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  • Finding the index of a given value in a pre-sorted array

    - by bobo
    Today, I went for an interview and the interviewer asked me how I would find the index of a given value (number) in a pre-sorted array like this: $preSortedArr=array(23,32,36,41,45,54); He also said that using recursion is not allowed. I think the function should look like this: function findIndexByValue($preSortedArray,$value){ //some codes here } What solution do you think he was expecting from me? EDIT: sorry, I forgot to add that, he originally asked me to write psuedo codes but I said I don't know. I tried to write in PHP, but I think he's expecting a language-independent solution.

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  • Variable pre-fixes, Visual Studio 2010 onwards?

    - by thedixon
    I'm a bit bewildered on this subject, as I relate variable prefixes to being a thing of the past now, but with Visual Studio 2010 onwards (I'm currently using 2012), do people still do this and why? I only ask because, these days, you can hover over any variable and it'll tell you the variable type and scope. There's literally no requirement for pre-fixing being there for readability. By this I mean: string strHello int intHello etc. And I'm being language/tool biased here - as Visual Studio takes a lot of the legwork out for you in terms of seeing exactly what type the variable is, including after conversions in the code. This is not a "general programming" question.

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  • Recommended place for pre-translated Zend Framework resources

    - by Exception e
    Since zf 1.10 Zend Framework ships with pre-translated validation messages. They are outside the library path. The manual illustrates how to load these in your bootstrap. $translator = new Zend_Translate( 'array', '/resources/languages', $language, array('scan' => Zend_Locale::LOCALE_DIRECTORY) ); Zend_Validate_Abstract::setDefaultTranslator($translator); I am inclined to think that these resources are specific to the zf-version; validators could change over time. If i copy the resources to my application tree I need to perform additional maintenance each time I upgrade to a newer version. What is best practice? Is there a ZF convention already?

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  • Caveates on the html options of <pre> <code> [on hold]

    - by user2935199
    Over at html syntax to display literal string i asked about displaying a literal. When i tried : http://sdrv.ms/1bEsPWz (as the posted sample will not display, i need to show a picture, as i don't have 10 xxx, i can't insert a picture, I am only left with a skydrive reference) In english, the and syntax was tried but it failed to show all content inside the block. It only showed the "is equal to - pre sample " part. I thought - did not care what was inside ? Can some explain how to make a truely literal block display ? I have my reasons why i don't want to have the " syntax in the html. Thanks

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  • Start all tab's activities for pre-cache

    - by Pentium10
    I have a TabActivity with three tabs defined. The first tab is light-weight and renders in acceptable time. But the 2nd and 3rd tab, does need a couple of seconds to get visually rendered, after I click them. I would like to launch them, after I've loaded my first tab, in background for pre-cache. Once they are loaded, I can switch quickly between them. So I am wondering how can I launch the 2nd and 3rd tab. They are intents loaded in the view area.

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  • SQL SERVER – Introduction to Rollup Clause

    - by pinaldave
    In this article we will go over basic understanding of Rollup clause in SQL Server. ROLLUP clause is used to do aggregate operation on multiple levels in hierarchy. Let us understand how it works by using an example. Consider a table with the following structure and data: CREATE TABLE tblPopulation ( Country VARCHAR(100), [State] VARCHAR(100), City VARCHAR(100), [Population (in Millions)] INT ) GO INSERT INTO tblPopulation VALUES('India', 'Delhi','East Delhi',9 [...]

