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  • Progressbar patterns (Eclipse)

    - by JesperE
    I've struggled quite a bit with Eclipse and progress-monitors to try to have good progressbars which report useful progress information to the user. Inevitably the code gets cluttered with lots of things like if (monitor.isCancelled()) return; ... lengthyMethodCall(monitor.newChild(10)); and all over the place I need to pass a IProgressMonitor as an argument to my methods. This is bad, for several reasons: The code gets cluttered with lots of code which is not relevant to what the function actually does. I need to manually guesstimate which parts of the code takes time, and which parts do not. It interacts badly with automated tests; where much of the information which goes into a progressbar instead should be logged for later inspection. Is there a way out of this? Are there tools which can help me out with one or more of these problems? Should I be looking at Aspect-Oriented Programming tools, or are there other alternatives?

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  • If I send an IPA over TestFlight, can it be used to deploy to the app store?

    - by Reid Belton
    I am currently working for a small startup. I was previously under contract, now I am working for equity (no pay). The thing is, there is not yet a signed agreement in place as the details are being worked out. I may finish development before the contract is ready. I'm not currently under any contract or agreement, so the other party doesn't have any legal claim (that I know of) to the code I'm writing now, other than NDA (which just precludes me from cutting him out and releasing on my own). He already has the old code that I wrote under contract. I've made it clear to the other party that I won't submit the app or turn over the code until there's something signed to protect my interests. I've stopped pushing commits to the company repo (I'm now the only developer actively working on the project). However, I would still like to send builds over TestFlight for feedback and testing purposes. The other party has access to the developer portal and iTunes Connect for code signing, etc. Things are amicable and I don't foresee getting burnt on this, but I'm not going to put myself in that position. My concern is that if I send a finished build via TestFlight, it could be extracted and submitted to the app store without my participation. They wouldn't have the source for future maintenance and updates, of course, but it could be reverse-engineered by another developer later working from the old code base. Is this technically feasible at all? If so, is there a way I can send builds for testing while protecting my interests?

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  • Google I/O Sandbox Case Study: DayZipping

    Google I/O Sandbox Case Study: DayZipping We interviewed DayZipping at the Google I/O Sandbox on May 10, 2011. They explained to us the benefits of integrating with Google Maps. DayZipping is a website where users can find and share day trips for a variety of popular destinations. For more information about developing on Google Maps, visit: code.google.com For more information on DayZipping, visit: www.dayzipping.com From: GoogleDevelopers Views: 33 0 ratings Time: 02:09 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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  • Add copyright notice to a website

    - by PeeHaa
    Not really a programming question, but I find it related. If not (or you find this question too subjective), please tell me, yell at me, swear at me, kick me in the nuts, or just vote to close :) I've read some questions and answers here on SO about adding copyright notices, but not the specific ones I am looking for. I want to add a copyright notice to a website I created. Something like (c) Me 2010. All rights reserved. I am aware that everything written by someone is automatically copyrighted (if I'm not mistaken and perhaps depending on country laws). I see some sites use the following format for this (c) Me 2009-2010. However for me that makes no sense to add an 'end-date' to the notice. I am aware I can code to update the notice every year, but I just find it strange. Or is it just me? Another question is: I also use copyrighted code from others (they are all mentioned in the credits incl. links to their licenses ofc) on my site. Would it still be OK to add the copyright notice to the site with only Me in it? So to sum it up I have 2 questions: What is THE RIGHT WAYTM of adding a copyright notice on a website (or code or whatever)? If there is one. Is it allowed to copyright code with other copyrighted code within it?

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  • Animation in Silverlight

    In this chapter, you will be learning the fundamental concepts of Animations in Silverlight Application, which includes Animation Types, namespace details, classes, objects used, implementation of different types of animations with XAML and with C# code ...

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  • returning null vs returning zero, which would be better?

    - by Dark Star1
    I inherited a project that I am managing and having to maintain pending the redevelopment of the code base. At the moment I am being tasked with adding little feature all over the place and have gotten into the habit of returning null instead of zero in parts of the code where I am working on. The problem is we have a client that is using this code and parts of code that require data from my implemented features recieve a null and dump the stack trace in UI. I would like to avoid this entirely from my input but without the nullPointer exceptions there's the potential that errors would be introduced into the client's data which may go un-noticed. Usually I would have come up with my own error notification system but I have never inherited a project before. so I am unsure whether to continue down this path. I still believe that the stack dump is preferable to un-noticed data corruption/inaccuracies.

