CET; 15:00 - 16:00 GST) Title: Innovations with Oracle Solaris Cluster 4 Abstract:Oracle Solaris Cluster 4.0 is the version of Solaris Cluster that runs with Oracle Solaris 11. In this webcast we will focus at the integration of the cluster software with the IPS packaging system of Solaris 11, which makes installing and updating the software much easier and much more reliable, especially with virtualization technologies involved. Our webcast will also reflect new versions of Oracle Solaris Cluster if they will be announced in the meantime. Target audience: Tech Presales Speaker: Hartmut Streppel Call Info:Call-in-toll-free number: 08006948154 (United Kingdom)Call-in-toll-free number: +44-2081181001 (United Kingdom) Show global numbers Conference Code: 803 594 3Security Passcode: 9876Webex Info (Oracle Web Conference) Meeting Number: 255 760 510Meeting Password: tech2011 Playback / Recording / Archive: The webcasts will be recorded and will be available shortly after the event in the eSTEP portal under the Events tab, where you could find also material from already delivered eSTEP TechCasts. Use your email-adress and PIN: eSTEP_2011 to get access. Feel free to have a look. We are happy to get your comments and feedback. Thanks and best regards, Partner HW Enablement EMEA

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Semantic coupling vs. large class

    - by user106587
    I have hardware I communicate with via TCP. This hardware accepts ~40 different commands/requests with about 20 different responses. I've created a HardwareProxy class which has a TcpClient to send and receive data. I didn't like the idea of having 40 different methods to send the commands/requests, so I started down the path of having a single SendCommand method which takes an ICommand and returns an IResponse, this results in 40 different SpecificCommand classes. The problem is this requires semantic coupling, i.e. the method that invokes SendCommand receives an IResponse which it has to downcast to SpecificResponse, I use a future map which I believe ensures the appropriate SpecificResponse, but I get the impression this code smells. Besides the semantic coupling, ICommand and IResponse are essentially empty abstract classes (Marker Interfaces) and this seems suspicious to me. If I go with the 40 methods I don't think I have broken the single responisbility principle as the responsibility of the HardwareProxy class is to act as the hardware, which has all of these commands. This route is just ugly, plus I'd like to have Asynchronous versions, so there'd be about 80 methods. Is it better to bite the bullet and have a large class, accept the coupling and MarkerInterfaces for a smaller soultuion, or am I missing a better way? Thanks.

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  • Web Crawler for Learnign Topics on Wikipedia

    - by Chris Okyen
    When I want to learn a vast topic on wikipedia, I don't know where to start. For instance say I want to learn about Binary Stars, I then have to know other things linked on that pages and linked pages on all the linked pages and so on for the specified number of levels. I want to write a web crawler like HTTracker or something similiar, that will display a heiarchy of the links on a certain page and the links on those linked pages.I wish to use as much prewritten code as possible. Here is an example: Pretending we are bending the rules by grabing links from only the first sentence of each pages The example archives and "processes" two levels deep The page is Ternary operation The First Level In mathematics a ternary operation is an N-ary operation The Second Level Under Mathmatics: Mathematics (from Greek µ???µa máthema, “knowledge, study, learning”) is the abstract study of topics encompassing quantity, structure, space, change and others; it has no generally accepted definition. Under N-ary In logic,mathematics, and computer science, the arity i/'ær?ti/ of a function or operation is the number of arguments or operands that the function takes Under Operation In its simplest meaning in mathematics and logic, an operation is an action or procedure which produces a new value from one or more input values ------------------------------------------------------------------------- I need some way to determine what oder to approach all these wiki pages to learn the concept ( in this case ternary operations )... Following along with this exmpakle, one way to show the path to read would a printout flowout like so: This shows that the first sentence of the Mathematics page doesn't link to the first sentence of pages linked on ternary page two levels deep. (Please tell me how I should explain this ) --- In otherwords, the child node of the top pages first sentence, ternary_operation, does not have any child nodes that reference the children of the top pages other children nodes- N-ary and operation. Thus it is safe to read this first. Since N-ary has a link to operations we shoudl read the operation page second and finally read the N-ary page last. Again, I wish to use as much prewritten code as possible, and was wondering what language to use and what would be the simpliest way to go about doing this if there isn't already somethign out there? Thank You!

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  • What does SVN do better than git?

    - by doug
    No question that the majority of debates over programmer tools distill to either personal choice (by the user) or design emphasis, i.e., optimizing design according to particular uses cases (by the tool builder). Text Editors are probably the most prominent example--a coder who works on a Windows at work and codes in Haskell on the Mac at home, values cross-platform and compiler integration and so chooses Emacs over Textmate, etc. It's less common that a newly introduced technology is genuinely, demonstrably superior to the extant options. I wonder if this is in fact the case with version-control systems, in particular, centralized VCS (CVS, SVN) versus distributed VCS (git, hg)? I used SVN for about five years, and SVN is currently used where I work. A little less than three years ago, I switched to git (and gitHub) for all of my personal projects. I can think of a number of advantages of git over subversion (and which for the most part abstract to advantages of distributed over centralized VCS), but I cannot think of one contra example--some task (that's relevant and arises in a programmers usual workflow) that subversion does better than git. The only conclusion I have drawn from this is that I don't have any data--not that git is better, etc. My guess is that such counter-examples exist, hence this question.

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  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

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  • EE vs Computer Science: Effect on Developers' Approaches, Styles?

