Search Results

Search found 14434 results on 578 pages for 'language comparison'.

Page 396/578 | < Previous Page | 392 393 394 395 396 397 398 399 400 401 402 403  | Next Page >

  • Floating point undesirable in highly critical code?

    - by Kirt Undercoffer
    Question 11 in the Software Quality section of "IEEE Computer Society Real-World Software Engineering Problems", Naveda, Seidman, lists fp computation as undesirable because "the accuracy of the computations cannot be guaranteed". This is in the context of computing acceleration for an emergency braking system for a high speed train. This thinking seems to be invoking possible errors in small differences between measurements of a moving object but small differences at slow speeds aren't a problem (or shouldn't be), small differences between two measurements at high speed are irrelevant - can there be a problem with small roundoff errors during deceleration for an emergency braking system? This problem has been observed with airplane braking systems resulting in hydroplaning but could this actually happen in the context of a high speed train? The concern about fp errors seems to not be well-founded in this context. Any insight? The fp is used for acceleration so perhaps the concern is inching over a speed limit? But fp should be just fine if they use a double in whatever implementation language. The actual problem in the text states: During the inspection of the code for the emergency braking system of a new high speed train (a highly critical, real-time application), the review team identifies several characteristics of the code. Which of these characteristics are generally viewed as undesirable? The code contains three recursive functions (well that one is obvious). The computation of acceleration uses floating point arithmetic. All other computations use integer arithmetic. The code contains one linked list that uses dynamic memory allocation (second obvious problem). All inputs are checked to determine that they are within expected bounds before they are used.

    Read the article

  • Maintaining Two Separate Software Versions From the Same Codebase in Version Control

    - by Joseph
    Let's say that I am writing two different versions of the same software/program/app/script and storing them under version control. The first version is a free "Basic" version, while the second is a paid "Premium" version that takes the codebase of the free version and expands upon it with a few extra value-added features. Any new patches, fixes, or features need to find their way into both versions. I am currently considering using master and develop branches for the main codebase (free version) along side master-premium and develop-premium branches for the paid version. When a change is made to the free version and merged to the master branch (after thorough testing on develop of course), it gets copied over to the develop-premium branch via the cherry-pick command for more testing and then merged into master-premium. Is this the best workflow to handle this situation? Are there any potential problems, caveats, or pitfalls to be aware of? Is there a better branching strategy than what I have already come up with? Your feedback is highly appreciated! P.S. This is for a PHP script stored in Git, but the answers should apply to any language or VCS.

    Read the article

  • Count function on tree structure (non-binary)

    - by Spevy
    I am implementing a tree Data structure in c# based (largely on Dan Vanderboom's Generic implementation). I am now considering approach on handling a Count property which Dan does not implement. The obvious and easy way would be to use a recursive call which Traverses the tree happily adding up nodes (or iteratively traversing the tree with a Queue and counting nodes if you prefer). It just seems expensive. (I also may want to lazy load some of my nodes down the road). I could maintain a count at the root node. All children would traverse up to and/or hold a reference to the root, and update a internally settable count property on changes. This would push the iteration problem to when ever I want to break off a branch or clear all children below a given node. Generally less expensive, and puts the heavy lifting what I think will be less frequently called functions. Seems a little brute force, and that usually means exception cases I haven't thought of yet, or bugs if you prefer. Does anyone have an example of an implementation which keeps a count for an Unbalanced and/or non-binary tree structure rather than counting on the fly? Don't worry about the lazy load, or language. I am sure I can adjust the example to fit my specific needs. EDIT: I am curious about an example, rather than instructions or discussion. I know this is not technically difficult...

    Read the article

  • General List of Common Programming Errors

    - by javamonkey79
    As one journey's from apprentice to journeyman to master I've noticed that one accumulates a list of best practices for things they've been bitten by. Personally, I write most of my stuff in java & SQL so my list tends to be slated towards them. I've accumulated the following: When doing list removal, always reverse iterate Avoid adding items to a list you are currently iterating on Watch out for NullPointerExceptions Now, I know there are language specific "common errors" links out there like this one. And I'm also aware of the pragmatic programmer tips, Martin Fowler's "code smells". Does anyone know of any good lists out there of things like I've listed above (re: list removal, adding items, etc). My guess is that there are some good QA folks out there that can probably throw me a bone here. I'm not looking for things the compiler can catch - I'm looking for common things that cause bugs. In the event that there isn't a list out there already then I welcome posting your own findings here. Thanks in advance!

