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  • .Net Application & Database Modularity/Reuse

    - by Martaver
    I'm looking for some guidance on how to architect an app with regards to modularity, separation of concerns and re-usability. I'm working on an application (ASP.Net, C#) that has distinctly generic chunks of functionality, that I'd love to be able to lift out, all layers, into re-usable components. This means the module handles the database schema, data access, API, everything so that the next time I want to use it I can just register the module and hook into it. Developing modules of re-usable functionality is a no-brainer, but what is really confusing me is what to do when it comes to handling a core re-usable database schema that serves the module's functionality. In an ideal world, I would register a module and it would ensure that the associated database schema exists in the DB. I would code on the assumption that the tables exist, calling the module's functionality through the DLL, agnostic of the database layer. Kind of like Enterprise Library's Caching/Logging Application Block, which can create a DB schema in the target DB to use as a data store. My Questions is: What do you think is the best way to achieve this, firstly, in terms design architecture, and secondly solution structure. What patterns/frameworks do you know that exist & support this kind of thing? My thoughts so far: I mostly use Entity Framework and SQL Server DB Projects. I thought about a 'black box' approach to modules of functionality. I could use use a code-first approach in EF4, and use the ObjectContext to create a database when the module is initialized. However this means that all of the entities that my module encapsulates would be disconnected from the rest of the application because they belonged to an abstracted ObjectContext. Further - Creating appropriate indexes and references between domain entities and the module's entities would be impossible to do practically. I've thought of adopting Enterprise Library and creating my own Application Blocks. I'm not sure how this would play nice with Entity Framework (if at all) though. I like the idea of building on proven patterns & practices to encapsulate established, reusable functionality. I thought of abandoning Entity Framework for the Module, and just creating a separate DB schema for the module with its own set of stored procedures & ADO.Net. Then deploying the script at run-time if interrogation shows that it doesn't exist. But once again, for application developing outside of the application, I would want to use Entity Framework and I would have to use the module separately, disconnected from the domain ObjectContext. Has anyone had experience developing these sorts of full-stack modules? What advice can you offer? Am I biting off more than I can chew?

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  • Ideas for time-keeping in a webbased RPG?

    - by ashy_32bit
    I'm assigned a task of doing the preliminary research stuff for a web-based MMO RPG. Now my buggiest problem here is "web based" vs "MMO RPG". I did some research about time keeping systems and I'm totally confused as how exactly something as real-time as an MMO-RPG can work on some pull-only (unidirectional) platform like HTTP. I know there is also a turn-based alternative to time keeping but can it work in an MMO setting ? EDIT: Take a battle for example, player A (human) wants to attack Player B (also human) in the open. How does it work when when player A issues the "attack" command on player B ? how do I inform player B that he is being attacked ? and then how exactly the battle goes on between the two in an HTTP based communication channel? To my knowledge this is impossible unless you resort to another technology (HTML is 1-way, that is you can just ask server and get response, server can't update you unless being asked to. this is very well-known and simply explained). So I though maybe I can somehow change the whole timekeeping model from real-time to a more non-real-time model (towards a turn based RPG for example) and somehow work around the whole problem of "interactivity". EDIT2: It is not that I don't wanna use any server side technologies. For sure it is not gonna work client-side-only even for the most trivial of the multi-player games, let alone an RPG. So sure there would be a (probably complex) server side component to it (the so called Game Engine I suppose). The problem is not the technology that implements the logic (game mechanics) bits but the communication technology and how it limits the game mechanics abilities (like how real-time or turn based it is gonna be). HTTP is a request-response protocol meaning you get served only if you ask for it (explicitly send a GET or POST request to the server). HTTP server can not inform you if anything of interest happens in the game world unless you refresh the page (as some suggested) or you use some bi-directional tech (totally different animals) like Flash, WebSock, HTML5 etc etc. So maybe the question is: Is it possible to implement a MMORPG using only HTML5/PHP and no periodic page refreshes? if so what would be rules to make it an MMO-RPG? Can't explain it any clearer. Sorry :D

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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  • ANTS Memory Profiler 7.0

