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  • Using R on your Oracle Data Warehouse

    - by jean-pierre.dijcks
    Since it is Predictive Analytics World in our backyard (or are we San Francisco’s backyard…?) I figured it is well worth the time to dust of some old but important news. With big data (should we start calling it “any data analytics” instead?) being the buzz word and analytics the key operative goal, not moving data around is becoming more and more critical to the business users. Why? Because instead of spending time on moving data around into your next analytics server you should be running analytics on those CPUs. You could always do this with Oracle Data Mining within the Oracle Database. But a lot of folks want to leverage R as their main tool. Well, this article describes how you can do this, since 2010… As Casimir Saternos concludes in the article; “There is a growing awareness of the need to effectively analyze astronomical amounts of data, much of which is stored in Oracle databases. Statistics and modeling techniques are used to improve a wide variety of business functions. ODM accessed using the R language increases the value of your data by uncovering additional information. RODM is a powerful tool to enable your organization to make predictions, classify data, and create visualizations that maximize effectiveness and efficiencies.” Happy Analysis!

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  • Engineered Systems and PCI

    - by Joel Weise
    Oracle has a number of different engineered systems.  These are design to be highly integrated, optimized and secure systems.  The Exadata database engineered system and the Exalogic application engineered system are two good examples.  Often I am asked how these comply with different standards and regulations.  Exalogic is the Oracle engineered system that supports applications and the focus of today's blog.  First, we must recognize that as a collection of hardware and software, we cannot simply state that Exalogic is "compliant" with PCI DSS.  This is because Exalogic must be implemented within the context of one's existing IT infrastructure, the security features of that infrastructure, the governance framework that exists, security policies, operational procedures, and other factors.  What we can say though, is that Exalogic has been designed with various security capabilities that can be utilized to support compliance to PCI DSS as well as other standards and regulations (e.g., NIST and HIPAA).  Given that, Exalogic can be an excellant platform for running PCI related payment applications.  Coalfire Systems, a leading QSA in the US, has evaluated Exalogic against PCI DSS and supports this position.  Their evaluation can be found here: Exalogic and PCI Compliance. I hope you find it useful. 

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  • What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?

    - by Bane
    This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example. For now, I have structured my HTML5 game like this: var fps = 60; var game = new Game(); setInterval(game.update, 1000/fps); And game.update looks like this: this.update = function() { this.parseInput(); this.logic(); this.physics(); this.draw(); } This seems a bit inefficient, maybe I don't need to do all of those things at once. An obvious alternative would be to have more intervals performing individual tasks, but is it worth it? var fps = 60; var game = new Game(); setInterval(game.draw, 1000/fps); setInterval(game.physics, 1000/a); //where "a" is some constant, performing the same function as "fps" ... With which approach should I go and why? Is there a better alternative? Also, in case the second approach is the best, how frequently should I perform the tasks?

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  • Microsoft Lowers Cloud Barrier To Entry

    - by Herve Roggero
    Once in a while, the technology stack changes enough to create a disturbance in the IT industry. Microsoft did just that today and has officially closed the gap with its #1 competitor: Amazon. What is remarkable is that Microsoft is no longer an alternative to Amazon, it is becoming a clear leader in that space. Some of the new features include official support for durable Virtual Machines with high availability (cross-geographic replication), free WebSites to try Azure, MySQL database at no charge, a new distributed low-latency cache feature, Linux support, support with existing VPN hardware for seamless on-premise integration, a new partner ecosystem and much, much more. Amazon had an edge against Windows Azure in the IaaS (Infrastructure as a Service) space, until now. With the latest release from Microsoft Azure, the gap has been filled. In fact, it seems Amazon may now have a gap to fill… This is great news to everyone; it seems that cloud offerings are becoming more standardized with the more mature cloud providers, and the management stack and quality of service of each cloud provider is increasingly becoming the differentiator. With today’s announcements, it is becoming clear that cloud providers are pushing hard to increase their service footprint and lowering typical barriers to entry such as support for open-source operating systems, free trial offers, higher availability, faster deployment times and simpler enterprise integration.

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  • Clutter for game GUI

    - by tjameson
    I'm pretty new to game development, having only written a simple 3d game for a class project, but I'd like to get started on a bigger project. I'm writing an MMORPG to run in both the browser (WebGL) and natively (OpenGL ES 2). In choosing a GUI toolkit, I'm trying to find a style that work work natively and would be simple to emulate in WebGL. I am considering using D or Go for writing my game, so interfacing with C++ libraries will be difficult, if not impossible. Of course, the language isn't the end goal here, so if using C++ will save considerable time, I'll bite the bullet and use that. In order to reduce the amount of code I'll have to write for the browser, I'm considering using something simple like Clutter for basic abstractions, which I think will be pretty easy to emulate (layered canvases maybe?). Does anyone have experience using Clutter for a 3d game? Note: I haven't used any game development libraries, and I only have limited experience with GUI libraries. I do have HTML+CSS experience, so maybe librocket is a viable solution?

