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  • Premature-Optimization and Performance Anxiety

    - by James Michael Hare
    While writing my post analyzing the new .NET 4 ConcurrentDictionary class (here), I fell into one of the classic blunders that I myself always love to warn about.  After analyzing the differences of time between a Dictionary with locking versus the new ConcurrentDictionary class, I noted that the ConcurrentDictionary was faster with read-heavy multi-threaded operations.  Then, I made the classic blunder of thinking that because the original Dictionary with locking was faster for those write-heavy uses, it was the best choice for those types of tasks.  In short, I fell into the premature-optimization anti-pattern. Basically, the premature-optimization anti-pattern is when a developer is coding very early for a perceived (whether rightly-or-wrongly) performance gain and sacrificing good design and maintainability in the process.  At best, the performance gains are usually negligible and at worst, can either negatively impact performance, or can degrade maintainability so much that time to market suffers or the code becomes very fragile due to the complexity. Keep in mind the distinction above.  I'm not talking about valid performance decisions.  There are decisions one should make when designing and writing an application that are valid performance decisions.  Examples of this are knowing the best data structures for a given situation (Dictionary versus List, for example) and choosing performance algorithms (linear search vs. binary search).  But these in my mind are macro optimizations.  The error is not in deciding to use a better data structure or algorithm, the anti-pattern as stated above is when you attempt to over-optimize early on in such a way that it sacrifices maintainability. In my case, I was actually considering trading the safety and maintainability gains of the ConcurrentDictionary (no locking required) for a slight performance gain by using the Dictionary with locking.  This would have been a mistake as I would be trading maintainability (ConcurrentDictionary requires no locking which helps readability) and safety (ConcurrentDictionary is safe for iteration even while being modified and you don't risk the developer locking incorrectly) -- and I fell for it even when I knew to watch out for it.  I think in my case, and it may be true for others as well, a large part of it was due to the time I was trained as a developer.  I began college in in the 90s when C and C++ was king and hardware speed and memory were still relatively priceless commodities and not to be squandered.  In those days, using a long instead of a short could waste precious resources, and as such, we were taught to try to minimize space and favor performance.  This is why in many cases such early code-bases were very hard to maintain.  I don't know how many times I heard back then to avoid too many function calls because of the overhead -- and in fact just last year I heard a new hire in the company where I work declare that she didn't want to refactor a long method because of function call overhead.  Now back then, that may have been a valid concern, but with today's modern hardware even if you're calling a trivial method in an extremely tight loop (which chances are the JIT compiler would optimize anyway) the results of removing method calls to speed up performance are negligible for the great majority of applications.  Now, obviously, there are those coding applications where speed is absolutely king (for example drivers, computer games, operating systems) where such sacrifices may be made.  But I would strongly advice against such optimization because of it's cost.  Many folks that are performing an optimization think it's always a win-win.  That they're simply adding speed to the application, what could possibly be wrong with that?  What they don't realize is the cost of their choice.  For every piece of straight-forward code that you obfuscate with performance enhancements, you risk the introduction of bugs in the long term technical debt of the application.  It will become so fragile over time that maintenance will become a nightmare.  I've seen such applications in places I have worked.  There are times I've seen applications where the designer was so obsessed with performance that they even designed their own memory management system for their application to try to squeeze out every ounce of performance.  Unfortunately, the application stability often suffers as a result and it is very difficult for anyone other than the original designer to maintain. I've even seen this recently where I heard a C++ developer bemoaning that in VS2010 the iterators are about twice as slow as they used to be because Microsoft added range checking (probably as part of the 0x standard implementation).  To me this was almost a joke.  Twice as slow sounds bad, but it almost never as bad as you think -- especially if you're gaining safety.  The only time twice is really that much slower is when once was too slow to begin with.  Think about it.  2 minutes is slow as a response time because 1 minute is slow.  But if an iterator takes 1 microsecond to move one position and a new, safer iterator takes 2 microseconds, this is trivial!  The only way you'd ever really notice this would be in iterating a collection just for the sake of iterating (i.e. no other operations).  To my mind, the added safety makes the extra time worth it. Always favor safety and maintainability when you can.  I know it can be a hard habit to break, especially if you started out your career early or in a language such as C where they are very performance conscious.  But in reality, these type of micro-optimizations only end up hurting you in the long run. Remember the two laws of optimization.  I'm not sure where I first heard these, but they are so true: For beginners: Do not optimize. For experts: Do not optimize yet. This is so true.  If you're a beginner, resist the urge to optimize at all costs.  And if you are an expert, delay that decision.  As long as you have chosen the right data structures and algorithms for your task, your performance will probably be more than sufficient.  Chances are it will be network, database, or disk hits that will be your slow-down, not your code.  As they say, 98% of your code's bottleneck is in 2% of your code so premature-optimization may add maintenance and safety debt that won't have any measurable impact.  Instead, code for maintainability and safety, and then, and only then, when you find a true bottleneck, then you should go back and optimize further.