    - by Sam Abraham
    In the next few lines, I would like to briefly review ANTS Memory Profiler 7.0.  I was honored to be extended the opportunity to review this valuable tool as part of the GeeksWithBlogs influencers Program, a quarterly award providing its recipients access to valuable tools and enabling them with an opportunity to provide a brief write-up reviewing the complimentary tools they receive.   Typical Usage   ANTS Memory Profiler 7.0 is very intuitive and easy to use for any user be it novice or expert. A simple yet comprehensive menu screen enables the selection of the appropriate program type to profile as well as the executable or site for this program.   A typical use case starts with establishing a baseline memory snapshot, which tells us the initial memory cost used by the program under normal or low activity conditions. We would then take a second snapshot after the program has performed an activity which we want to investigate for memory leaks. We can then compare the initial baseline snapshot against the snapshot when the program has completed processing the activity in question to study anomalies in memory that did not get freed-up after the program has completed its performed function. The following are some screenshots outlining the selection of the program to profile (an executable for this demonstration’s purposes).   Figure 1 - Getting Started   Figure 2 - Selecting an Application to Profile     Features and Options   Right after the second snapshot is generated, Memory Profiler gives us immediate access to information on memory fragmentation, size differences between snapshots, unmanaged memory allocation and statistics on the largest classes taking up un-freed memory space.   We would also have the option to itemize objects held in memory grouped by object types within which we can study the instances allocated of each type. Filtering options enable us to quickly narrow object instances we are interested in.   Figure 3 - Easily accessible Execution Memory Information   Figure 4 - Class List   Figure 5 - Instance List   Figure 6-  Retention Graph for a Particular Instance   Conclusion I greatly enjoyed the opportunity to evaluate ANTS Memory Profiler 7.0. The tool's intuitive User Interface design and easily accessible menu options enabled me to quickly identify problem areas where memory was left unfreed in my code.     Tutorials and References  FInd out more About ANTS Memory Profiler 7.0 http://www.red-gate.com/supportcenter/Product?p=ANTS Memory Profiler   Checkout what other reviewers of this valuable tool have already shared: http://geekswithblogs.net/BlackRabbitCoder/archive/2011/03/10/ants-memory-profiler-7.0.aspx http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx

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  • Have you used the ExecutionValue and ExecValueVariable properties?

    The ExecutionValue execution value property and it’s friend ExecValueVariable are a much undervalued feature of SSIS, and many people I talk to are not even aware of their existence, so I thought I’d try and raise their profile a bit. The ExecutionValue property is defined on the base object Task, so all tasks have it available, but it is up to the task developer to do something useful with it. The basic idea behind it is that it allows the task to return something useful and interesting about what it has performed, in addition to the standard success or failure result. The best example perhaps is the Execute SQL Task which uses the ExecutionValue property to return the number of rows affected by the SQL statement(s). This is a very useful feature, something people often want to capture into a variable, and start using the result set options to do. Unfortunately we cannot read the value of a task property at runtime from within a SSIS package, so the ExecutionValue property on its own is a bit of a let down, but enter the ExecValueVariable and we have the perfect marriage. The ExecValueVariable is another property exposed through the task (TaskHost), which lets us select a SSIS package variable. What happens now is that when the task sets the ExecutionValue, the interesting value is copied into the variable we set on the ExecValueVariable property, and a variable is something we can access and do something with. So put simply if the ExecutionValue property value is of interest, make sure you create yourself a package variable and set the name as the ExecValueVariable. Have  look at the 3 step guide below: 1 Configure your task as normal, for example the Execute SQL Task, which here calls a stored procedure to do some updates. 2 Create variable of a suitable type to match the ExecutionValue, an integer is used to match the result we want to capture, the number of rows. 3 Set the ExecValueVariable for the task, just select the variable we created in step 2. You need to do this in Properties grid for the task (Short-cut key, select the task and press F4) Now when we execute the sample task above, our variable UpdateQueueRowCount will get the number of rows we updated in our Execute SQL Task. I’ve tried to collate a list of tasks that return something useful via the ExecutionValue and ExecValueVariable mechanism, but the documentation isn’t always great. Task ExecutionValue Description Execute SQL Task Returns the number of rows affected by the SQL statement or statements. File System Task Returns the number of successful operations performed by the task. File Watcher Task Returns the full path of the file found Transfer Error Messages Task Returns the number of error messages that have been transferred Transfer Jobs Task Returns the number of jobs that are transferred Transfer Logins Task Returns the number of logins transferred Transfer Master Stored Procedures Task Returns the number of stored procedures transferred Transfer SQL Server Objects Task Returns the number of objects transferred WMI Data Reader Task Returns an object that contains the results of the task. Not exactly clear, but I assume it depends on the WMI query used.

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  • What are the drawbacks of sending XML to browsers and let them apply XSLT?