    Read the article

  • Most suited technology for browser games?

    - by Tingle
    I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting. So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it. Thank you for you time.

    Read the article

  • Sucking Less Every Year ?

    - by AdityaGameProgrammer
    Sucking Less Every Year A trail of thought that had been on my mind for a while Quoting directly from the post I've often thought that sucking less every year is how humble programmers improve. You should be unhappy with code you wrote a year ago. If you aren't, that means either A) you haven't learned anything in a year, B) your code can't be improved, or C) you never revisit old code. All of these are the kiss of death for software developers. How often does this happen or not happen to you? How long before you see an actual improvement in your coding ? month, year? Do you ever revisit Your old code? How often does your old code plague you? or how often do you have to deal with your technical debt. It is definitely very painful to fix old bugs n dirty code that we may have done to quickly meet a deadline and those quick fixes ,some cases we may have to rewrite most of the application/code. No arguments about that. Some of the developers i had come across argued that they were already at the evolved stage where their coding doesn't need improvement or cant get improved anymore. Does this happen? If so how many years into coding on a particular language does one expect this to happen?

    Read the article

  • What are some good courses to take my programming to the next level?

    - by absentx
    I am in search of either some in person, or online training that could take my coding to the next level. I am looking to attack two specific areas: Javascript: While I have been getting by with javascript for three or four years, I still feel like it takes a back seat to my other programming. I use Jquery a lot but would prefer to be proficient in pure JS also. PHP: I feel pretty proficient at PHP but I know there is only room to improve. Here I am interested in something that can teach me the more advanced aspects of the language, improve my code writing and perhaps cover object oriented php in depth also. I have looked into Netcom's training courses before but I can't tell if there advanced webmaster professional would be a good fit or not. Seems kind of like a force fed course but I am interested in it because I am looking for something in the one to two week range that is targeted at what I am looking for. I have zero experience with any type of online courses in terms of programming. It appears lots are available, but I am not sure on the quality.

    Read the article

  • Tools for game script / storyboard

    - by Pietro Polsinelli
    I am searching for a tool that will help in writing a game script. By "script" I mean the text core of a storyboard - without the drawing drafts, which may or may not be there (yet). What I'm thinking of will let write a piece of text of the script, define a simplified workflow from that step, and then define the text of next steps, and so on. Searching online, I found Inform http://inform7.com/ ("A Design System for Interactive Fiction Based on Natural Language") which in theory is exactly what I am searching for, but trying to use it it has this model of a space (a dungeon, a library) where you are picking up objects and exploring them. In my case I am designing more a Sims like game, the flow is entirely different. Considering non specific software, mind mapping tools miss the linearity of the process. What I am writing is a directed graph - simply a work-flow, but the way I want to design it is more text based than work-flow based. SO what I'm doing now is using a text editor, which I'll transform directly in code. Any suggestions?

    Read the article

  • Process Improvement and the Data Professional

    - by BuckWoody
    Don’t be afraid of that title – I’m not talking about Six Sigma or anything super-formal here. In many organizations, there are more folks in other IT roles than in the Data Professional area. In other words, there are more developers, system administrators and so on than there are the “DBA” role. That means we often have more to do than the time we need to do it. And, oddly enough, the first thing that is sacrificed is process improvement – the little things we need to do to make the day go faster in the first place. Then we get even more behind, the work piles up and…well, you know all about that. Earlier I challenged you to find 10-30 minutes a day to study. Some folks wrote back and asked “where do I start”? Well, why not be super-efficient and combine that time with learning how to make yourself more efficient? Try out a new scripting language, learn a new tool that automates things or find out ways others have automated their systems. In general, find out what you’re doing and how, and then see if that can be improved. It’s kind of like doing a performance tuning gig on yourself! If you’re pressed for time, look for bite-sized articles (like the ones I’ve done here for PowerShell and SQL Server) that you can follow in a “serial” fashion. In a short time you’ll have a new set of knowledge you can use to make your day faster. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

    Read the article

  • Are there legitimate reasons for returning exception objects instead of throwing them?