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  • Exception Handling Differences Between 32/64 Bit

    - by Alois Kraus
    I do quite a bit of debugging .NET applications but from time to time I see things that are impossible (at a first look). I may ask you dear reader what your mental exception handling model is. Exception handling is easy after all right? Lets suppose the following code:         private void F1(object sender, EventArgs e)         {             try             {                 F2();             }             catch (Exception ex)             {                 throw new Exception("even worse Exception");             }           }           private void F2()         {             try             {                 F3();             }             finally             {                 throw new Exception("other exception");             }         }           private void F3()         {             throw new NotImplementedException();         }   What will the call stack look like when you break into the catch(Exception) clause in Windbg (32 and 64 bit on .NET 3.5 SP1)? The mental model I have is that when an exception is thrown the stack frames are unwound until the catch handler can execute. An exception does propagate the call chain upwards.   So when F3 does throw an exception the control flow will resume at the finally handler in F2 which does throw another exception hiding the original one (that is nasty) and then the new Exception will be catched in F1 where the catch handler is executed. So we should see in the catch handler in F1 as call stack only the F1 stack frame right? Well lets try it out in Windbg. For this I created a simple Windows Forms application with one button which does execute the F1 method in its click handler. When you compile the application for 64 bit and the catch handler is reached you will find with the following commands in Windbg   Load sos extension from the same path where mscorwks was loaded in the current process .loadby sos mscorwks   Beak on clr exceptions sxe clr   Continue execution g   Dump mixed call stack container C++  and .NET Stacks interleaved 0:000> !DumpStack OS Thread Id: 0x1d8 (0) Child-SP         RetAddr          Call Site 00000000002c88c0 000007fefa68f0bd KERNELBASE!RaiseException+0x39 00000000002c8990 000007fefac42ed0 mscorwks!RaiseTheExceptionInternalOnly+0x295 00000000002c8a60 000007ff005dd7f4 mscorwks!JIT_Throw+0x130 00000000002c8c10 000007fefa6942e1 WindowsFormsApplication1!WindowsFormsApplication1.Form1.F1(System.Object, System.EventArgs)+0xb4 00000000002c8c60 000007fefa661012 mscorwks!ExceptionTracker::CallHandler+0x145 00000000002c8d60 000007fefa711a72 mscorwks!ExceptionTracker::CallCatchHandler+0x9e 00000000002c8df0 0000000077b055cd mscorwks!ProcessCLRException+0x25e 00000000002c8e90 0000000077ae55f8 ntdll!RtlpExecuteHandlerForUnwind+0xd 00000000002c8ec0 000007fefa637c1a ntdll!RtlUnwindEx+0x539 00000000002c9560 000007fefa711a21 mscorwks!ClrUnwindEx+0x36 00000000002c9a70 0000000077b0554d mscorwks!ProcessCLRException+0x20d 00000000002c9b10 0000000077ae5d1c ntdll!RtlpExecuteHandlerForException+0xd 00000000002c9b40 0000000077b1fe48 ntdll!RtlDispatchException+0x3cb 00000000002ca220 000007fefdaeaa7d ntdll!KiUserExceptionDispatcher+0x2e 00000000002ca7e0 000007fefa68f0bd KERNELBASE!RaiseException+0x39 00000000002ca8b0 000007fefac42ed0 mscorwks!RaiseTheExceptionInternalOnly+0x295 00000000002ca980 000007ff005dd8df mscorwks!JIT_Throw+0x130 00000000002cab30 000007fefa6942e1 WindowsFormsApplication1!WindowsFormsApplication1.Form1.F2()+0x9f 00000000002cab80 000007fefa71b5b3 mscorwks!ExceptionTracker::CallHandler+0x145 00000000002cac80 000007fefa70dcd0 mscorwks!ExceptionTracker::ProcessManagedCallFrame+0x683 00000000002caed0 000007fefa7119af mscorwks!ExceptionTracker::ProcessOSExceptionNotification+0x430 00000000002cbd90 0000000077b055cd mscorwks!ProcessCLRException+0x19b 00000000002cbe30 0000000077ae55f8 ntdll!RtlpExecuteHandlerForUnwind+0xd 00000000002cbe60 000007fefa637c1a ntdll!RtlUnwindEx+0x539 00000000002cc500 000007fefa711a21 mscorwks!ClrUnwindEx+0x36 00000000002cca10 0000000077b0554d mscorwks!ProcessCLRException+0x20d 00000000002ccab0 0000000077ae5d1c ntdll!RtlpExecuteHandlerForException+0xd 00000000002ccae0 0000000077b1fe48 ntdll!RtlDispatchException+0x3cb 00000000002cd1c0 000007fefdaeaa7d ntdll!KiUserExceptionDispatcher+0x2e 00000000002cd780 000007fefa68f0bd KERNELBASE!RaiseException+0x39 00000000002cd850 000007fefac42ed0 mscorwks!RaiseTheExceptionInternalOnly+0x295 00000000002cd920 000007ff005dd968 mscorwks!JIT_Throw+0x130 00000000002cdad0 000007ff005dd875 WindowsFormsApplication1!WindowsFormsApplication1.Form1.F3()+0x48 00000000002cdb10 000007ff005dd786 WindowsFormsApplication1!WindowsFormsApplication1.Form1.F2()+0x35 00000000002cdb60 000007ff005dbe6a WindowsFormsApplication1!WindowsFormsApplication1.Form1.F1(System.Object, System.EventArgs)+0x46 00000000002cdbc0 000007ff005dd452 System_Windows_Forms!System.Windows.Forms.Control.OnClick(System.EventArgs)+0x5a   Hm okaaay. I see my method F1 two times in this call stack. Looks like we did get some recursion bug. But that can´t be given the obvious code above. Let´s try the same thing in a 32 bit process.  