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  • Python — Time complexity of built-in functions versus manually-built functions in finite fields

    - by stackuser
    Generally, I'm wondering about the advantages versus disadvantages of using the built-in arithmetic functions versus rolling your own in Python. Specifically, I'm taking in GF(2) finite field polynomials in string format, converting to base 2 values, performing arithmetic, then output back into polynomials as string format. So a small example of this is in multiplication: Rolling my own: def multiply(a,b): bitsa = reversed("{0:b}".format(a)) g = [(b<<i)*int(bit) for i,bit in enumerate(bitsa)] return reduce(lambda x,y: x+y,g) Versus the built-in: def multiply(a,b): # a,b are GF(2) polynomials in binary form .... return a*b #returns product of 2 polynomials in gf2 Currently, operations like multiplicative inverse (with for example 20 bit exponents) take a long time to run in my program as it's using all of Python's built-in mathematical operations like // floor division and % modulus, etc. as opposed to making my own division, remainder, etc. I'm wondering how much of a gain in efficiency and performance I can get by building these manually (as shown above). I realize the gains are dependent on how well the manual versions are built, that's not the question. I'd like to find out 'basically' how much advantage there is over the built-in's. So for instance, if multiplication (as in the example above) is well-suited for base 10 (decimal) arithmetic but has to jump through more hoops to change bases to binary and then even more hoops in operating (so it's lower efficiency), that's what I'm wondering. Like, I'm wondering if it's possible to bring the time down significantly by building them myself in ways that maybe some professionals here have already come across.

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  • Page Speed and it&rsquo;s affect on your business

    - by ihaynes
    Originally posted on: http://geekswithblogs.net/ihaynes/archive/2014/05/29/page-speed-and-itrsquos-affect-on-your-business.aspxPage speed was an important issue 10 years ago, when we all had slow modems, but became less so with the advent of fast broadband connections that even seemed to make Ajax unnecessary.  Then along came the mobile internet and we’re back to a world where page speed and asset optimisation are critical again. If you doubt this an article on SitePoint discussing ’Page Speed and Business Metrics’ may change your mind. http://www.sitepoint.com/page-speed-business-metrics/ Here are some of the figures it quotes: Walmart – saw a 2% increase in conversions for every second of improvement in page load time. Put another way, accumulated growth of revenues went up 1% for every 100 milliseconds of load time improvement. Yahoo – for every 400 milliseconds of improvement, the site traffic increased by 9%. The bottom line is that if people have to wait more than a few seconds for a page to fully render, particularly on a mobile device, they’ll probably go elsewhere. Ignore this at your peril.   For two previous posts on the subject see: Page Weight: 10 easy fixes Xat.com Image Optimiser – Useful for RWD/Mobile

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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • How often is software speed evident in the eyes of customers?

    - by rwong
    In theory, customers should be able to feel the software performance improvements from first-hand experience. In practice, sometimes the improvements are not noticible enough, such that in order to monetize from the improvements, it is necessary to use quotable performance figures in marketing in order to attract customers. We already know the difference between perceived performance (GUI latency, etc) and server-side performance (machines, networks, infrastructure, etc). How often is it that programmers need to go the extra length to "write up" performance analyses for which the audience is not fellow programmers, but managers and customers?

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • CPU Architecture and floating-point math

    - by Jo-Herman Haugholt
    I'm trying to wrap my head around some details about how floating point math is performed on the CPU, trying to better understand what data types to use etc. I think I have a fairly good understanding of how integer math is performed. If I've understood correctly, and disregarding SIMD, a 32-bit CPU will generally perform integer math at at least 32-bit precision etc. Is it correct that floating-point math is dependent on the presence of a FPU? And that the FPU on the x86 is 80-bit, so floating point math is performed at this precision unless using SIMD? What about ARM?

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  • Open source vs commercial game engines

    - by Vanangamudi
    How commercial game accomplsih stunnning graphics with smooth game play? I am a huge die hard fan and follower of GNU Stallman and his philosophies and other Libre people Cmon how wud I miss Linus. but I got to admit commercial games does excellent jobs. One such good example is Assasin's Creed from Ubisoft. It has good quality graphcis and plays smoothly in my Dual core CPU with Nvidia Geforce 8400ES. Rockstar GTA4 has awesome graphcis but it's slower than AC considering the graphics quality tradeoff. Age of Empires from Ensemble studios, does include Massive crowd AI simulation, yet it plays so smoothly with eyecandy graphics and very large weapon sets and different techtree elements on the other hand. Open source games like Glest, 0A.D(still in alpha :) are not so smooth even though they have very restricted abilities? Coming to question: how do game companies achieve such optmizations, or the open source community is not doing optimizations, or there are any propriarity technological elements that benefits only the companies exists huh?? e.g the OpenSubDiv from Pixar just released open to community?? something like that. and why it is hard to implement optimizations? are there any legal restrictions???