    - by stakx
    This question is intended to apply to any OO programming language that supports exception handling; I am using C# for illustrative purposes only. Exceptions are usually intended to be raised when an problem arises that the code cannot immediately handle, and then to be caught in a catch clause in a different location (usually an outer stack frame). Q: Are there any legitimate situations where exceptions are not thrown and caught, but simply returned from a method and then passed around as error objects? This question came up for me because .NET 4's System.IObserver<T>.OnError method suggests just that: exceptions being passed around as error objects. Let's look at another scenario, validation. Let's say I am following conventional wisdom, and that I am therefore distinguishing between an error object type IValidationError and a separate exception type ValidationException that is used to report unexpected errors: partial interface IValidationError { } abstract partial class ValidationException : System.Exception { public abstract IValidationError[] ValidationErrors { get; } } (The System.Component.DataAnnotations namespace does something quite similar.) These types could be employed as follows: partial interface IFoo { } // an immutable type partial interface IFooBuilder // mutable counterpart to prepare instances of above type { bool IsValid(out IValidationError[] validationErrors); // true if no validation error occurs IFoo Build(); // throws ValidationException if !IsValid(…) } Now I am wondering, could I not simplify the above to this: partial class ValidationError : System.Exception { } // = IValidationError + ValidationException partial interface IFoo { } // (unchanged) partial interface IFooBuilder { bool IsValid(out ValidationError[] validationErrors); IFoo Build(); // may throw ValidationError or sth. like AggregateException<ValidationError> } Q: What are the advantages and disadvantages of these two differing approaches?

    Read the article

  • Languages with a clear distinction between subroutines that are purely functional, mutating, state-changing, etc?

    - by CPX
    Lately I've become more and more frustrated that in most modern programming languages I've worked with (C/C++, C#, F#, Ruby, Python, JS and more) there is very little, if any, language support for determining what a subroutine will actually do. Consider the following simple pseudo-code: var x = DoSomethingWith(y); How do I determine what the call to DoSomethingWith(y) will actually do? Will it mutate y, or will it return a copy of y? Does it depend on global or local state, or is it only dependent on y? Will it change the global or local state? How does closure affect the outcome of the call? In all languages I've encountered, almost none of these questions can be answered by merely looking at the signature of the subroutine, and there is almost never any compile-time or run-time support either. Usually, the only way is to put your trust in the author of the API, and hope that the documentation and/or naming conventions reveal what the subroutine will actually do. My question is this: Does there exist any languages today that make symbolic distinctions between these types of scenarios, and places compile-time constraints on what code you can actually write? (There is of course some support for this in most modern languages, such as different levels of scope and closure, the separation between static and instance code, lambda functions, et cetera. But too often these seem to come into conflict with each other. For instance, a lambda function will usually either be purely functional, and simply return a value based on input parameters, or mutate the input parameters in some way. But it is usually possible to access static variables from a lambda function, which in turn can give you access to instance variables, and then it all breaks apart.)

    Read the article

  • Writing Java in Java

    - by Skeith
    I have been using Java for several months at work now and am becoming mildly competent in it. The problem I think I am having is that I program C++ in Java . By that I mean I have always used C++ and am treating Java as a simple syntax change instead of appreciate if for its own language. For instance a static variable in C++ is the same as a normal variable in Java as Java is all classes so they maintain there values between function calls. Little things like this are tripping me up constantly as I am self taught. What I want is to invest the time to become a good java programmer not just a C++ programmer that can write in Java. The problem is I do not know how to do this. I have tried reading the Java doc pages but I find them very clinical and hard to understand. So what I am looking for is recommendations on how I can learn to think in Java. Books that teach Java concepts not Java syntax, online tutorials that I can work through that give it a context, established Java traditions/best practices and any other thing that you could recommend.

    Read the article

  • Is learning how to use C (or C++) a requirement in order to be a good (excellent) programmer?

    - by blueberryfields
    When I first started to learn how to program, real programmers could write assembly in their sleep. Any serious schooling in computer science would include a hefty bit of training and practice in programming using assembly. That has since changed, to the point where I see Computer Science degrees with assembly, if included at all, is relegated to one assignment, and one chapter, for a total of two weeks' work out of 4 years' schooling. C/C++ programming seems to have followed a similar path. I'm no longer surprised to interview university graduates who have not spent more than two weeks programming in C++, and have only read of C in a book somewhere. While the most serious CS degrees still seem to include significant time learning and using one or both of the languages, the trend is clearly towards less enforced C/C++ in school. It's clearly possible to make a career producing good work without ever reading or writing a single line of C or C++ code. Given all of that, is learning the two languages worth the effort? Are they at all required to excel? (beyond the obvious, non-language specific advice, such as "a good selection of languages is probably important for a comprehensive education", and "it's probably a good idea to keep trying out and learning new languages throughout a programmers' career, just to stretch the gray cells")