0:000> !DumpStack OS Thread Id: 0x33e4 (0) Current frame: KERNELBASE!RaiseException+0x58 ChildEBP RetAddr  Caller,Callee 0028ed38 767db727 KERNELBASE!RaiseException+0x58, calling ntdll!RtlRaiseException 0028ed4c 68b9008c mscorwks!Binder::RawGetClass+0x20, calling mscorwks!Module::LookupTypeDef 0028ed5c 68b904ff mscorwks!Binder::IsClass+0x23, calling mscorwks!Binder::RawGetClass 0028ed68 68bfb96f mscorwks!Binder::IsException+0x14, calling mscorwks!Binder::IsClass 0028ed78 68bfb996 mscorwks!IsExceptionOfType+0x23, calling mscorwks!Binder::IsException 0028ed80 68bfbb1c mscorwks!RaiseTheExceptionInternalOnly+0x2a8, calling KERNEL32!RaiseExceptionStub 0028eda8 68ba0713 mscorwks!Module::ResolveStringRef+0xe0, calling mscorwks!BaseDomain::GetStringObjRefPtrFromUnicodeString 0028edc8 68b91e8d mscorwks!SetObjectReferenceUnchecked+0x19 0028ede0 68c8e910 mscorwks!JIT_Throw+0xfc, calling mscorwks!RaiseTheExceptionInternalOnly 0028ee44 68c8e734 mscorwks!JIT_StrCns+0x22, calling mscorwks!LazyMachStateCaptureState 0028ee54 68c8e865 mscorwks!JIT_Throw+0x1e, calling mscorwks!LazyMachStateCaptureState 0028eea4 02ffaecd (MethodDesc 0x7af08c +0x7d WindowsFormsApplication1.Form1.F1(System.Object, System.EventArgs)), calling mscorwks!JIT_Throw 0028eeec 02ffaf19 (MethodDesc 0x7af098 +0x29 WindowsFormsApplication1.Form1.F2()), calling 06370634 0028ef58 02ffae37 (MethodDesc 0x7a7bb0 +0x4f System.Windows.Forms.Control.OnClick(System.EventArgs))   That does look more familar. The call stack has been unwound and we do see only some frames into the history where the debugger was smart enough to find out that we have called F2 from F1. The exception handling on 64 bit systems does work quite differently which seems to have the nice property to remember the called methods not only during the first pass of exception filter clauses (during first pass all catch handler are called if they are going to catch the exception which is about to be thrown)  but also when the actual stack unwind has taken place. This makes it possible to follow not only the call stack right at the moment but also to look into the “history” of the catch/finally clauses. In a 64 bit process you only need to look at the ExceptionTracker to find out if a catch or finally handler was called. The two frames ProcessManagedCallFrame/CallHandler does indicate a finally clause whereas CallCatchHandler/CallHandler indicates a catch clause. That was a interesting one. Oh and by the way if you manage to load the Microsoft symbols you can also find out the hidden exception which. When you encounter in the call stack a line 0016eb34 75b79617 KERNELBASE!RaiseException+0x58 ====> Exception Code e0434f4d cxr@16e850 exr@16e838 Then it is a good idea to execute .exr 16e838 !analyze –v to find out more. In the managed world it is even easier since we can dump the objects allocated on the stack which have not yet been garbage collected to look at former method parameters. The command !dso which is the abbreviation for dump stack objects will give you 0:000> !dso OS Thread Id: 0x46c (0) ESP/REG  Object   Name 0016dd4c 020737f0 System.Exception 0016dd98 020737f0 System.Exception 0016dda8 01f5c6cc System.Windows.Forms.Button 0016ddac 01f5d2b8 System.EventHandler 0016ddb0 02071744 System.Windows.Forms.MouseEventArgs 0016ddc0 01f5d2b8 System.EventHandler 0016ddcc 01f5c6cc System.Windows.Forms.Button 0016dddc 020737f0 System.Exception 0016dde4 01f5d2b8 System.EventHandler 0016ddec 02071744 System.Windows.Forms.MouseEventArgs 0016de40 020737f0 System.Exception 0016de80 02071744 System.Windows.Forms.MouseEventArgs 0016de8c 01f5d2b8 System.EventHandler 0016de90 01f5c6cc System.Windows.Forms.Button 0016df10 02073784 System.SByte[] 0016df5c 02073684 System.NotImplementedException 0016e2a0 02073684 System.NotImplementedException 0016e2e8 01ed69f4 System.Resources.ResourceManager From there it is easy to do 0:000> !pe 02073684 Exception object: 02073684 Exception type: System.NotImplementedException Message: Die Methode oder der Vorgang sind nicht implementiert. InnerException: <none> StackTrace (generated):     SP       IP       Function     0016ECB0 006904AD WindowsFormsApplication2!WindowsFormsApplication2.Form1.F3()+0x35     0016ECC0 00690411 WindowsFormsApplication2!WindowsFormsApplication2.Form1.F2()+0x29     0016ECF0 0069038F WindowsFormsApplication2!WindowsFormsApplication2.Form1.F1(System.Object, System.EventArgs)+0x3f StackTraceString: <none> HResult: 80004001 to see the former exception. That´s all for today.