    - by MainMa
    Context Working as a freelance developer, I often made websites completely based on XSLT. In other words, on every request, an XML file is generated, containing everything we need to know about the page content: the name of the user currently logged in, the top menu entries, if this menu is dynamic/configurable, the text to display in a specific area of the page, etc. Then XSL process (caches, etc.) it to HTML/XHTML page to send to the browser. It has a good point to make it easier to create small-scale websites, especially with PHP. It is a sort of template engine, but which I prefer to other template engines because it's much more powerful than most of template engines, and because I know it better and like it. It is also possible, when need, to give an access to raw XML data on demand for an automated access, without the need to create separate APIs. Of course, it will fail completely on any medium-scale or large-scale website, since, even with good caching techniques, XSL still degrades overall website performance and requires more CPU serverside. Question Modern browsers have the ability to take an XML file and to transform it with an associated XSL file declared in XML like <?xml-stylesheet href="demo.xslt" type="text/xsl"?>. Firefox 3 can do it. Internet Explorer 8 can do it too. It means that it is possible to migrate XSL processing from the server to the client side for 50% of users (according on browser statistics on several websites where I may want to implement this). It means that those 50% of users will receive only the XML file at each request, thus reducing their and server's bandwidth (XML file being much shorter than its processed HTML analog), and reducing server's CPU usage. What are the drawbacks of this technique? I thought about several ones, but it doesn't apply in this situation: Difficult implementation and the need to choose, based on the browser request, when to send raw XML and when to transform it to HTML instead. Obviously, the system will not be much more difficult then the actual one. The only change to make is to add XSL file link to every XML, and to add a browser check. More IO and bandwidth usage, since the XSLT file will be downloaded by the browsers, instead of being cached by the server. I don't think it will be a problem, since XSLT file will be cached by the browsers (like images, or CSS, or JavaScript files are cached actually). Possibly some problems on client side, like maybe problems when saving a page in some browsers. Difficulty to debug code: it is impossible to obtain an HTML source the browser is actually using, since the only displayed source is the downloaded XML. On the other hand, I rarely go look at HTML code on client side, and in most cases, it is unusable directly (whitespace being removed).

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  • How to get soci.h?

    - by Ricky
    I am using Ubuntu 12.04, and I compiled a package for object recognition(rein).I got an error indicating that I don't have soci.h: Error: cannot find SOCI header file: soci.h I tried to use this command to install libsoci sudo apt-get install libsoci-core-gcc But I get the message: E: can't find package libsoci-core-gcc Does anybody know how to install this library?Thanks! P.S.For more detailed information, click here.

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  • Refactoring an ERB Template to Haml

    - by Liam McLennan
    ERB is the default view templating system used by Ruby on Rails. Haml is an alternative templating system that uses whitespace to represent document structure. The example from the haml website shows the following equivalent markup: Haml ERB #profile .left.column #date= print_date #address= current_user.address .right.column #email= current_user.email #bio= current_user.bio <div id="profile"> <div class="left column"> <div id="date"><%= print_date %></div> <div id="address"><%= current_user.address %></div> </div> <div class="right column"> <div id="email"><%= current_user.email %></div> <div id="bio"><%= current_user.bio %></div> </div> </div> I like haml because it is concise and the significant whitespace makes it easy to see the structure at a glance. This post is about a ruby project but nhaml makes haml available for asp.net MVC also. The ERB Template Today I spent some time refactoring an ERB template to Haml. The template is called list.html.erb and its purpose is to render a list of tweets (twitter messages). <style> form { float: left; } </style> <h1>Tweets</h1> <table> <thead><tr><th></th><th>System</th><th>Human</th><th></th></tr></thead> <% @tweets.each do |tweet| %> <tr> <td><%= h(tweet['text']) %></td> <td><%= h(tweet['system_classification']) %></td> <td><%= h(tweet['human_classification']) %></td> <td><form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Positive"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="positive" name="rating" /> </form> <form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Neutral"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="neutral" name="rating" /> </form> <form action="/tweet/rate" method="post"> <%= token_tag %> <input type="submit" value="Negative"/> <input type="hidden" value="<%= tweet['id']%>" name="id" /> <input type="hidden" value="negative" name="rating" /> </form> </td> </tr> <% end %> </table> Haml Template: Take 1 My first step was to convert this page to a Haml template in place. Directly translating the ERB template to Haml resulted in: list.haml %style form {float: left;} %h1 Tweets %table %thead %tr %th %th System %th Human %th %tbody - @tweets.each do |tweet| %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Positive"/> <input type="hidden" value="positive" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Neutral"/> <input type="hidden" value="neutral" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Negative"/> <input type="hidden" value="negative" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} end I like this better already but I can go further. Haml Template: Take 2 The haml documentation says to avoid using iterators so I introduced a partial template (_tweet.haml) as the template to render a single tweet. _tweet.haml %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Positive"/> <input type="hidden" value="positive" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Neutral"/> <input type="hidden" value="neutral" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag <input type="submit" value="Negative"/> <input type="hidden" value="negative" name="rating" /> %input{ :type=>"hidden", :value => tweet['id']} and the list template is simplified to: list.haml %style form {float: left;} %h1 Tweets %table     %thead         %tr             %th             %th System             %th Human             %th     %tbody         = render(:partial => "tweet", :collection => @tweets) That is definitely an improvement, but then I noticed that _tweet.haml contains three form tags that are nearly identical.   Haml Template: Take 3 My first attempt, later aborted, was to use a helper to remove the duplication. A much better solution is to use another partial.  _rate_button.haml %form{ :action=>"/tweet/rate", :method=>"post"} = token_tag %input{ :type => "submit", :value => rate_button[:rating].capitalize } %input{ :type => "hidden", :value => rate_button[:rating], :name => 'rating' } %input{ :type => "hidden", :value => rate_button[:id], :name => 'id' } and the tweet template is now simpler: _tweet.haml %tr %td= tweet['text'] %td= tweet['system_classification'] %td= tweet['human_classification'] %td = render( :partial => 'rate_button', :object => {:rating=>'positive', :id=> tweet['id']}) = render( :partial => 'rate_button', :object => {:rating=>'neutral', :id=> tweet['id']}) = render( :partial => 'rate_button', :object => {:rating=>'negative', :id=> tweet['id']}) list.haml remains unchanged. Summary I am extremely happy with the switch. No doubt there are further improvements that I can make, but I feel like what I have now is clean and well factored.