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  • How can I replicate Google Page Speed's lossless image compression as part of my workflow?

    - by Keefer
    I love that Google's Page Speed is able to losslessly compress a lot of my images, but I'd love to make it part of my workflow, prior to uploading a site and making it live. Is there anything I can run locally to give me the same lossless compression? I currently export images from Export For Web from Photoshop, and use a little application called PNGCrusher to reduce file size of PNGs. I'd love to find a faster way though than saving out and replacing the individual images from Page Speed's results.

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  • How to improve performance of map that loads new overlay images

    - by anthonysomerset
    I have inherited a website to maintain that uses a html map overlaying a real map to link specific countries to specific pages. previously it loaded the default map image, then with some javascript it would change the image src to an image with that particular country in a different colour on mouseover and reset the image source back to the original image on mouse out to make maintenance (adding new countries) easier i made the initial map a background image by utilising some CSS for the div tag, and then created new images for each country which only had that countries hightlight so that the images remain fairly small. this works great but theres one issue which is particularly noticeable on slower internet connections when you hover over a country if you dont have the image file in your browser cache or downloaded it wont load the image unless you hover over another country and then back onto the first country - i guess this is due to the image having to manually be downloaded on first hover. My question: is it possible to force the load of these extra images AFTER the page and all the other assets have finished loading so that this behaviour is all but eliminated? the html code for the MAP is as follows: <div class="gtmap"><img id="Image-Maps_6200909211657061" src="<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png" usemap="#Image-Maps_6200909211657061" alt="We offer Guided Motorcycle Tours all around the world" width="615" height="296" /> <map id="_Image-Maps_6200909211657061" name="Image-Maps_6200909211657061"> <area shape="poly" coords="511,134,532,107,542,113,520,141" href="/guided-motorcycle-tours-japan/" alt="Guided Japan Motorcycle Tours" title="Japan" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-japan.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="252,61,266,58,275,64,262,68" href="/guided-motorcycle-tour.php?iceland-motorcycle-adventure-39" alt="Guided Iceland Motorcycle Tours" title="Iceland" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-iceland.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="587,246,597,256,577,279,568,270" href="/guided-motorcycle-tour.php?new-zealand-south-island-adventure-10" alt="New Zealand Guided Motorcycle Tours" title="New Zealand" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-nz.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="418,133,412,145,412,154,421,178,430,180,430,166,443,154,443,145,438,144,433,142,430,138,431,130,430,129,425,128" href="/guided-motorcycle-tours-india/" alt="India Guided Motorcycle Tours" title="India" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-india.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="460,152,466,149,474,165,470,171,466,161" href="/guided-motorcycle-tours-laos/" alt="Laos Guided Motorcycle Tours" title="Laos" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-laos.