    Read the article

  • Resource Acquisition is Initialization in C#

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

    Read the article

  • Costs/profit of/when starting an indie company

    - by Jack
    In short, I want to start a game company. I do not have much coding experience (just basic understanding and ability to write basic programs), any graphics design experience, any audio mixing experience, or whatever else technical. However, I do have a lot of ideas, great analytical skills and a very logical approach to life. I do not have any friends who are even remotely technical (or creative in regards to games for that matter). So now that we've cleared that up, my question is this: how much, minimally, would it cost me to start such a company? I know that a game could be developed in under half a year, which means it would have to operate for half a year prior, and that's assuming that the people working on the first project do their jobs good, don't leave game breaking bugs, a bunch of minor bugs, etc.. So how much would it cost me, and what would be the likely profit in half a year? I'm looking at minimal costs here, as to do it, I would have to sell my current apartment and buy a new, smaller one, pay taxes, and likely move to US/CA/UK to be closer to technologically advanced people (and be able to speak the language of course). EDIT: I'm looking at a small project for starters, not a huge AAA title.

    Read the article

  • XPath & XML EDI B2B

    - by PearlFactory
    GoodToGo :) Best XML Editor is Altova XMLSpy 2011 http://www.torrenthound.com/hash/bfdbf55baa4ca6f8e93464c9a42cbd66450bb950/torrent-info/Altova-XMLSpy-Enterprise-Edition-SP1-2011-v13-0-1-0-h33t-com-Full For whatever reason Piratebay has trojans and other nasties..Search in torrent.eu for Altova XMLSpy Enterprise Edition SP1 2011 v13.0.1.0 Also if you like the product purchase it in a Commercial Enviroment Any well structured/complex XML can be parsed @ the speed of light using XPATH querys and not the C# objects XPathNodeIterator and others etc ....Never do loops  or Genirics or whatever highlevel language technology. Use the power of XPATH i.e Will use a Simple (Do while) as an example. We could have many different techs all achieveing the same result Instead of   xmlNI2 = xmlNav.Select("/p:BookShop")         if (xmlNI2.Count != 0)            {                                 while ((xmlNI2.MoveNext()))              string aNode =xmlNI2.SelectSingleNode('Book', nsmgr); if (aNode =="The Book I am after")       Console.WriteLine("Found My Book);   This lengthy cumbersome task can be achieved with a simple XPATH query Console.WriteLine((xmlNavg.SelectSingleNode("/p:BookShop/Book[.='The Book I am aFter ']", nsmgr)).Value.ToString()); Use the power of the parser and eliminate the middleman C#/MSIL/JIT etc etc Get Started Fast and use the parser as Outlined 1) Open XML and goto Grid Mode 2) Select XPATH tab on the bottom viewer/window as shown  From here you get intellisense and can quickly learn how to navigate/find the data using XPATH A key component to Navigation with XPATH is to use the "../ " command . This basically says from where I am now go up 1 level . With Xpath all commands are cumalative. i.e you can search for a book title @ the 2nd level of the XML and from there traverse 15 layers to paragraphs or words on a page with expression validation occuring throughout this process etc  (So in essence you may have arrived @ a node within the XML and have met 15 conditions along the way ) Given 1-2 days with XmlSpy and XPATH you unlock a technology that is super fast and simple to use. XML is a core component to what lays under the hood of so many techs. So it is no wonder that you want to be able to goto  the atomic level to achieve the result you want Justin P.S For a long time I saw XML as slow and a bit boring but now converted

    Read the article

  • Question regarding Readability vs Processing Time

    - by Jordy
    I am creating a flowchart for a program with multiple sequential steps. Every step should be performed if the previous step is succesful. I use a c-based programming language so the lay-out would be something like this: METHOD 1: if(step_one_succeeded()) { if(step_two_succeeded()) { if(step_three_succeeded()) { //etc. etc. } } } If my program would have 15+ steps, the resulting code would be terribly unfriendly to read. So I changed my design and implemented a global errorcode that I keep passing by reference, make everything more readable. The resulting code would be something like this: METHOD 2: int _no_error = 0; step_one(_no_error); if(_no_error == 0) step_two(_no_error); if(_no_error == 0) step_three(_no_error); if(_no_error == 0) step_two(_no_error); The cyclomatic complexibility stays the same. Now let's say there are N number of steps. And let's assume that checking a condition is 1 clock long and performing a step doesn't take up time. The processing speed of Method1 can be anywhere between 1 and N. The processing speed of Method2 however is always equal to N-1. So Method1 will be faster most of the time. Which brings me to my question, is it bad practice to sacrifice time in order to make the code more readable? And why (not)?