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  • Career Development: What should I learn next after Python? and Why? [closed]

    - by Josh
    Hi all I'm currently learning Python. I want to know what should I learn next out of these programming langauages: PHP Actionscript 3 Objective-C (iPhone applications) I work in the Multimedia industry and have decided to learn Python as a first programming language seriously because I would like to learn the basics of programming, to mainly write scripts at work that Automate task (eg. Edit multiple XML files quickly) At work we have a senior developer who knows Actionscript and PHP very well (although knows PHP better). We also have been developing iPhone applications for 2 weeks, Our senior developer could learn it although we have lots of work currently with PHP and Actionscript 3 type work and haven't had time or reason to pick up iOS development. Here are the reasons I want to learn each language, But I cannot decide what I'll learn next: PHP: I want to learn PHP because it will help with Web Development. PHP is very wanted by employers. Senior developer at work writes everything in it web sites, CMS etc. (including XML checks and scripts), I will learn a lot from him (once I learn the basics). However, I don't want to learn Web because you have to deal with lots of cross-browser problems. Actionscript 3: At work we are looking to put on another developer to help with online activities and very small games (using Actionscript 3.0 and Flash CS5) for (eg. First Aid Activities etc) I would like to do things that have a element of design as I'm better at Photoshop then developing. I want to be creative, I like to interact with users in a fun way. Objective-C (iPhone applications): We are a all mac office, we may get more iPhone, iPad application work(jobs) that need to be created. Work has found it nearly impossible to find good iPhone developers. I like apple products (Macs and iPhones), I would like to make my own games, applications in my spare time(if I knew how). Should I learn Actionscript first because it would be easier to learn then Objective-C? Should I learn PHP because it is very widely used? Should I learn Objective-C because it is really wanted by employers now?

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  • What could be the best way to generalize data from Facebook and Twitter?