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="468,179,475,166,468,152,475,152,482,169" href="/guided-motorcycle-tour.php?indochina-motorcycle-adventure-tour-32" onClick="javascript: pageTracker._trackPageview('/internal-links/guided-tours/map/vietnam');" alt="Vietnam Guided Motorcycle Tours" title="Vietnam" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-viet.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="330,239,337,235,347,226,352,233,351,243,344,250,335,253,327,255,323,249,322,242,323,241" href="/guided-motorcycle-tours-southafrica/" alt="South Africa Guided Motorcycle Tours" title="South Africa" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-sa.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="290,77,293,86,298,96,286,102,285,97,285,89,282,84,282,79" href="/guided-motorcycle-tour.php?great-britain-isle-of-man-scotland-wales-uk-18" alt="United Kingdom" title="United Kingdom Guided Motorcycle Tours" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-uk.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="357,118,368,118,369,126,345,129,338,125,338,117,342,115,348,116" href="/guided-motorcycle-tour.php?explore-turkey-adventure-45" alt="Turkey" title="Turkey Guided Motorcycle Tours" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-turkey.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="206,95,193,101,185,101,178,106,165,111,157,109,147,105,134,103,121,103,107,103,96,103,86,104,81,99,77,91,70,83,62,79,60,72,61,64,59,57,60,51,71,50,83,49,95,50,107,54,117,53,129,47,137,36,148,37,163,38,177,44,187,54,195,60,184,72,191,80,200,87" href="/guided-motorcycle-tours-canada/" alt="Guided Canada Motorcycle Tours" title="Canada" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-canada.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="61,75,60,62,60,55,59,44,51,44,43,43,36,42,28,43,23,48,17,51,15,62,19,74,27,79,19,83,16,93,35,83,43,77,50,75,55,75" href="/guided-motorcycle-tours-alaska/" alt="Guided Alaska Motorcycle Tours" title="Alaska" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-alaska.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="82,101,99,101,133,101,148,105,161,110,172,106,187,100,180,113,171,122,165,131,159,149,147,141,137,140,129,147,120,141,112,138,103,137,93,132,86,122,86,112,86,106" href="/guided-motorcycle-tours-usa/" alt="USA Guided Motorcycle Tours" title="USA" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-usa.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="178,225,180,214,175,208,174,204,178,198,174,193,167,192,157,199,158,204,164,211,167,218" href="/guided-motorcycle-tour.php?peru-machu-picchu-adventure-25" alt="Peru Guided Motorcycle Tours" title="Peru" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-peru.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="172,226,169,239,166,256,166,267,164,279,171,277,174,262,175,250,179,234,180,225,176,224" href="/guided-motorcycle-tours-chile/" alt="Guided Chile Motorcycle Tours" title="Chile" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-chile.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> <area shape="poly" coords="199,260,194,261,187,265,184,276,183,296,170,292,168,282,174,270,174,257,177,245,180,230,190,228,205,237,199,245" href="/guided-motorcycle-tours-argentina/" alt="Guided Argentina Motorcycle Tours" title="Argentina" onmouseover="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-arg.png';" onmouseout="if(document.images) document.getElementById('Image-Maps_6200909211657061').src='<?php echo cdnhttpsCheck(); ?>assets/wmap/a-guided-tours-map-blank.png';" /> </map> </div> The <?php echo cdnhttpsCheck(); ?> is just a site specific function that gets the correct web domain/url from a config file to load resources from CDN where possible (eg all non HTTPS requests) We are loading Jquery at the bottom of the HTML if anybody wonders why it is missing from the code snippet for reference, the page with the map in question is found here: http://www.motoquest.com/guided-motorcycle-tours/