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • Smarter Search Results in NetBeans IDE 7.2

    - by Geertjan
    After you search your code using NetBeans IDE (using Ctrl-F for "Find" or Ctrl-H for "Replace"), you see the Search Results window, which looks like this: At least, the above is how it looks in NetBeans IDE 7.2. Before that, you didn't have all those extra columns (which can be displayed in the Search Results window after clicking the small button top right in the view) and you also didn't have the quick search (which is invoked by typing directly into the Search Results window), as can be seen here: So, the Search Results window now provides a lot more info than before. Being able to know the path to a file I've found, as well as the last modification date, file size, and the number of matches within the file, is useful at the end of a search process. In the NetBeans IDE 7.2 New & Noteworthy, the above changes are described in the Utilities section, as well as in the Quick Search in OutlineView section, where you can read that these are generic solutions that can be used in your own OutlineViews. Other OutlineViews in NetBeans IDE 7.2, such as the Debugger window, now also have these new features. A related article worth reading is Beefed Up Code Navigation Tools in NetBeans IDE 7.2. 

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  • Is Version control with GIT useful to work in small projects fon an individual developer? [closed]

    - by chefnelone
    I work as website developer. I develop with Drupal CSM. I have a drupal base installation which has some settings which are sort of default for all my proyects. This drupal installation is my drupal-base folder Every time I start a new project I just duplicate the `drupal-base- folder and start coding the new features I need for the new proyect. The problem is that sometimes I work in more than one projects at the same time and I get a new feature in one of the project that I'd like to commit to my drupal base installation and also to the other projects. Then keeping the sync of all this is nightmare. I thought that Version Control with GIT could help me with this and I went into a tutorial about it. But now I'm not sure if this will be usefull for me. Then my question is: I think that GIT is just usefull for big projects where a team is working all together in the same files. But it is not usefull to work in small and individual projects. Am I right?

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • Structure of a .NET Assembly

    - by Om Talsania
    Assembly is the smallest unit of deployment in .NET Framework.When you compile your C# code, it will get converted into a managed module. A managed module is a standard EXE or DLL. This managed module will have the IL (Microsoft Intermediate Language) code and the metadata. Apart from this it will also have header information.The following table describes parts of a managed module.PartDescriptionPE HeaderPE32 Header for 32-bit PE32+ Header for 64-bit This is a standard Windows PE header which indicates the type of the file, i.e. whether it is an EXE or a DLL. It also contains the timestamp of the file creation date and time. It also contains some other fields which might be needed for an unmanaged PE (Portable Executable), but not important for a managed one. For managed PE, the next header i.e. CLR header is more importantCLR HeaderContains the version of the CLR required, some flags, token of the entry point method (Main), size and location of the metadata, resources, strong name, etc.MetadataThere can be many metadata tables. They can be categorized into 2 major categories.1. Tables that describe the types and members defined in your code2. Tables that describe the types and members referenced by your codeIL CodeMSIL representation of the C# code. At runtime, the CLR converts it into native instructions

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  • How far should one take e-mail address validation?

    - by Mike Tomasello
    I'm wondering how far people should take the validation of e-mail address. My field is primarily web-development, but this applies anywhere. I've seen a few approaches: simply checking if there is an "@" present, which is dead simply but of course not that reliable. a more complex regex test for standard e-mail formats a full regex against RFC 2822 - the problem with this is that often an e-mail address might be valid but it is probably not what the user meant DNS validation SMTP validation As many people might know (but many don't), e-mail addresses can have a lot of strange variation that most people don't usually consider (see RFC 2822 3.4.1), but you have to think about the goals of your validation: are you simply trying to ensure that an e-mail address can be sent to an address, or that it is what the user probably meant to put in (which is unlikely in a lot of the more obscure cases of otherwise 'valid' addresses). An option I've considered is simply giving a warning with a more esoteric address but still allowing the request to go through, but this does add more complexity to a form and most users are likely to be confused. While DNS validation / SMTP validation seem like no-brainers, I foresee problems where the DNS server/SMTP server is temporarily down and a user is unable to register somewhere, or the user's SMTP server doesn't support the required features. How might some experienced developers out here handle this? Are there any other approaches than the ones I've listed? Edit: I completely forgot the most obvious of all, sending a confirmation e-mail! Thanks to answerers for pointing that one out. Yes, this one is pretty foolproof, but it does require extra hassle on the part of everyone involved. The user has to fetch some e-mail, and the developer needs to remember user data before they're even confirmed as valid.