    - by Sjaak van der Heide
    I am not sure if this is the best subsite to ask this question, but I'm pretty sure it doesn't fit on the normal or facebook SO page... I've been asked to make a general API for connecting to several Social Media platforms (at the moment Facebook and Twitter). I have already realised both of them seperately. Meaning I retrieve the data I need from both Facebook and Twitter and hold the data in it's own dataclass. In my case a list of FacebookTimelineItems and a list of TwitterTimelineItems. now the hard part is taking the parts that are used in both (username, id, message and such) and make 1 general class that is eventually passed on to who/whatever sent the call to my API. these are two pics of the data classes I have: http://imageshack.us/photo/my-images/703/facebookdata.png/ http://imageshack.us/photo/my-images/204/twitterdata.png/ probably not 100% correct but it gives an idea what it looks like. Now I've been having several idea about how to go about and generalize the two, which is harder then I thought at first. Create an interface (TimelineItem) and let the other classes extend that one. this way I'll always be sure I have a class that contains at least the basic info I need. downside is that deserializing the JSON seems to be a nightmare. Use the two dataclasses I have and combine them into a new class afterwards, then pass that one back to whoever requested it. This would probably work but I get the idea it's not the best way to tackle this problem, and is pretty dodgy IF I get it working. Or, in case of the other two being nearly impossible. Keep the two seperated in the front end, and go sit in the corner crying because I've just figured out you can't lump together facebook and twitter... Note: I don't have to make the front end part (view), I just make sure the Model is nicely filled with data :) I hope I placed this in the right section, if I didn't I apologise and would like to know where I should go with my question. Thanks in advance for any replied/ideas/opinions on this.

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • How do I install libtiff.so.3?

    - by Osama Ahmaro
    I installed Maya 2011 on Ubuntu 10.04 many times and it was always working, Recently i upgraded my Ubuntu from 10.04 to 11.04, and when i tried to install Maya 2011 on it i wasn’t able to get it working. After installing Maya 2011 on Ubuntu 11.04 i try to run Maya from the terminal and this is what i get : error while loading shared libraries: libtiff.so.3: cannot open shared object file: No such file or directory. Please help. Note : Maya is a 3d software.

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  • Problem in installing player/gazebo

    - by usama yaseen
    I am using ubuntu 10.04 (64-bit), i have sucessfully installed all the dependancies of player and gazebo, then i installed player 3.01 and then gazebo 0.9,Now the when i run this gazebo worlds/pioneer2dx.world I get a gazebo interface, everything is ok uptill now, but when i run this cd gazebo/player player gazebo.cfg player: error while loading shared libraries: libplayerdrivers.so.3.0: cannot open shared object file: No such file or directory I guess the problem is somewhere in the environmental variables, can anyone please help me to solve this?

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  • How can I make a universal construction more efficient?

    - by VF1
    A "universal construction" is a wrapper class for a sequential object that enables it to be linearized (a strong consistency condition for concurrent objects). For instance, here's an adapted wait-free construction, in Java, from [1], which presumes the existence of a wait-free queue that satisfies the interface WFQ (which only requires one-time consensus between threads) and assumes a Sequential interface: public interface WFQ<T> // "FIFO" iteration { int enqueue(T t); // returns the sequence number of t Iterable<T> iterateUntil(int max); // iterates until sequence max } public interface Sequential { // Apply an invocation (method + arguments) // and get a response (return value + state) Response apply(Invocation i); } public interface Factory<T> { T generate(); } // generate new default object public interface Universal extends Sequential {} public class SlowUniversal implements Universal { Factory<? extends Sequential> generator; WFQ<Invocation> wfq = new WFQ<Invocation>(); Universal(Factory<? extends Sequential> g) { generator = g; } public Response apply(Invocation i) { int max = wfq.enqueue(i); Sequential s = generator.generate(); for(Invocation invoc : wfq.iterateUntil(max)) s.apply(invoc); return s.apply(i); } } This implementation isn't very satisfying, however, since it presumes determinism of a Sequential and is really slow. I attempted to add memory recycling: public interface WFQD<T> extends WFQ<T> { T dequeue(int n); } // dequeues only when n is the tail, else assists other threads public interface CopyableSequential extends Sequential { CopyableSequential copy(); } public class RecyclingUniversal implements Universal { WFQD<CopyableSequential> wfqd = new WFQD<CopyableSequential>(); Universal(CopyableSequential init) { wfqd.enqueue(init); } public Response apply(Invocation i) { int max = wfqd.enqueue(i); CopyableSequential cs = null; int ctr = max; for(CopyableSequential csq : wfq.iterateUntil(max)) if(--max == 0) cs = csq.copy(); wfqd.dequeue(max); return cs.apply(i); } } Here are my specific questions regarding the extension: Does my implementation create a linearizable multi-threaded version of a CopyableSequential? Is it possible extend memory recycling without extending the interface (perhaps my new methods trivialize the problem)? My implementation only reduces memory when a thread returns, so can this be strengthened? [1] provided an implementation for WFQ<T>, not WFQD<T> - one does exist, though, correct? [1] Herlihy and Shavit, The Art of Multiprocessor Programming.