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Action delegate in C#

    - by Jalpesh P. Vadgama
    In last few posts about I have written lots of things about delegates and this post is also part of that series. In this post we are going to learn about Action delegates in C#.  Following is a list of post related to delegates. Delegates in C#. Multicast Delegates in C#. Func Delegates in C#. Action Delegates in c#: As per MSDN action delegates used to pass a method as parameter without explicitly declaring custom delegates. Action Delegates are used to encapsulate method that does not have return value. C# 4.0 Action delegates have following different variants like following. It can take up to 16 parameters. Action – It will be no parameter and does not return any value. Action(T) Action(T1,T2) Action(T1,T2,T3) Action(T1,T2,T3,T4) Action(T1,T2,T3,T4,T5) Action(T1,T2,T3,T4,T5,T6) Action(T1,T2,T3,T4,T5,T6,T7) Action(T1,T2,T3,T4,T5,T6,T7,T8) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14,T15) Action(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13,T14,T15,T16) So for this Action delegate you can have up to 16 parameters for Action.  Sound interesting!!… Enough theory now. It’s time to implement real code. Following is a code for that. using System; using System.Collections.Generic; namespace DelegateExample { class Program { static void Main(string[] args) { Action<String> Print = p => Console.WriteLine(p); Action<String,String> PrintAnother = (p1,p2)=> Console.WriteLine(string.Format("{0} {1}",p1,p2)); Print("Hello"); PrintAnother("Hello","World"); } } } In the above code you can see that I have created two Action delegate Print and PrintAnother. Print have one string parameter and its printing that. While PrintAnother have two string parameter and printing both the strings via Console.Writeline. Now it’s time to run example and following is the output as expected. That’s it. Hope you liked it. Stay tuned for more updates!!

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  • How can I update Ubuntu if the update servers are blocked?

    - by Yasser Hussain
    I connect to the Internet through my college wifi and for some weird reason they have blocked all Ubuntu updates, so I cannot update Ubuntu through the common "Update Manager" way. So I was wondering if there was some other method to update Ubuntu, maybe manually download each package and then install them or download a DVD image which already has all the packages. I have Ubuntu 11.10 installed currently.

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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • Check if Database Exists

    - by Derek Dieter
    In creating a database you also need to check whether or not the database already exists. In order to do so, simply use the ‘if exists’ method and select the name of the database from sysdatabases.IF NOT EXISTS (SELECT name FROM master.dbo.sysdatabases WHERE name = N'SQLServerPlanet') CREATE DATABASE [SQLServerPlanet]The code below will drop an [...]

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  • Beware of const members

    - by nmarun
    I happened to learn a new thing about const today and how one needs to be careful with its usage. Let’s say I have a third-party assembly ‘ConstVsReadonlyLib’ with a class named ConstSideEffect.cs: 1: public class ConstSideEffect 2: { 3: public static readonly int StartValue = 10; 4: public const int EndValue = 20; 5: } In my project, I reference the above assembly as follows: 1: static void Main(string[] args) 2: { 3: for (int i = ConstSideEffect.StartValue; i < ConstSideEffect.EndValue; i++) 4: { 5: Console.WriteLine(i); 6: } 7: Console.ReadLine(); 8: } You’ll see values 10 through 19 as expected. Now, let’s say I receive a new version of the ConstVsReadonlyLib. 1: public class ConstSideEffect 2: { 3: public static readonly int StartValue = 5; 4: public const int EndValue = 30; 5: } If I just drop this new assembly in the bin folder and run the application, without rebuilding my console application, my thinking was that the output would be from 5 to 29. Of course I was wrong… if not you’d not be reading this blog. The actual output is from 5 through 19. The reason is due to the behavior of const and readonly members. To begin with, const is the compile-time constant and readonly is a runtime constant. Next, when you compile the code, a compile-time constant member is replaced with the value of the constant in the code. But, the IL generated when you reference a read-only constant, references the readonly variable, not its value. So, the IL version of the Main method, after compilation actually looks something like: 1: static void Main(string[] args) 2: { 3: for (int i = ConstSideEffect.StartValue; i < 20; i++) 4: { 5: Console.WriteLine(i); 6: } 7: Console.ReadLine(); 8: } I’m no expert with this IL thingi, but when I look at the disassembled code of the exe file (using IL Disassembler), I see the following: I see our readonly member still being referenced by the variable name (ConstVsReadonlyLib.ConstSideEffect::StartValue) in line 0001. Then there’s the Console.WriteLine in line 000b and finally, see the value of 20 in line 0017. This, I’m pretty sure is our const member being replaced by its value which marks the upper bound of the ‘for’ loop. Now you know why the output was from 5 through 19. This definitely is a side-effect of having const members and one needs to be aware of it. While we’re here, I’d like to add a few other points about const and readonly members: const is slightly faster, but is less flexible readonly cannot be declared within a method scope const can be used only on primitive types (numbers and strings) Just wanted to share this before going to bed!