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  • Multilingual sites and Google search results, do subfolders really work?

    - by AWinter
    About three months ago we added an English version of our, previously Japanese only, site http://www.clubberia.com under the subfolder http://www.clubberia.com/en/ we've tried to follow the sometimes incomplete best practices laid out by Google by adding alternate tags to all pages that are currently translated. The top page for instance has the following meta tags for language. <link rel="canonical" href="/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> While the English main page under /en/ has <link rel="canonical" href="/en/"> <link rel="alternate" hreflang="ja" href="/"> <link rel="alternate" hreflang="en" href="/en/"> We also have these alternate languages setup in the sitemap. (as per Google's recommendations) http://www.clubberia.com/sitemap.xml It seems however that Google absolutely refuses to show the English top page in results when the user is using English at google.com if you search for "clubberia" you'll, as of this post, get the Japanese description and a title that Google has apparently invented instead of the title and description in the meta-tags for the /en/ index page. Does anyone have any experience with subfolders actually working to affect search results? Am I being too impatient, or possibly doing something incorrect? Should we just give up on subfolders and push to subdomains (not the prettiest option)?

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  • StreamInsight V2.0 Released!

    - by Roman Schindlauer
    The StreamInsight Team is proud to announce the release of StreamInsight V2.0! This is the version that ships with SQL 2012, and as such it has been available through Connect to SQL CTP customers already since December. As part of the SQL 2012 launch activities, we are now making V2.0 available to everyone, following our tradition of providing a separate download page. StreamInsight V2.0 includes a number of stability and performance fixes over its predecessor V1.2. Moreover it introduces a dependency on the .NET Framework 4.0, as well as on SQL 2012 license keys. For these reasons, we decided to bump the major version number, even though V2.0 does not add new features or API surface. It can be regarded a stepping stone to the upcoming release 2.1 which will contain significantly new APIs (that will depend on .NET 4.0). Head over here to download StreamInsight V2.0. The updated Books Online can be found here. Update: For instructions on how to make your existing application work against the new bits without recompilation, see here. Regards, The StreamInsight Team

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  • Best practices in versioning

    - by Gerenuk
    I develop some scripts for data analysis in a small team. For the moment we use SVN, but not in a very structured way. We haven't even looked how to use branches even though we need this functionality. What do you suggest as the best practice to setup the following system: two code bases (core and plugins) versions can be incompatible to previous scripts sometimes individual features are being developed and not yet finished, while other fixes have to be done urgently to the code In the end we don't deliver the code as a package, but rather place the Python scripts in some directory (with version names?). Some other python script which serves as a configuration choses the desired version, sets the path to these libraries and then starts to import the modules. I saw stable releases to be named "trunk" so I did the same. However, no version numbers yet. Core and plugins are different repositories, however we have to match versions for compatibility. Can you suggest some best practices or reference to ease development and reduce chaos? :) Some suggested GIT. I haven't heard about it, but I'm free to change.

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  • Depending on fixed version of a library and ignore its updates

    - by Moataz Elmasry
    I was talking to a technical boss yesterday. Its about a project in C++ that depends on opencv and he wanted to include a specific opencv version into the svn and keep using this version ignoring any updates which I disagreed with.We had a heated discussion about that. His arguments: Everything has to be delivered into one package and we can't ask the client to install external libraries. We depend on a fixed version so that new updates of opencv won't screw our code. We can't guarantee that within a version update, ex from 3.2.buildx to 3.2.buildy. Buildy the function signatures won't change. My arguments: True everything has to be delivered to the client as one package,but that's what build scripts are for. They download the external libraries and create a bundle. Within updates of the same version 3.2.buildx to 3.2.buildy its impossible that a signature change, unless it is a really crappy framework, which isn't the case with opencv. We deprive ourselves from new updates and features of that library. If there's a bug in the version we took, and even if there's a bug fix later, we won't be able to get that fix. Its simply ineffiecient and anti design to depend on a certain version/build of an external library as it makes our project difficult in the future to adopt to new changes. So I'd like to know what you guys think. Does it really make sense to include a specific version of external library in our svn and keep using it ignoring all updates?

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  • Problem in multi booting Ubuntu 12.04 with existing Windows XP, 7 and 8 in 500GB HDD with 5 Partitions

    - by Dhruva
    Here's my case. I have 500GB HDD with 5 Partitions with XP, Windows7 and Windows8 RP in the first three. As per one of the instruction I've seen in this forum, I did shrink my 4th Partition to create a 30GB unallocated free space to install Ubuntu 12.04. But, when next I'm trying to boot the Ubuntu CD and choosing "Something Else", its only recognizing my 500GB HDD in whole as "/sda" and not reading the free 30GB space separately to install Ubuntu in it as suggested in the instruction mentioned in this forum. I've also tried to install in from within Windows7, by mounting the Ubuntu ISO file and using the .exe file and instruction thereupon (choosing free drive, user name, installation size, etc.), but that also failed after the PC restarted to continue the installation, showing as error for file extension, partition something error. One thing to be noted that the PC I'm trying to install Ubuntu in it is my Home PC and doesn't have any internet connection. Hence, no updates or otherwise online help. What shall I do?? Kindly suggest. Sorry if I made some grammatical mistakes as English is not my first language. Thanks in advance.