    - by DarenW
    Are there any systematic differences between software developers (sw engineers, architect, whatever job title) with an electronics or other engineering background, compared to those who entered the profession through computer science? By electronics background, I mean an EE degree, or a self-taught electronics tinkerer, other types of engineers and experimental physicists. I'm wondering if coming into the software-making professions from a strong knowledge of flip flops, tristate buffers, clock edge rise times and so forth, usually leads to a distinct approach to problems, mindsets, or superior skills at certain specialties and lack of skills at others, when compared to the computer science types who are full of concepts like abstract data types, object orientation, database normalization, who speak of "closures" in programming languages - things that make little sense to the soldering iron crowd until they learn enough programming. The real world, I'm sure, offers a wild range of individual exceptions, but for the most part, can you say there are overall differences? Would these have hiring implications e.g. (to make up something) "never hire an electron wrangler to do database design"? Could knowing about any differences help job seekers find something appropriate more effectively? Or provide enlightenment or some practical advice for those who find themselves misfits in a particular job role? (Btw, I've never taken any computer science classes; my impression of exactly what they cover is fuzzy. I'm an electronics/physics/art type, myself.)

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  • PPT Leveraging Azure for Performance Testing

    - by Tarun Arora
    I have recently presented a session on “How you can leverage Azure for Performance Testing” your application.  It goes without saying that performance testing your application not only gives you the confidence that the application will work under heavy levels of stress but also gives you the ability to test how scalable the architecture of your application is. It is important to know how much is too much for your application! Working with various clients in the industry I have realized that the biggest barrier in Load Testing & Performance Testing adoption is the high infrastructure and administration cost that comes with this phase of testing. In the session I tried to demonstrate how you can use the power of Windows Azure to effectively abstract the administration cost of infrastructure management and lower the total cost of Load & Performance Testing. You can view the session presentation here, http://www.slideshare.net/aroratarun/leveraging-azure-for-performance-testing  I’ll be adding a video on this subject shortly… If you have any feedback or further suggestions to add to the goodness of this solution please get in touch.

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  • eSTEP TechCast-Special - October 2012

    - by uwes
    Dear partner, we are pleased to announce our eSTEP TechCast-Special on Thursday 18th of October and would be happy if you could join. Please see below the details for the next TechCast.Date and time:Thursday, 18. October 2012, 11:00 - 12:00 BST (12:00 - 13:00 CEST; 14:00 - 15:00 GST) Title: Oracle OpenWorld Systems Update Abstract:In this special TechCast we will give you a brief update to News and Announcements of Oracle Open World 2012. Special focus will be on Announcements around the Systems products and partner relevant News from Oracle OpenWorld. Target audience: Tech Presales Speaker: HW Enablement Team Call Info:Call-in-toll-free number: 08006948154 (United Kingdom)Call-in-toll-free number: +44-2081181001 (United Kingdom) Show global numbers Conference Code: 803 594 3Security Passcode: 9876Webex Info (Oracle Web Conference) Meeting Number: 593 893 048Meeting Password: tech2011 Playback / Recording / Archive: The webcasts will be recorded and will be available shortly after the event in the eSTEP portal under the Events tab, where you could find also material from already delivered eSTEP TechCasts. Use your email-adress and PIN: eSTEP_2011 to get access. Feel free to have a look. We are happy to get your comments and feedback. ">

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Natural talent vs experience [on hold]

    - by Tord Johansson Munk
    Hi i have a question for you guys if you had a choice of hiring one of two programmers. One of them is a natural born programming talent, he has been programming since he was 14 year old and he has been programming all sorts of things by him self, 3d renders,games,his own frameworks, he is really good at algorithms and problem solving. He is now about 25 years old and is looking for a job after some unchallenged years of college the only experience he has is working on his own/university stuff and some open source project. This guy spends all his free time programming and has several pet projects at home. The other person is a 37 year old career programmer. He has been programming since he graduated from university at the age of 26 and have been working since then. He did not have an interest in programming before university. During his studies he discovered that programming was fun and challenging but it never was a "passion". During his career he mainly worked with "enterprise" platforms such as .net or javaEE. He mainly have done database business applications and thus is lacking skills of the young talent like abstract problem solving or algorithms. But he know the tools he has been using during the years and is reliable and almost always makes his boss happy. He keeps him self updated in the platform and tools he has and is using. But outside the office walls he don't touch any code at all. Witch one would you hire? Would you favor one of them in certain projects? Do you think that if the young talent learns his tools he will be a better programmer than the older one? Would your decision be different if both of them where lacking a degree? or if only one of them was lacking a degree be the old and experienced or the young genius.

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  • tips, guidelines, points to remember for rendering professional code?

    - by ronnieaka
    I'm talking about giving clients professional looking code. The whole nine yards, everything you hardcore professional highly experienced programmers here probably do when coding freelance or for the company you work in. I'm fresh out of college and I'm going into freelance. I just want to be sure that my first few projects leave a good after-taste of professionalism imprinted on the clients' minds. When I Googled what i'm asking here, I was given pages that showed various websites and tools that let you make flashy websites and templates etc. The $N package and such stuff. I can't recall the word experts use for it. Standard, framework [i know that's not it]. English isn't my first language so I'm sorry I don't really don't know the exact phrase for it. That abstract way of writing code so that you don't come across as a sloppy programmer. That above mentioned way for programming websites and desktop software [in python/C/C++/Java]. EDIT: i can work on the accruing vast knowledge and know-how and logic building etc. what i'm asking for is the programming standard/guidelines you guys follow so that the client on seeing code feels that its a professional solution. Like comment blocks, a particular indentation style something like that. Is there any book on it or specific list of points for enterprise type coding by them? Especially here as in my case, for building websites [php for now..], and desktop software [c/c++/java/python]

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