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  • "Optimal" game loop for 2D side-scroller

    - by MrDatabase
    Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and draws the game objects. For example having a GameObject base class with a deep inheritance hierarchy could be good for maintenance... you can do something like the following: foreach(GameObject g in gameObjects) g.update(); However I think this approach can create performance issues. On the other hand all game objects' data and functions could be global. Which would be a maintenance headache but might be closer to an optimally performing game loop. Any thoughts? I'm interested in practical applications of near optimal game loop structure... even if I get a maintenance headache in exchange for great performance.

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  • Refactoring a Single Rails Model with large methods & long join queries trying to do everything

    - by Kelseydh
    I have a working Ruby on Rails Model that I suspect is inefficient, hard to maintain, and full of unnecessary SQL join queries. I want to optimize and refactor this Model (Quiz.rb) to comply with Rails best practices, but I'm not sure how I should do it. The Rails app is a game that has Missions with many Stages. Users complete Stages by answering Questions that have correct or incorrect Answers. When a User tries to complete a stage by answering questions, the User gets a Quiz entry with many Attempts. Each Attempt records an Answer submitted for that Question within the Stage. A user completes a stage or mission by getting every Attempt correct, and their progress is tracked by adding a new entry to the UserMission & UserStage join tables. All of these features work, but unfortunately the Quiz.rb Model has been twisted to handle almost all of it exclusively. The callbacks began at 'Quiz.rb', and because I wasn't sure how to leave the Quiz Model during a multi-model update, I resorted to using Rails Console to have the @quiz instance variable via self.some_method do all the heavy lifting to retrieve every data value for the game's business logic; resulting in large extended join queries that "dance" all around the Database schema. The Quiz.rb Model that Smells: class Quiz < ActiveRecord::Base belongs_to :user has_many :attempts, dependent: :destroy before_save :check_answer before_save :update_user_mission_and_stage accepts_nested_attributes_for :attempts, :reject_if => lambda { |a| a[:answer_id].blank? }, :allow_destroy => true #Checks every answer within each quiz, adding +1 for each correct answer #within a stage quiz, and -1 for each incorrect answer def check_answer stage_score = 0 self.attempts.each do |attempt| if attempt.answer.correct? == true stage_score += 1 elsif attempt.answer.correct == false stage_score - 1 end end stage_score end def winner return true end def update_user_mission_and_stage ####### #Step 1: Checks if UserMission exists, finds or creates one. #if no UserMission for the current mission exists, creates a new UserMission if self.user_has_mission? == false @user_mission = UserMission.new(user_id: self.user.id, mission_id: self.current_stage.mission_id, available: true) @user_mission.save else @user_mission = self.find_user_mission end ####### #Step 2: Checks if current UserStage exists, stops if true to prevent duplicate entry if self.user_has_stage? @user_mission.save return true else ####### ##Step 3: if step 2 returns false: ##Initiates UserStage creation instructions #checks for winner (winner actions need to be defined) if they complete last stage of last mission for a given orientation if self.passed? && self.is_last_stage? && self.is_last_mission? create_user_stage_and_update_user_mission self.winner #NOTE: The rest are the same, but specify conditions that are available to add badges or other actions upon those conditions occurring: ##if user completes first stage of a mission elsif self.passed? && self.is_first_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first stage of first mission self.user.add_badge(5) self.user.activity_logs.create(description: "granted first-stage badge", type_event: "badge", value: "first-stage") #If user completes last stage of a given mission, creates a new UserMission elsif self.passed? && self.is_last_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first mission self.user.add_badge(6) self.user.activity_logs.create(description: "granted first-mission badge", type_event: "badge", value: "first-mission") elsif self.passed? create_user_stage_and_update_user_mission else self.passed? == false return true end end end #Creates a new UserStage record in the database for a successful Quiz question passing def create_user_stage_and_update_user_mission @nu_stage = @user_mission.user_stages.new(user_id: self.user.id, stage_id: self.current_stage.id) @nu_stage.save @user_mission.save self.user.add_points(50) end #Boolean that defines passing a stage as answering every question in that stage correct def passed? self.check_answer >= self.number_of_questions end #Returns the number of questions asked for that stage's quiz def number_of_questions self.attempts.first.answer.question.stage.questions.count end #Returns the current_stage for the Quiz, routing through 1st attempt in that Quiz def current_stage self.attempts.first.answer.question.stage end #Gives back the position of the stage relative to its mission. def stage_position self.attempts.first.answer.question.stage.position end #will find the user_mission for the current user and stage if it exists def find_user_mission self.user.user_missions.find_by_mission_id(self.current_stage.mission_id) end #Returns true if quiz was for the last stage within that mission #helpful for triggering actions related to a user completing a mission def is_last_stage? self.stage_position == self.current_stage.mission.stages.last.position end #Returns true if quiz was for the first stage within that mission #helpful for triggering actions related to a user completing a mission def is_first_stage? self.stage_position == self.current_stage.mission.stages_ordered.first.position end #Returns true if current user has a UserMission for the current stage def user_has_mission? self.user.missions.ids.include?