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  • Hosted CRM Solutions from a Manager?s Perspective

    CRM, Customer Relationship Management is a method or process that is used to know the customer?s behavior and their needs and it helps in developing a stronger relation with them. This is only a defi... [Author: James Wong - Computers and Internet - April 29, 2010]

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  • Oracle Tutor: Top 10 to Implement Sustainable Policies and Procedures

    - by emily.chorba(at)oracle.com
    Overview Your organization (executives, managers, and employees) understands the value of having written business process documents (process maps, procedures, instructions, reference documents, and form abstracts). Policies and procedures should be documented because they help to reduce the range of individual decisions and encourage management by exception: the manager only needs to give special attention to unusual problems, not covered by a specific policy or procedure. As more and more procedures are written to cover recurring situations, managers will begin to make decisions which will be consistent from one functional area to the next.Companies should take a project management approach when implementing an environment for a sustainable documentation program and do the following:1. Identify an Executive Champion2. Put together a winning team3. Assign ownership4. Centralize publishing5. Establish the Document Maintenance Process Up Front6. Document critical activities only7. Document actual practice8. Minimize documentation9. Support continuous improvement10. Keep it simple 1. Identify an Executive ChampionAppoint a top down driver. Select one key individual to be a mentor for the procedure planning team. The individual should be a senior manager, such as your company president, CIO, CFO, the vice-president of quality, manufacturing, or engineering. Written policies and procedures can be important supportive aids when known to express the thinking for the chief executive officer and / or the president and to have his or her full support. 2. Put Together a Winning TeamChoose a strong Project Management Leader and staff the procedure planning team with management members from cross functional groups. Make sure team members have the responsibility - and the authority - to make things happen.The winning team should consist of the Documentation Project Manager, Document Owners (one for each functional area), a Document Controller, and Document Specialists (as needed). The Tutor Implementation Guide has complete job descriptions for these roles. 3. Assign Ownership It is virtually impossible to keep process documentation simple and meaningful if employees who are far removed from the activity itself create it. It is impossible to keep documentation up-to-date when responsibility for the document is not clearly understood.Key to the Tutor methodology, therefore, is the concept of ownership. Each document has a single owner, who is responsible for ensuring that the document is necessary and that it reflects actual practice. The owner must be a person who is knowledgeable about the activity and who has the authority to build consensus among the persons who participate in the activity as well as the authority to define or change the way an activity is performed. The owner must be an advocate of the performers and negotiate, not dictate practices.In the Tutor environment, a document's owner is the only person with the authority to approve an update to that document. 4. Centralize Publishing Although it is tempting (especially in a networked environment and with document management software solutions) to decentralize the control of all documents -- with each owner updating and distributing his own -- Tutor promotes centralized publishing by assigning the Document Administrator (gate keeper) to manage the updates and distribution of the procedures library. 5. Establish a Document Maintenance Process Up Front (and stick to it) Everyone in your organization should know they are invited to suggest changes to procedures and should understand exactly what steps to take to do so. Tutor provides a set of procedures to help your company set up a healthy document control system. There are many document management products available to automate some of the document change and maintenance steps. Depending on the size of your organization, a simple document management system can reduce the effort it takes to track and distribute document changes and updates. Whether your company decides to store the written policies and procedures on a file server or in a database, the essential tasks for maintaining documents are the same, though some tasks are automated. 6. Document Critical Activities Only The best way to keep your documentation simple is to reduce the number of process documents to a bare minimum and to include in those documents only as much detail as is absolutely necessary. The first step to reducing process documentation is to document only those activities that are deemed critical. Not all activities require documentation. In fact, some critical activities cannot and should not be standardized. Others may be sufficiently documented with an instruction or a checklist and may not require a procedure. A document should only be created when it enhances the performance of the employee performing the activity. If it does not help the employee, then there is no reason to maintain the document. Activities that represent little risk (such as project status), activities that cannot be defined in terms of specific tasks (such as product research), and activities that can be performed in a variety of ways (such as advertising) often do not require documentation. Sometimes, an activity will evolve to the point where documentation is necessary. For example, an activity performed by single employee may be straightforward and uncomplicated -- that is, until the activity is performed by multiple employees. Sometimes, it is the interaction between co-workers that necessitates documentation; sometimes, it is the complexity or the diversity of the activity.7. Document Actual Practices The only reason to maintain process documentation is to enhance the performance of the employee performing the activity. And documentation can only enhance performance if it reflects reality -- that is, current best practice. Documentation that reflects an unattainable ideal or outdated practices will end up on the shelf, unused and forgotten.Documenting actual practice means (1) auditing the activity to understand how the work is really performed, (2) identifying best practices with employees who are involved in the activity, (3) building consensus so that everyone agrees on a common method, and (4) recording that consensus.8. Minimize Documentation One way to keep it simple is to document at the highest level possible. That is, include in your documents only as much detail as is absolutely necessary.When writing a document, you should ask yourself, What is the purpose of this document? That is, what problem will it solve?By focusing on this question, you can target the critical information.• What questions are the end users likely to have?• What level of detail is required?• Is any of this information extraneous to the document's purpose? Short, concise documents are user friendly and they are easier to keep up to date. 9. Support Continuous Improvement Employees who perform an activity are often in the best position to identify improvements to the process. In other words, continuous improvement is a natural byproduct of the work itself -- but only if the improvements are communicated to all employees who are involved in the process, and only if there is consensus among those employees.Traditionally, process documentation has been used to dictate performance, to limit employees' actions. In the Tutor environment, process documents are used to communicate improvements identified by employees. How does this work? The Tutor methodology requires a process document to reflect actual practice, so the owner of a document must routinely audit its content -- does the document match what the employees are doing? If it doesn't, the owner has the responsibility to evaluate the process, to build consensus among the employees, to identify "best practices," and to communicate these improvements via a document update. Continuous improvement can also be an outgrowth of corrective action -- but only if the solutions to problems are communicated effectively. The goal should be to solve a problem once and only once, which means not only identifying the solution, but ensuring that the solution becomes part of the process. The Tutor system provides the method through which improvements and solutions are documented and communicated to all affected employees in a cost-effective, timely manner; it ensures that improvements are not lost or confined to a single employee. 10. Keep it Simple Process documents don't have to be complex and unfriendly. In fact, the simpler the format and organization, the more likely the documents will be used. And the simpler the method of maintenance, the more likely the documents will be kept up-to-date. Keep it simply by:• Minimizing skills and training required• Following the established Tutor document format and layout• Avoiding technology just for technology's sake No other rule has as major an impact on the success of your internal documentation as -- keep it simple. Learn More For more information about Tutor, visit Oracle.Com or the Tutor Blog. Post your questions at the Tutor Forum.   Emily Chorba Principle Product Manager Oracle Tutor & BPM 