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  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

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  • SQL Injection prevention

    - by simonsabin
    Just asking people not to use a list of certain words is not prevention from SQL Injection https://homebank.sactocu.org/UA2004/faq-mfa.htm#pp6 To protect yourself from SQL Injection you have to do 1 simple thing. Do not build your SQL statements by concatenating values passed by the user into a string an executing them. If your query has to be dynamic then make sure any values passed by a user are passed as parameters and use sp_executesql in TSQL or a SqlCommand object in ADO.Net...(read more)

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  • What problems can arise from emulating concepts from another languages?

    - by Vandell
    I've read many times on the web that if your language doesn't support some concept, for example, object orientation, or maybe function calls, and it's considered a good practice in this other context, you should do it. The only problem I can see now is that other programmers may find your code too different than the usual, making it hard for them to program. What other problems do you think may arise from this?

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  • Ruby on Rails - A Competent Web Development Application

    Written in Ruby programming language, Ruby on Rails is one of the most frequently used web application development framework. Often termed as RoR or Rails, it is an open source web development framework which is basically an object oriented programming language encouraging simple development, complete and potent web applications encompassing rich interactivity and functionality.

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  • How do I maintain a really poorly written code base?

    - by onlineapplab.com
    Recently I got hired to work on existing web application because of NDA I'm not at liberty to disclose any details but this application is working online in sort of a beta testing stage before official launch. We have a few hundred users right now but this number is supposed to significantly increase after official launch. The application is written in PHP (but it is irrelevant to my question) and is running on a dual xeon processor standalone server with severe performance problems. I have seen a lot of bad PHP code but this really sets new standards, especially knowing how much time and money was invested in developing it. it is as badly coded as possible there is PHP, HTML, SQL mixed together and code is repeated whenever it is necessary (especially SQL queries). there are not any functions used, not mentioning any OOP there are four versions of the app (desktop, iPhone, Android + other mobile) each version has pretty much the same functionality but was created by copying the whole code base, so now there are some differences between each version and it is really hard to maintain the database is really badly designed, which is causing severe performance problems also for fixing some errors in PHP code there is a lot of database triggers used which are updating data on SELECT and on INSERT so any testing is a nightmare Basically, any sin of a bad programming you can imagine is there for example it is not only possible to use SQL injections in literally every place but you can log into app if you use a login which doesn't exist and an empty password. The team which created this app is not working on it any more and there is an outsourced team which suggested that there are some problems but was never willing to deal with the elephant in the room partially because they've got a very comfortable contract and partially due to lack of skills (just my opinion). My job was supposed to be fixing some performance problems and extending existing functionality but first thing I was asked to do was a review of the existing code base. I've made my review and it was quite a shock for the management but my conclusions were after some time finally confirmed by other programmers. Management made it clear that it is not possible to start rewriting this app from scratch (which in my opinion should be done). We have to maintain its operable state and at the same time fix performance errors and extend the functionality. My question is, as I don't want just to patch the existing code, how to transform this into properly written app while keeping the existing code working at the same time? My plan is: Unify four existing versions into common code base (fixing only most obvious errors). Redesign db and use triggers to populate it with data (so data will be maintained in two formats at the same time) All new functionality will be written as separate project. Step by step transfer existing functionality into the new project After some time everything will be in the new project Some explanation about #2, right now it is practically impossible to make any updates in existing db any change requires reviewing whole code and making changes in many places. Is such plan feasible at all? Another solution is to walk away and leave the headache to someone else.

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  • Working Better With Ruby on Rails

    In the last four years, we have seen how Ruby on Rails (RoR) built on, and accelerated the wider acceptance of, the object-oriented Ruby language. Consequently, the Ruby/RoR combo has become a workho... [Author: Anthony Rainey - Computers and Internet - April 26, 2010]

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  • Lazy Initailization in .NET 4.0

    Lazy initialization or lazy instantiation means that an object is not created until it is first referenced. Lazy initialization is used to reduce wasteful computation, memory requirements. Following is an example where Lazy initialization is particularly useful.