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  • Open Source Analysis

    - by BluFire
    There are a lot of code in open source projects, looking at all of the code is time consuming and can be confusing to a novice like me. Are there any sections of open-source projects that should be focused on? What should I focus on when I look at code? I'm asking this in general because if I ask this specifically, the question will only apply in one or two projects rather than an entire group of projects ranging in different types of games and difficulty.

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  • Empirical evidence regarding testability

    - by Xodarap
    A google scholar search turns up numerous papers on testability, including models for computing testability, recommendations for how ones code can be more testable, etc. They all come with the assertion that more testable code is more stable, but I can't find any studies which actually demonstrate this. Can someone link me to a study evaluating the effect of testable code vs. quality? The closest I can find is Improving the Testability of Object Oriented Systems, which discusses the relationship between design flaws and testability.

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  • Creating a new variable versus assigning an existing one

    - by rwallace
    Which is more common, creating a new variable versus assigning an existing variable (field, array element etc - anything that syntactically uses the assignment operator)? The reason I ask is that I'm designing a new language, and wondering which of these two operations should get the shorter syntax. It's not intended to be a pure functional language, or the question wouldn't arise, so I'd ideally like to count usage across large existing code bases in procedural and object-oriented languages like C, C++ and Java, though as far as I can see there isn't an easy way to do this automatically, and going by memory and eyeball, neither is obviously more common than the other.

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  • Google I/O 2010 - Keynote Day 2 Android Demo, pt. 1

    Google I/O 2010 - Keynote Day 2 Android Demo, pt. 1 Google I/O 2010 - Keynote Day 2 Android Demo, part 1 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: 20 0 ratings Time: 10:23 More in Science & Technology

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  • Collaborative work (small team) - Best practices

    - by LEM01
    I'm currently working in a very small team of programmers (2-3) and I'm looking for advices/best practices on how to organise our work. We're all working on the same application using PHP. Today we're kind of all working on our way. Today situation: List item that have to be worked on by each dev 1/week. What has to be done is defined at a high functional level (ex: Build the search engine for this product..) Commit / merge our individual branches (git) every week before the next meeting No real dev rules, no code review No test written (aouutch) Problems faced: Code quality issue: discovering someone else code is sometime tough (inline, variable+function+class names, spaces, comments..) Changes in already existing classes (impact on someone else work) Responsibility of each dev unclear: after getting someone else code and discover something messy, should I make the change? Should he make the change? How to plan those things,... What I'm looking for: Basically I'm looking into structuring the way we develop things in order to avoid frustration and improve overall quality. How to define coding standards (naming convention, code rules...)? Do you you any validation script to make sure code is valid before committing? Do you think that defining an architect role in the team is needed? Someone that would actually define what has to be developed during the next phase. By defining interfaces or class descriptions that have to be written. (Does it make sense in such a small team?) Today we're losing time into understanding what others did or tried to do, we're also losing time in discussion like "you should have done it that way! Why is this class doing that and not that..? Shouldn't we have a embedded class rather that this set of data...". I'm looking into a work process, maybe with more defined responsibilities and process in order to improve our performance. If you have experience, advices, best practices or anything to share that we could benefit from it will be much appreciated! Thanks a lot for your time!

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  • New Endpoint options that enable additional application patterns

    - by kaleidoscope
    The two communication-related capabilities:  a) inter-role communication and b) external endpoints on worker roles enable new application patterns in Windows Azure-hosted services. Inter-role Communication - A common application pattern enabled by this is client-server, where the server could be an application such as a database or a memory cache. External Endpoints on Worker Roles - A common application type enabled by this is a self-hosted Internet-exposed service, such as a custom application server. For further details click on the following link: http://blogs.msdn.com/windowsazure/archive/2009/11/24/new-endpoint-options-enable-additional-application-patterns.aspx   Tinu, O

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • Embedding Pygame to C++ [closed]

    - by Pendertuga
    If embedding Pygame to C++ to have a game be an executable, is there any extra process I would have to use in order to use Pygame functions when embedding into C++? As opposed to just writing embedding code in C++ for normal Python code? To clear cut the question I want to know if it's the same process without having to call different functions. EDIT: My question is if I have to call different functions in C++ when embedding Python code that uses Pygame modules. I am NOT using pygame2exe nor py2exe. I never even mentioned those. My question is solely about code embedding.