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  • Stairway to XML: Level 7 - Updating Data in an XML Instance

    You need to provide the necessary keywords and define the XQuery and value expressions in your XML DML expression in order to use the modify() method to update element and attribute values in either typed or untyped XML instances in an XML column. Robert Sheldon explains how. "It really helped us isolate where we were experiencing a bottleneck"- John Q Martin, SQL Server DBA. Get started with SQL Monitor today to solve tricky performance problems - download a free trial

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  • Process Rules!

    - by Ajay Khanna
    One of the key components of a process is “Business Rule”. Business rule takes many forms inside your process definition and in a way is a manifestation of your company’s business policy. Business rules inside the process are used for policy enforcement, governance, decision management, operations efficiency etc. Following are some basic types of rules that can be a part of your process. 1. Process conditions:  These are defined as the process gateways that determine a path process will take depending on the process parameters. For Example, if discount >10% go to approval path : if discount < 10% auto-approve order. 2. Data rules: These business rules are defined as facts in decision table or knowledge base. The process captures all required parameters and submits those to RETE based rules engine. Rules engine processes the data and returns the result back. For example, rules determining your insurance eligibility. 3. Event rules: Here the system is monitoring the various events and events patterns that are emerging inside the process or external to the process. You can define actions or alerts to be triggered when a certain pattern of events emerges over a specified time period. Such types of rules need Complex Event Processing and are used in applications like Credit Card Fraud detection or Utility Demand Response. 4. User Interface Rules: In order to add dynamic behavior to UI or to keep users from making mistakes and enforcing policy, another mechanism available is UI rules. They are evaluated as the end user is filling out the web forms. These may include enabling and disabling of UI as per business policy. An example could be, if the age of a user is less than 13 years, disable credit card field and enable parental approval required checkbox. Your process may include many of such rule types. Oracle OpenWorld provides a unique opportunity to listen to Oracle Business Process Management Experts and Customers.  We will discuss business rules during various sessions in Oracle OpenWorld. Two of the sessions specifically focused on business rules are listed below: Accelerating an Implementation of Complex Worldwide Business Approval Rules Wednesday, Oct 3, 10:15 AM Moscone South – 305 Oracle Business Rules Use Cases Design and Testing Wednesday, Oct 3, 3:30 PM Marriott Marquis - Golden Gate C3   Oracle Business Process Management Track covers a variety of topics, and speakers covering technology, methodology and best practices. You can see the list of Business process Management sessions here. Come back to this blog for more coverage from Oracle OpenWorld!

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  • What type of code is suitable for unit testing?

    - by RPK
    In Test Driven Development, what type of code is testable? I am using a Micro-ORM (PetaPoco) and I have several methods that interact with the database like: AddCustomer UpdateRecord etc. I want to know how to write a test for these methods. I searched YouTube for videos on writing a test for DAL, but I didn't find any. I want to know which method or class is testable and how to write a test before writing the code itself.

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  • "Fails to get size of gamma" error when trying to set resolution

    - by Max Payne
    On 11.10 my max allowed resolution is 1024x768, while my monitor supports 1280x800 on windows. I've seen a method to solve this via xrandr, but I allways get a message saying it fails to get size of gamma. xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 61.0* 800x600 61.0 640x480 60.0 Is there any other way to add 1280x800 resolution to my laptop, any workarounds this? Thanks in advance.