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • parallel_for_each from amp.h – part 1

    - by Daniel Moth
    This posts assumes that you've read my other C++ AMP posts on index<N> and extent<N>, as well as about the restrict modifier. It also assumes you are familiar with C++ lambdas (if not, follow my links to C++ documentation). Basic structure and parameters Now we are ready for part 1 of the description of the new overload for the concurrency::parallel_for_each function. The basic new parallel_for_each method signature returns void and accepts two parameters: a grid<N> (think of it as an alias to extent) a restrict(direct3d) lambda, whose signature is such that it returns void and accepts an index of the same rank as the grid So it looks something like this (with generous returns for more palatable formatting) assuming we are dealing with a 2-dimensional space: // some_code_A parallel_for_each( g, // g is of type grid<2> [ ](index<2> idx) restrict(direct3d) { // kernel code } ); // some_code_B The parallel_for_each will execute the body of the lambda (which must have the restrict modifier), on the GPU. We also call the lambda body the "kernel". The kernel will be executed multiple times, once per scheduled GPU thread. The only difference in each execution is the value of the index object (aka as the GPU thread ID in this context) that gets passed to your kernel code. The number of GPU threads (and the values of each index) is determined by the grid object you pass, as described next. You know that grid is simply a wrapper on extent. In this context, one way to think about it is that the extent generates a number of index objects. So for the example above, if your grid was setup by some_code_A as follows: extent<2> e(2,3); grid<2> g(e); ...then given that: e.size()==6, e[0]==2, and e[1]=3 ...the six index<2> objects it generates (and hence the values that your lambda would receive) are:    (0,0) (1,0) (0,1) (1,1) (0,2) (1,2) So what the above means is that the lambda body with the algorithm that you wrote will get executed 6 times and the index<2> object you receive each time will have one of the values just listed above (of course, each one will only appear once, the order is indeterminate, and they are likely to call your code at the same exact time). Obviously, in real GPU programming, you'd typically be scheduling thousands if not millions of threads, not just 6. If you've been following along you should be thinking: "that is all fine and makes sense, but what can I do in the kernel since I passed nothing else meaningful to it, and it is not returning any values out to me?" Passing data in and out It is a good question, and in data parallel algorithms indeed you typically want to pass some data in, perform some operation, and then typically return some results out. The way you pass data into the kernel, is by capturing variables in the lambda (again, if you are not familiar with them, follow the links about C++ lambdas), and the way you use data after the kernel is done executing is simply by using those same variables. In the example above, the lambda was written in a fairly useless way with an empty capture list: [ ](index<2> idx) restrict(direct3d), where the empty square brackets means that no variables were captured. If instead I write it like this [&](index<2> idx) restrict(direct3d), then all variables in the some_code_A region are made available to the lambda by reference, but as soon as I try to use any of those variables in the lambda, I will receive a compiler error. This has to do with one of the direct3d restrictions, where only one type can be capture by reference: objects of the new concurrency::array class that I'll introduce in the next post (suffice for now to think of it as a container of data). If I write the lambda line like this [=](index<2> idx) restrict(direct3d), all variables in the some_code_A region are made available to the lambda by value. This works for some types (e.g. an integer), but not for all, as per the restrictions for direct3d. In particular, no useful data classes work except for one new type we introduce with C++ AMP: objects of the new concurrency::array_view class, that I'll introduce in the post after next. Also note that if you capture some variable by value, you could use it as input to your algorithm, but you wouldn’t be able to observe changes to it after the parallel_for_each call (e.g. in some_code_B region since it was passed by value) – the exception to this rule is the array_view since (as we'll see in a future post) it is a wrapper for data, not a container. Finally, for completeness, you can write your lambda, e.g. like this [av, &ar](index<2> idx) restrict(direct3d) where av is a variable of type array_view and ar is a variable of type array - the point being you can be very specific about what variables you capture and how. So it looks like from a large data perspective you can only capture array and array_view objects in the lambda (that is how you pass data to your kernel) and then use the many threads that call your code (each with a unique index) to perform some operation. You can also capture some limited types by value, as input only. When the last thread completes execution of your lambda, the data in the array_view or array are ready to be used in the some_code_B region. We'll talk more about all this in future posts… (a)synchronous Please note that the parallel_for_each executes as if synchronous to the calling code, but in reality, it is asynchronous. I.e. once the parallel_for_each call is made and the kernel has been passed to the runtime, the some_code_B region continues to execute immediately by the CPU thread, while in parallel the kernel is executed by the GPU threads. However, if you try to access the (array or array_view) data that you captured in the lambda in the some_code_B region, your code will block until the results become available. Hence the correct statement: the parallel_for_each is as-if synchronous in terms of visible side-effects, but asynchronous in reality.   That's all for now, we'll revisit the parallel_for_each description, once we introduce properly array and array_view – coming next. Comments about this post by Daniel Moth welcome at the original blog.

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  • Was I wrong about JavaScript?

