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  • Refactor: Sequential Coupling => Template Method

    Another colleague brought me present today - the blog post. Thank you. You were right!We will do some refactoring which will lead us from Anti-Pattern to Pattern. From Sequential Coupling to Template Method. And as I see it could be very common way to refactor bad code that represents mentioned anti

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  • How to load Image in C# and set properties of the Picture Box

    - by SAMIR BHOGAYTA
    Create a C# application drag a picture Box, four buttons and open file dialog on the form. Write code on btn_browse Button click ----------------------------------------- private void btn_browse_Click(object sender, System.EventArgs e) { try { OpenFileDialog open = new OpenFileDialog(); open.Filter = "Image Files(*.jpg; *.jpeg; *.gif; *.bmp)|*.jpg; *.jpeg; *.gif; *.bmp"; if (open.ShowDialog()==DialogResult.OK) { pictureBox1.Image = new Bitmap(open.FileName); } } catch (Exception) { throw new ApplicationException("Failed loading image"); } } Write code on btn_StretchImage Button click ------------------------------------------------ private void btn_StretchImage_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage; } Write code on btn_AutoSize Button click ------------------------------------------------- private void btn_AutoSize_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.AutoSize; } Write code on btn_CenterImage Button click -------------------------------------------------- private void btn_CenterImage_Click(object sender, System.EventArgs e) { pictureBox1.SizeMode = System.Windows.Forms.PictureBoxSizeMode.CenterImage; }

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  • Introducing the Native Client SDK

    Introducing the Native Client SDK Henry Bridge, product manager for Native Client introduces the developer preview of Native Client's sdk. For more information go to code.google.com From: GoogleDevelopers Views: 5 0 ratings Time: 05:00 More in Science & Technology

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  • Google I/O 2012 - Go Concurrency Patterns

    Google I/O 2012 - Go Concurrency Patterns Rob Pike Concurrency is the key to designing high performance network services. Go's concurrency primitives (goroutines and channels) provide a simple and efficient means of expressing concurrent execution. In this talk we see how tricky concurrency problems can be solved gracefully with simple Go code. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 169 2 ratings Time: 51:27 More in Science & Technology

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  • Google I/O 2010 - Keynote Day 2 Android Demo, pt. 4

    Google I/O 2010 - Keynote Day 2 Android Demo, pt. 4 Google I/O 2010 - Keynote Day 2 Android Demo, part 4 Video footage from Day 2 keynote at Google I/O 2010 For Google I/O session videos, presentations, developer interviews and more, go to: code.google.com/io From: GoogleDevelopers Views: 1 0 ratings Time: 10:00 More in Science & Technology

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  • project management for rookie

    - by macindows
    I'm new at the field of computer programming and I chose to learn it at the University, but I have some problems with project management, usually before I write any code I start to plan it on the paper, and when I'm finished I begin to code, but I understood that usualy I write only 20-30 percent from my planning, and I change my code a lot, can somebody recommend me a good book or blog about commong pitfalls and troubles with software planning and management.

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  • Do extra words in url affect SEO?

    - by smp7d
    Often for technical reasons we end up with some extra words in a url that we would not want to optimize for as they would have no bearing on the content. Examples would be: sportssite.com/content/sports-article movieportal.com/node/movie-review electronicsforum.com/blog/top-10-cameras webmasters.stackexchange.com/questions/34046/do-extra-words-in-url-affect-seo Do these have any affect on ranking in any of the major search engines? Would it behoove us to strip the extra words?

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  • C++ Succinctly now available!

    - by Michael B. McLaughlin
    Over the summer I worked with SyncFusion to create an eBook based off of my C# to C++ guide for their free Succinctly Series of eBooks. Today the result, C++ Succinctly, was published for download. It is a free (registration required; they make tools and libraries for .NET development so you might get an occasional email from them – I’ve been signed up for a few months and have had maybe 3 emails total so it’s not horrible super spam or anything ) and you can download it as a PDF or a Kindle .MOBI file (or both). I’m excited with how it turned out and enjoyed working with the people at SyncFusion. The book contains a total of 20 code samples, which you can download from BitBucket (there’s a link very early in the book). Almost all of the code is also inline in the book itself so that you don’t need to worry about flipping back and forth between your dev machine and your eReader (but if you want to try to understand a concept better, you can easily download the code, open it up in VS 2012, and play around with it to see what happens when you tinker with things). The code does require Visual Studio 2012 because of its expanded support for C++11 features and since I wrote all of the samples as Console programs for clarity and compactness, you will need a version that supports C++ desktop development (currently VS 2012 Pro, Premium, or Ultimate). Sometime this Fall, Microsoft will be releasing Visual Studio 2012 Express for Windows Desktop which should provide a free way to use the samples. That said, I tested all of the samples with MinGW and only the StorageDurationSample will not compile with it due to the thread-local storage code. If you comment that out then you can compile and run all the samples with MinGW (or using a recent version of GCC in a GNU/Linux environment, or any other C++ compiler that provides the same level of C++11 support that Visual Studio 2012 does). I hope it proves helpful to those of you who choose to check it out!