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  • test coverage reality

    - by iPhoneDeveloper
    I am NOT doing test driven development and I write my test classes after the actual code is written. In my current project I have a test coverage of(Line coverage) %70 for 3000 lines of Java code.(Using JUnit, Mockito and Sonar for testing) But while I feel actually I am not covering and catching %70 of the problems that can occur. So my question is in theory is that possible to have a %100 Line coverage but in reality it is meaningless because of low quality of the test code and maybe a %40 well written test code is much better than a bad %100 coverage? or we can always say line coverage more or less gives the percentage of all covered issues?

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  • Google I/O 2010 Keynote, pt. 5

    Google I/O 2010 Keynote, pt. 5 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: 09:55 More in Science & Technology

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  • Algorithm to increase odds of matching when randomly selecting

    - by Bryan
    I am building a mobile game loosely based on dual n-back http://brainworkshop.sourceforge.net/tutorial.html Now with the game I have 9 squares (numbered 1 through 9) and 9 letters (A through K) In the current code, I randomly select a square (e.g. 3) and a letter (e.g. C), then repeat the random selection for the next turn. For 1-back, I test whether either, neither or both match the previous turn. The problem with my current code is I get very few matches - I can go through many turns without having either match. How can I increase the match frequency, or alternatively decrease the randomness so a match is more likely? I am not looking for specific code (but pseudo-code would be fine) - just more an approach to increase match frequency.

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  • How do I create tileable solid noise for map generation?

    - by nickbadal
    Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my extremely limited understanding of how the code works) but I cant get mine to work correctly. My modified code so far (Java) GIMP's solid noise module that I'm basing my code off of (C) Here is what I'm trying to achieve but This is what I'm getting So if anybody can see what I've done wrong, or has a suggestion how I could go about doing it differently, I'd greatly appreciate it. Thanks in advance. And if I'm asking way to much or if just a huge failure at life, I apologize.

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  • Git Branch Model for iOS projects with one developer

    - by glenwayguy
    I'm using git for an iOS project, and so far have the following branch model: feature_brach(usually multiple) -> development -> testing -> master Feature-branches are short-lived, just used to add a feature or bug, then merged back in to development and deleted. Development is fairly stable, but not ready for production. Testing is when we have a stable version with enough features for a new update, and we ship to beta testers. Once testing is finished, it can be moved back into development or advanced into master. The problem, however, lies in the fact that we can't instantly deploy. On iOS, it can be several weeks between the time a build is released and when it actually hits users. I always want to have a version of the code that is currently on the market in my repo, but I also have to have a place to keep the current stable code to be sent for release. So: where should I keep stable code where should I keep the code currently on the market and where should I keep the code that is in review with Apple, and will be (hopefully) put on the market soon? Also, this is a one developer team, so collaboration is not totally necessary, but preferred because there may be more members in the future.

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  • Google I/O 2010 - Keynote Day 2 Android Demo, pt. 5

    Google I/O 2010 - Keynote Day 2 Android Demo, pt. 5 Google I/O 2010 - Keynote Day 2 Android Demo, part 5 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: 05:30 More in Science & Technology

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  • Google I/O Sandbox Case Study: Evite

    Google I/O Sandbox Case Study: Evite We interviewed Evite at the Google I/O Sandbox on May 10, 2011 and they explained to us the benefits of using App Engine to build their website. Evite is the world's largest online personal invitations platform, allowing users to create customized invitations for any type of gathering. For more information on App Engine Developers, visit: code.google.com For more information on Evite, visit: www.evite.com From: GoogleDevelopers Views: 29 0 ratings Time: 01:51 More in Science & Technology

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  • Google I/O 2010 Keynote, pt. 3

    Google I/O 2010 Keynote, pt. 3 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: 0 0 ratings Time: 09:59 More in Science & Technology

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  • Google I/O Sandbox Case Study: CloudSherpas

    Google I/O Sandbox Case Study: CloudSherpas We interviewed CloudSherpas at the Google I/O Sandbox on May 10, 2011. They explained to us the benefits of integrating with Google Apps. CloudSherpas helps companies migrate to Google Apps and offers SherpaTools as an additional contact management solution for companies' administrators. For more information about developing with Google Apps, visit: code.google.com For more information on CloudSherpas, visit: www.cloudsherpas.com From: GoogleDevelopers Views: 406 13 ratings Time: 02:29 More in Science & Technology

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

    Google I/O 2010 - Keynote Day 2 Android Demo, pt. 2 Google I/O 2010 - Keynote Day 2 Android Demo, part 2 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: 0 0 ratings Time: 09:58 More in Science & Technology

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