    - by jboyer
    Yes, I was. Recently, I’ve taken a good hard look at JavaScript. I’ve used it before but mostly in the capacity of web design. Using JQuery to make your web page do cool stuff is different than really creating a JavaScript application using all of the language constructs. What I’m finding as I use it more is that I may have been wrong about my assumptions about it. Let me explain.   I enjoyed doing cool stuff with JQuery but the limited experience with JavaScript as a language coupled with the bad things that I heard about it led me to not have any real interest in it. However, JavaScript is ubiquitous on the web and if I want to do any web development, which I do, I need to learn it. So here I am, diving deep into the language with the help of the JavaScript Fundamentals training course at Pluralsight (great training for a low price) and the JavaScript: The Good Parts book by Douglas Crockford.   Now, there are certainly parts of JavaScript that are bad. I think these are well known by any developer that uses it. The parts that I feel are especially egregious are the following: The global object null vs. undefined truthy and falsy limited (nearly nonexistent) scoping ‘==’ and ‘===’ (I just don’t get the reason for coercion)   However, what I am finding hiding under the covers of the bad things is a good language. I am finding that I am legitimately enjoying JavaScript. This I was not expecting. I’m not going to go into a huge dissertation on what I like about it, but some things include: Object literal notation dynamic typing functional style (JavaScript: The Good Parts describes it as LISP in C clothing) JSON (better than XML) There are parts of JavaScript that seem strange to OOP developers like myself. However, just because it is different or seems strange does not mean it is bad. Some differences are quite interesting and useful.   I feel that it is important for developers to challenge their assumptions and also to be able to admit when they are wrong on a topic. Many different situations can arise that lead to this, such as choosing the wrong technology for a problem’s solution, misunderstanding the requirements, etc. I decided to challenge my assumptions about JavaScript instead of moving straight into CoffeeScript or Dart. After exploring it, I find that I am beginning to enjoy it the more I use it. As long as there are those like Crockford to help guide me in the right way to code in JavaScript, I can create elegant and efficient solutions to problems and add another ‘arrow’ to the ‘quiver’, so to speak. I do still intend to learn CoffeeScript to see what the hub-bub is about, but now I no longer have to be afraid of JavaScript as a legitimate programming language.   Has something similar ever happened to you? Tell me about it in the comments below.

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  • NHibernate Session Load vs Get when using Table per Hierarchy. Always use ISession.Get&lt;T&gt; for TPH to work.

    - by Rohit Gupta
    Originally posted on: http://geekswithblogs.net/rgupta/archive/2014/06/01/nhibernate-session-load-vs-get-when-using-table-per-hierarchy.aspxNHibernate ISession has two methods on it : Load and Get. Load allows the entity to be loaded lazily, meaning the actual call to the database is made only when properties on the entity being loaded is first accessed. Additionally, if the entity has already been loaded into NHibernate Cache, then the entity is loaded directly from the cache instead of querying the underlying database. ISession.Get<T> instead makes the call to the database, every time it is invoked. With this background, it is obvious that we would prefer ISession.Load<T> over ISession.Get<T> most of the times for performance reasons to avoid making the expensive call to the database. let us consider the impact of using ISession.Load<T> when we are using the Table per Hierarchy implementation of NHibernate. Thus we have base class/ table Animal, there is a derived class named Snake with the Discriminator column being Type which in this case is “Snake”. If we load This Snake entity using the Repository for Animal, we would have a entity loaded, as shown below: public T GetByKey(object key, bool lazy = false) { if (lazy) return CurrentSession.Load<T>(key); return CurrentSession.Get<T>(key); } var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), true); var snake = animal as Snake; snake is null As you can see that the animal entity retrieved from the database cannot be cast to Snake even though the entity is actually a snake. The reason being ISession.Load prevents the entity to be cast to Snake and will throw the following exception: System.InvalidCastException :  Message=Unable to cast object of type 'TPHAnimalProxy' to type 'NHibernateChecker.Model.Snake'. Thus we can see that if we lazy load the entity using ISession.Load<TPHAnimal> then we get a TPHAnimalProxy and not a snake. =============================================================== However if do not lazy load the same cast works perfectly fine, this is since we are loading the entity from database and the entity being loaded is not a proxy. Thus the following code does not throw any exceptions, infact the snake variable is not null: var tRepo = new NHibernateReadWriteRepository<TPHAnimal>(); var animal = tRepo.GetByKey(new Guid("602DAB56-D1BD-4ECC-B4BB-1C14BF87F47B"), false); var snake = animal as Snake; if (snake == null) { var snake22 = (Snake) animal; }

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