(self.current_stage.mission.id) end #Returns true if current user has a UserStage for the current stage def user_has_stage? self.user.stages.include?(self.current_stage) end #Returns true if current user is on the last mission based on position within a given orientation def is_first_mission? self.user.missions.first.orientation.missions.by_position.first.position == self.current_stage.mission.position end #Returns true if current user is on the first stage & mission of a given orientation def is_last_mission? self.user.missions.first.orientation.missions.by_position.last.position == self.current_stage.mission.position end end My Question Currently my Rails server takes roughly 500ms to 1 sec to process single @quiz.save action. I am confident that the slowness here is due to sloppy code, not bad Database ERD design. What does a better solution look like? And specifically: Should I use join queries to retrieve values like I did here, or is it better to instantiate new objects within the model instead? Or am I missing a better solution? How should update_user_mission_and_stage be refactored to follow best practices? Relevant Code for Reference: quizzes_controller.rb w/ Controller Route Initiating Callback: class QuizzesController < ApplicationController before_action :find_stage_and_mission before_action :find_orientation before_action :find_question def show end def create @user = current_user @quiz = current_user.quizzes.new(quiz_params) if @quiz.save if @quiz.passed? if @mission.next_mission.nil? && @stage.next_stage.nil? redirect_to root_path, notice: "Congratulations, you have finished the last mission!" elsif @stage.next_stage.nil? redirect_to [@mission.next_mission, @mission.first_stage], notice: "Correct! Time for Mission #{@mission.next_mission.position}", info: "Starting next mission" else redirect_to [@mission, @stage.next_stage], notice: "Answer Correct! You passed the stage!" end else redirect_to [@mission, @stage], alert: "You didn't get every question right, please try again." end else redirect_to [@mission, @stage], alert: "Sorry. We were unable to save your answer. Please contact the admministrator." end @questions = @stage.questions.all end private def find_stage_and_mission @stage = Stage.find(params[:stage_id]) @mission = @stage.mission end def find_question @question = @stage.questions.find_by_id params[:id] end def quiz_params params.require(:quiz).permit(:user_id, :attempt_id, {attempts_attributes: [:id, :quiz_id, :answer_id]}) end def find_orientation @orientation = @mission.orientation @missions = @orientation.missions.by_position end end Overview of Relevant ERD Database Relationships: Mission - Stage - Question - Answer - Attempt <- Quiz <- User Mission - UserMission <- User Stage - UserStage <- User Other Models: Mission.rb class Mission < ActiveRecord::Base belongs_to :orientation has_many :stages has_many :user_missions, dependent: :destroy has_many :users, through: :user_missions #SCOPES scope :by_position, -> {order(position: :asc)} def stages_ordered stages.order(:position) end def next_mission self.orientation.missions.find_by_position(self.position.next) end def first_stage next_mission.stages_ordered.first end end Stage.rb: class Stage < ActiveRecord::Base belongs_to :mission has_many :questions, dependent: :destroy has_many :user_stages, dependent: :destroy has_many :users, through: :user_stages accepts_nested_attributes_for :questions, reject_if: :all_blank, allow_destroy: true def next_stage self.mission.stages.find_by_position(self.position.next) end end Question.rb class Question < ActiveRecord::Base belongs_to :stage has_many :answers, dependent: :destroy accepts_nested_attributes_for :answers, :reject_if => lambda { |a| a[:body].blank? }, :allow_destroy => true end Answer.rb: class Answer < ActiveRecord::Base belongs_to :question has_many :attempts, dependent: :destroy end Attempt.rb: class Attempt < ActiveRecord::Base belongs_to :answer belongs_to :quiz end User.rb: class User < ActiveRecord::Base belongs_to :school has_many :activity_logs has_many :user_missions, dependent: :destroy has_many :missions, through: :user_missions has_many :user_stages, dependent: :destroy has_many :stages, through: :user_stages has_many :orientations, through: :school has_many :quizzes, dependent: :destroy has_many :attempts, through: :quizzes def latest_stage_position self.user_missions.last.user_stages.last.stage.position end end UserMission.rb class UserMission < ActiveRecord::Base belongs_to :user belongs_to :mission has_many :user_stages, dependent: :destroy end UserStage.rb class UserStage < ActiveRecord::Base belongs_to :user belongs_to :stage belongs_to :user_mission end

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