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  • Strategies for removing register_globals from a file

    - by Jonathan Rich
    I have a file (or rather, a list of about 100 files) in my website's repository that is still requiring the use of register_globals and other nastiness (like custom error reporting, etc) because the code is so bad, throws notices, and is 100% procedural with few subroutines. We want to move to PHP 5.4 (and eventually 5.5) this year, but can't until we can port these files over, clean them up, etc. The average file length is about 1000 lines. I've already cleaned up a few of the low-hanging fruit, however the job took almost an entire day for 2 300-500 line files. I am in a quagmire here (giggity). Anyway, has anyone else dealt with this in the past? Are there any strategies besides tracing backwards through the code? Most static analysis tools don't look at code outside of functions - are there any that will look at the procedural code and help find at least some of the problems?

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  • Write SEO Articles For Humans, Not Machines

    We would like other people to be able to find our web pages and read our writing or see our images. In other words, we need to be present in web search results. SEO is an important factor to reach high positions in search results but you should always create pages for humans and only optimize them for search engines.

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  • What are the commonly confused encodings that may result in identical test data?

    - by makerofthings7
    I'm fixing code that is using ASCIIEncoding in some places and UTF-8 encoding in other functions. Since we aren't using the UTF-8 features, all of our unit tests passed, but I want to create a heightened awareness of encodings that produce similar results and may not be fully tested. I don't want to limit this to just UTF-8 vs ASCII, since I think issue with code that handles ASN.1 fields and other code working with Base64. So, what are the commonly confused encodings that may result in identical test data?

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  • Understanding Dynamic Management Views and Functions in SQL Server 2008

    Performance monitoring and optimization is an inseparable part of a DBA's activities. To optimize a poorly performing system/query or to troubleshoot the performance issues you need to know the root cause. Prior to SQL Server 2005, we had several system tables to monitor the state of the system. SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • Oracle’s Visual CRM Solution

    Visual CRM adds the powerful visualization and document centric collaboration capabilities of Oracle’s AutoVue to Oracle’s best-in-class CRM solutions. By introducing a visual aspect to call center, field service, and ordering processes, Visual CRM helps teams provide faster responses to customer issues, optimize field service performance, and shorten ordering cycles while minimizing order errors.With Visual CRM, organizations can achieve improved customer service levels and field service operations which help drive margin, top line revenue, and customer retention.

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Google I/O 2010 - Keynote Day 2 Android Demo, pt. 3

    Google I/O 2010 - Keynote Day 2 Android Demo, pt. 3 Google I/O 2010 - Keynote Day 2 Android Demo, part 3 Video footage from Day 2 keynote at Google I/O 2010 For Google I/O session videos, presentations, developer interviews and more, go to: code.google.com/io From: GoogleDevelopers Views: 2 0 ratings Time: 09:44 More in Science & Technology

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  • Google I/O 2010 Keynote, pt. 12

    Google I/O 2010 Keynote, pt. 12 Video footage from Day 1 keynote at Google I/O 2010 For Google I/O session videos, presentations, developer interviews and more, go to: code.google.com/io From: GoogleDevelopers Views: 1 0 ratings Time: 14:55 More in Science & Technology

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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  • Steps on Effective Keyword Research

    It is important to optimize your website/money site to gain more clients and market your products. Hunting the best profitable keywords for your website will help you put your website on top. It will be only a waste of money if you use keywords that are unnecessary or irrelevant.

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  • Visual studio 2010 sp1 beta javascript formating

    - by anirudha
    currently in visual studio you find that in MVC3 razor based project their is no way to format javascript. well no problem a great sollution is http://jsbeautifier.org/ it’s make javascript code pretty cool and better like Visual studio do. if you have some security issue that watch out that it’s work without posting code to server by postback or ajax request. if you feel more then get the code and use them offline

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  • Google I/O Sandbox Case Study: GoAnimate

    Google I/O Sandbox Case Study: GoAnimate We interviewed GoAnimate at the Google I/O Sandbox on May 10, 2011 and they explained to us the benefits of using partnering with YouTube. GoAnimate is an video creation platform that lets users easily create animated videos and publish them on YouTube. For more information on developing on YouTube, visit: code.google.com For more information on GoAnimate, visit: goanimate.com From: GoogleDevelopers Views: 33 0 ratings Time: 02:17 More in Science & Technology

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