    Read the article

  • Assignments in mock return values

    - by zerkms
    (I will show examples using php and phpunit but this may be applied to any programming language) The case: let's say we have a method A::foo that delegates some work to class M and returns the value as-is. Which of these solutions would you choose: $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue('baz')); $obj = new A($mock); $this->assertEquals('baz', $obj->foo()); or $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result = 'baz')); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); or $result = 'baz'; $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result)); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); Personally I always follow the 2nd solution, but just 10 minutes ago I had a conversation with couple of developers who said that it is "too tricky" and chose 3rd or 1st. So what would you usually do? And do you have any conventions to follow in such cases?

    Read the article

  • Understanding Application binary interface (ABI)

    - by Tim
    I am trying to understand the concept of Application binary interface (ABI). From The Linux Kernel Primer: An ABI is a set of conventions that allows a linker to combine separately compiled modules into one unit without recompilation, such as calling conventions, machine interface, and operating-system interface. Among other things, an ABI defines the binary interface between these units. ... The benefits of conforming to an ABI are that it allows linking object files compiled by different compilers. From Wikipedia: an application binary interface (ABI) describes the low-level interface between an application (or any type of) program and the operating system or another application. ABIs cover details such as data type, size, and alignment; the calling convention, which controls how functions' arguments are passed and return values retrieved; the system call numbers and how an application should make system calls to the operating system; and in the case of a complete operating system ABI, the binary format of object files, program libraries and so on. I was wondering whether ABI depends on both the instruction set and the OS. Are the two all that ABI depends on? What kinds of role does ABI play in different stages of compilation: preprocessing, conversion of code from C to Assembly, conversion of code from Assembly to Machine code, and linking? From the first quote above, it seems to me that ABI is needed for only linking stage, not the other stages. Is it correct? When is ABI needed to be considered? Is ABI needed to be considered during programming in C, Assembly or other languages? If yes, how are ABI and API different? Or is it only for linker or compiler? Is ABI specified for/in machine code, Assembly language, and/or of C?

    Read the article

  • How will closures in Java impact the Java Community?

    - by Ryan Delucchi
    It is one of the most talked about features planned for Java: Closures. Many of us have been longing for them. Some of us (including I) have grown a bit impatient and have turned to scripting languages to fill the void. But, once closures have finally arrived to Java: how will they effect the Java Community? Will the advancement of VM-targetted scripting languages slow to a crawl, stay the same, or acclerate? Will people flock to the new closure syntax, thus turning Java code-bases all-around into more functionally structured implementations? Will we only see closures sprinkled in Java throughout? What will be the effect on tool/IDE support? How about performance? And finally, what will it mean for Java's continued adoption, as a language, compared with other languages that are rising in popularity? To provide an example of one of the latest proposed Java Closure syntax specs: public interface StringOperation { String invoke(String s); } // ... (new StringOperation() { public invoke(String s) { new StringBuilder(s).reverse().toString(); } }).invoke("abcd"); would become ... String reversed = { String s => new StringBuilder(s).reverse().toString() }.invoke("abcd"); [source: http://tronicek.blogspot.com/2007/12/closures-closure-is-form-of-anonymous_28.html]

    Read the article

  • Unit testing to prove balanced tree

    - by Darrel Hoffman
    I've just built a self-balancing tree (red-black) in Java (language should be irrelevant for this question though), and I'm trying to come up with a good means of testing that it's properly balanced. I've tested all the basic tree operations, but I can't think of a way to test that it is indeed well and truly balanced. I've tried inserting a large dictionary of words, both pre-sorted and un-sorted. With a balanced tree, those should take roughly the same amount of time, but an unbalanced tree would take significantly longer on the already-sorted list. But I don't know how to go about testing for that in any reasonable, reproducible way. (I've tried doing millisecond tests on these, but there's no noticeable difference - probably because my source data is too small.) Is there a better way to be sure that the tree is really balanced? Say, by looking at the tree after it's created and seeing how deep it goes? (That is, without modifying the tree itself by adding a depth field to each node, which is just wasteful if you don't need it for anything other than testing.)