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  • Unit Testing TSQL

    - by Grant Fritchey
    I went through a period of time where I spent a lot of effort figuring out how to set up unit tests for TSQL. It wasn't easy. There are a few tools out there that help, but mostly it involves lots of programming. well, not as much as before. Thanks to the latest Down Tools Week at Red Gate a new utility has been built and released into the wild, SQL Test. Like a lot of the new tools coming out of Red Gate these days, this one is directly integrated into SSMS, which means you're working where you're comfortable and where you already have lots of tools at your disposal. After the install, when you launch SSMS and get connected, you're prompted to install the tSQLt example database. Go for it. It's a quick way to see how the tool works. I'd suggest using it. It' gives you a quick leg up. The concepts are pretty straight forward. There are a series of CLR commands that you use to configure a test and the test assertions. In between you're calling TSQL, either calls to your structure, queries, or stored procedures. They already have the one things that I always found wanting in database tests, a way to compare tables of results. I also like the ability to create a dummy copy of tables for the tests. It lets you control structures and behaviors so that the tests are more focused. One of the issues I always ran into with the other testing tools is that setting up the tests might require potentially destructive changes to the structure of the database (dropping FKs, etc.) which added lots of time and effort to setting up the tests, making testing more difficult, and therefor, less useful. Functionally, this is pretty similar to the Visual Studio tests and TSQLUnit tests that I used to use. The primary improvement over the Visual Studio tests is that I'm working in SSMS instead of Visual Studio. The primary improvement over TSQLUnit is the SQL Test interface it self. A lot of the functionality is the same, but having a sweet little tool to manage & run the tests from makes a huge difference. Oh, and don't worry. You can still run these tests directly from TSQL too, so automation has not gone away. I'm still thinking about how I'd use this in a dev environment where I also had source control to fret. That might be another blog post right there. I'm just getting started with SQL Test, so this is the first of several blog posts & videos. Watch this space. Try the tool.

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Bin packing part 6: Further improvements

    - by Hugo Kornelis
    In part 5 of my series on the bin packing problem, I presented a method that sits somewhere in between the true row-by-row iterative characteristics of the first three parts and the truly set-based approach of the fourth part. I did use iteration, but each pass through the loop would use a set-based statement to process a lot of rows at once. Since that statement is fairly complex, I am sure that a single execution of it is far from cheap – but the algorithm used is efficient enough that the entire...(read more)

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  • GoF Design Patterns - which ones do you actually use?

    - by CraigS
    I'm trying to educate my colleagues in the area of design patterns. Some of the original Gang of Four patterns are a little esoteric, so I'm wondering if there is a sub-group of "essential" patterns that all programmers should know. As I look through the list, I think I've probably used - Abstract Factory Factory Method Singleton Bridge Facade Command Which ones do you actually use in practice, and what do you use them for? Link for those wanting a list of patterns

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  • Making my own custom Ubuntu

    - by Benny
    I was wondering, is it possible to make my own customized version of Linux based on Ubuntu 10.10 ? I am thinking of calling it something different but I was wondering besides making a custom Live CD I am talking about an Linux that people can install on there computers using Ubuntu installation method. I want to base it on something other than GNOME but be able to install it latter on. Thanks in advance, Benny

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  • Twitter Integration in Windows 8

    - by Joe Mayo
    Glenn Versweyveld, @Depechie, blogged about Twitter Integration in Windows 8. The post describes how to use WinRtAuthorizer to perform OAuth authentication with LINQ to Twitter. If you’re using LINQ to Twitter with Windows 8, the WinRtAuthorizer is definitely the way to go. It lets you perform the entire OAuth dance with a single method call, which is a huge time savings and simplification of your code. In addition to Glenn’s excellent post, I’ve posted a sample app named MetroWinRtAuthorizerDemo.zip on the LINQ to Twitter Samples Page. @JoeMayo

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  • Is there an appropriate coding style for implementing an algorithm during an interview?

    - by GlenPeterson
    I failed an interview question in C years ago about converting hex to decimal by not exploiting the ASCII table if (inputDigitByte > 9) hex = inputDigitByte - 'a'. The rise of Unicode has made this question pretty silly, but the point was that the interviewer valued raw execution speed above readability and error handling. They tell you to review algorithms textbooks to prepare for these interviews, yet these same textbooks tend to favor the implementation with the fewest lines of code, even if it has to rely on magic numbers (like "infinity") and a slower, more memory-intensive implementation (like a linked list instead of an array) to do that. I don't know what is right. Coding an algorithm within the space of an interview has at least 3 constraints: time to code, elegance/readability, and efficiency of execution. What trade-offs are appropriate for interview code? How much do you follow the textbook definition of an algorithm? Is it better to eliminate recursion, unroll loops, and use arrays for efficiency? Or is it better to use recursion and special values like "infinity" or Integer.MAX_VALUE to reduce the number of lines of code needed to write the algorithm? Interface: Make a very self-contained, bullet-proof interface, or sloppy and fast? On the one extreme, the array to be sorted might be a public static variable. On the other extreme, it might need to be passed to each method, allowing methods to be called individually from different threads for different purposes. Is it appropriate to use a linked-list data structure for items that are traversed in one direction vs. using arrays and doubling the size when the array is full? Implementing a singly-linked list during the interview is often much faster to code and easier remember for recursive algorithms like MergeSort. Thread safety - just document that it's unsafe, or say so verbally? How much should the interviewee be looking for opportunities for parallel processing? Is bit shifting appropriate? x / 2 or x >> 1 Polymorphism, type safety, and generics? Comments? Variable and method names: qs(a, p, q, r) vs: quickSort(theArray, minIdx, partIdx, maxIdx) How much should you use existing APIs? Obviously you can't use a java.util.HashMap to implement a hash-table, but what about using a java.util.List to accumulate your sorted results? Are there any guiding principals that would answer these and other questions, or is the guiding principal to ask the interviewer? Or maybe this should be the basis of a discussion while writing the code? If an interviewer can't or won't answer one of these questions, are there any tips for coaxing the information out of them?