    Read the article

  • Tail-recursive implementation of take-while

    - by Giorgio
    I am trying to write a tail-recursive implementation of the function take-while in Scheme (but this exercise can be done in another language as well). My first attempt was (define (take-while p xs) (if (or (null? xs) (not (p (car xs)))) '() (cons (car xs) (take-while p (cdr xs))))) which works correctly but is not tail-recursive. My next attempt was (define (take-while-tr p xs) (let loop ((acc '()) (ys xs)) (if (or (null? ys) (not (p (car ys)))) (reverse acc) (loop (cons (car ys) acc) (cdr ys))))) which is tail recursive but needs a call to reverse as a last step in order to return the result list in the proper order. I cannot come up with a solution that is tail-recursive, does not use reverse, only uses lists as data structure (using a functional data structure like a Haskell's sequence which allows to append elements is not an option), has complexity linear in the size of the prefix, or at least does not have quadratic complexity (thanks to delnan for pointing this out). Is there an alternative solution satisfying all the properties above? My intuition tells me that it is impossible to accumulate the prefix of a list in a tail-recursive fashion while maintaining the original order between the elements (i.e. without the need of using reverse to adjust the result) but I am not able to prove this. Note The solution using reverse satisfies conditions 1, 3, 4.

    Read the article

  • Is error suppression acceptable in role of logic mechanism?

    - by Rarst
    This came up in code review at work in context of PHP and @ operator. However I want to try keep this in more generic form, since few question about it I found on SO got bogged down in technical specifics. Accessing array field, which is not set, results in error message and is commonly handled by following logic (pseudo code): if field value is set output field value Code in question was doing it like: start ignoring errors output field value stop ignoring errors The reasoning for latter was that it's more compact and readable code in this specific case. I feel that those benefits do not justify misuse (IMO) of language mechanics. Is such code is being "clever" in a bad way? Is discarding possible error (for any reason) acceptable practice over explicitly handling it (even if that leads to more extensive and/or intensive code)? Is it acceptable for programming operators to cross boundaries of intended use (like in this case using error handling for controlling output)? Edit I wanted to keep it more generic, but specific code being discussed was like this: if ( isset($array['field']) ) { echo '<li>' . $array['field'] . '</li>'; } vs the following example: echo '<li>' . @$array['field'] . '</li>';

    Read the article

  • decent use-case for goto in c?

    - by Robz
    I really hesitate to ask this, because I don't want to "solicit debate, arguments, polling, or extended discussion" but I'm new to C and want to gain more insight into common patterns used in the language. I recently heard some distaste for the goto command, but I've also recently found a decent use-case for it. Code like this: error = function_that_could_fail_1(); if (!error) { error = function_that_could_fail_2(); if (!error) { error = function_that_could_fail_3(); ...to the n-th tab level! } else { // deal with error, clean up, and return error code } } else { // deal with error, clean up, and return error code } If the clean-up part is all very similar, could be written a little prettier (my opinion?) like this: error = function_that_could_fail_1(); if(error) { goto cleanup; } error = function_that_could_fail_2(); if(error) { goto cleanup; } error = function_that_could_fail_3(); if(error) { goto cleanup; } ... cleanup: // deal with error if it exists, clean up // return error code Is this a common or acceptable use-case of goto in C? Is there a different/better way to do this?

    Read the article

  • Installation causing broken packages

    - by AWE
    Here I come I am so determined to use Ubuntu that I paid a professional to install it for me (dualboot). When I got it I got a lot of things from the software center. Skype did not have a download button so I googled it and Ubuntu help told me to do this: sudo add-apt-repository "deb http://archive.canonical.com/ $(lsb_release -sc) partner" and then this: sudo apt-get update && sudo apt-get install skype The terminal told me "that this is potentially harmful..." but I thought it was Ubuntu language meaning "are you sure?" Now items cannot be installed or removed until the package catalog is repaired, so I want to repair it but the package operation fails. "sudo aptitude -f install" - command not found Synaptic package manager tells me that I have two broken packages, libc6 and libc6-dev but doesn't help, only makes life complicated. What the *#$%&!!! I don't want to be forced to become a computer scientist just to be able to use a free source os. P.s. the sound stopped working

    Read the article

< Previous Page | 392 393 394 395 396 397 398 399 400 401 402 403  | Next Page >