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  • Ubuntu Install 11.10 doesn't recognize Windows 7 installation with new HDD

    - by arlendo
    Replaced my crashed HDD with a Seagate 2TB Sata (bought from a company who pulled it from a working computer, OS unknown) and did a fresh install of Windows 7. Windows shows 100MB boot partition (bootable NTFS) and 200GB Windows partition (NTFS), the rest is unallocated. Win7 Disk Management says the partitioning type is Master Boot Record. Win7 boots and runs fine. Ubuntu 11.10 Install procedes to Allocate Drive Space screen and should say This computer currently has Windows 7 on it. What would you like to do? Instead, it says something like Install doesn't detect any existing OS on this computer. When I click on Something else, the partition table shows only the unallocated space of 1.8TB. Ubuntu Disk Utility says Partitioning: Master Boot Record, but GParted Live says Partition Table: gpt. It was my original intention to have the Windows boot partition and application partition, then install Ubuntu 11.10 using boot, root, swap, and home partitions, and maybe another partition just for data (mostly photos). Currently, I would be happy if I could just get Ubuntu installed along with Win7. I am aware of the MBR limits of 3 Primary partitions and 1 Extended partition. I suspect that my new HDD is partitioned for GPT and that is why Ubuntu can't see the Win7 installation. Am I on the right track? I was going to use Windows Disk Management to convert GPT to MBR but I only have the one drive on my AMD-64 mini-computer and it says I have to empty the drive of all partitions before I can access the Convert command. And I can't find any bootable software that would allow me to do that conversion. Here is the result of sudo fdisk -l: ubuntu@ubuntu:~$ sudo fdisk -l WARNING: GPT (GUID Partition Table) detected on '/dev/sda'! The util fdisk doesn't support GPT. Use GNU Parted. Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 224 heads, 19 sectors/track, 918004 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xd4a68c18 Device Boot Start End Blocks Id System /dev/sda1 * 2048 206847 102400 7 HPFS/NTFS/exFAT /dev/sda2 206848 419637247 209715200 7 HPFS/NTFS/exFAT ubuntu@ubuntu:~$ Keep in mind that I'm a definite newbie to screwing around with the inner workings of Ubuntu. I previously had Ubuntu 10.04 running with Vista and I don't remember even having to partition anything that wasn't automatic in the install. Thanks for taking a look here. My Win7 is running fine but I miss my Ubuntu.

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • The Dispose Pattern (and FxCop warnings)

    - by Scott Dorman
    [This is actually a response to Bill’s blog post, but since it isn’t possible to leave this as a comment on his blog it’s a post here.] There are many different ways to implement the Dispose pattern correctly. Some are (in my opinion) better than others. In Bill’s blog post he presents a particular pattern, which is an excerpt from his book (Effective C#). The issue centers around the fact that a reader took the code sample presented in the book and ran FxCop (Code Analysis) on it, which generated a warning: “Ensure that base.Dispose() is always called.” The “lesson learned” that Bill presents is that “tools are there to help us, not control us.” While I completely agree with the belief that tools are there to help us, I think it’s important to understand why FxCop is raising this particular warning. The code presented in Bill’s book looks like: // Have its own disposed flag.private bool disposed = false;protected override void Dispose(bool isDisposing){ // Don't dispose more than once. if (disposed) return; if (isDisposing) { // TODO: free managed resources here. } // TODO: free unmanaged resources here. // Let the base class free its resources. // Base class is responsible for calling // GC.SuppressFinalize( ) base.Dispose(isDisposing); // Set derived class disposed flag: disposed = true;} This code does follow all of the guidelines for implementing the Dispose pattern. In this case, it’s presumably part of a larger example showing how to implement the pattern as part of a base class. The reason FxCop is warning you about this code is the first if statement in the Dispose method, which will cause the method to exit if disposed is true. The problem here is that there is the possibility that if the disposed flag is true, the call to base.Dispose() will never be executed. As Bill points out, it is possible for some other code elsewhere in the class to set this flag. He states that this is an “unlikely occurrence.” While that is probably true, it can be a potentially dangerous assumption to make and is one that can be easily corrected. By changing the code slightly you can remove this assumption and correct the FxCop violation. private bool disposed = false;protected override void Dispose(bool disposing){ if (!disposed) { if (disposing) { // Dispose managed resources. } // Dispose unmanaged resources. disposed = true; } base.Dispose(disposing);} Using this implementation allows the call to base.Dispose() to always occur, which ensures that the the disposal chain is always properly followed. Technorati Tags: .NET,C#,Dispose Pattern

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