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  • XSLT and possible alternatives [on hold]

    - by wirrbel
    I had a look at XSLT for transforming one XML file into another one (HTML, etc.). Now while I see that there are benefits to XSLT (being a standardized and used tool) I am reluctant for a couple of reasons XSLT processors seem to be quite huge / resource hungry XML is a bad notation for programming and thats what XSLT is all about. It do not want to troll XSLT here though I just want to point out what I dislike about it to give you an idea of what I would expect from an alternative. Having some Lisp background I wonder whether there are better ways for tree-structure transformations based upon some lisp. I have seen references to DSSSL, sadly most links about DSSSL are dead so its already challenging to see some code that illustrates it. Is DSSSL still in use? I remember that I had installed openjade once when checking out docbook stuff. Jeff Atwood's blog post seems to hint upon using Ruby instead of XSLT. Are there any sane ways to do XML transformations similar to XSLT in a non-xml programming language? I would be open for input on Useful libraries for scripting languages that facilitate XML transformations especially (but not exclusively) lisp-like transformation languages, or Ruby, etc. A few things I found so far: A couple of places on the web have pointed out Linq as a possible alternative. Quite generally I any kind of classifications, also from those who have had the best XSLT experience. For scheme http://cs.brown.edu/~sk/Publications/Papers/Published/kk-sxslt/ and http://www.okmij.org/ftp/Scheme/xml.html

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  • Create Your Own Quick Calculator Function for the Terminal

    - by The Geek
    If you’re anything like me, you’ve always got a Terminal window open, and you probably have even assigned a hotkey to bring it up anytime. So why open up the boring calculator when you can solve equations right there on the command line? This is a simple method for creating a calculator using the built-in function support in the Bash shell. Essentially all we’re doing is assigning the question mark to run the bc command with whatever arguments you type after it. Latest Features How-To Geek ETC RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image Vintage Posters Showcase the History of Tech Advertising Google Cloud Print Extension Lets You Print Doc/PDF/Txt Files from Web Sites Hack a $10 Flashlight into an Ultra-bright Premium One Firefox Personas Arrive on Firefox Mobile Focus Booster Is a Sleek and Free Productivity Timer What is the Internet? From the Today Show January 1994 [Historical Video]

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  • No MAU required on a T4

    - by jsavit
    Cryptic background One of the powerful features of the T-series servers is its hardware crypto acceleration, which dramatically speeds up the compute intensive algorithms needed to encrypt and decrypt data. Previously, administrators setting up logical domains on older T-series servers had to explicitly assign crypto resources (called "MAU" for historical reasons from the T1 chip that had "modular arithmetic units") to domains that had a significant crypto workload (say, an SSL based web server). This could be an administrative burden, as you had to choose which domains got the crypto units, and issue the appropriate ldm set-mau N mydomain commands. The T4 changes things The T4 is fast. Really fast. Its clock rate and out-of-order (OOO) execution that provides the single-thread performance that T-series machines previously did not have. If you have any preconceptions about T-series performance, or SPARC in general, based on the older servers (which, it must be said, were absolutely outstanding for multi-threaded applications), those assumptions are now obsolete. The T4 provides outstanding. performance for all kinds of workload, as illustrated at https://blogs.oracle.com/bestperf. While we all focused on this (did I mention the T4 is fast?), another feature of the T4 went largely unnoticed: The T4 servers have crypto acceleration "just built in" so administrators no longer have to assign crypto accelerator units to domains - it "just happens". This is way way better since you have crypto everywhere by default without having to manage it like a discrete and limited resource. It's a feature of the processor, like doing an integer add. With T4, there is no management necessary, you just have HW crypto everywhere all the time seamlessly. This change hasn't been widely advertised, and some administrators have wondered why there were unable to assign a MAU to a domain as they did with T2 and T3 machines. The answer is that there is no longer any separate MAU, so you don't have to take any action at all - just leave the default of 0. Summary Besides being much faster than its predecessors, the T4 also integrates hardware crypto acceleration so its seamlessly available to applications, whether domains are being used or not. Administrators no longer have to control how they are allocated - it "just happens"

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  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • Performance Testing &ndash; Quick Reference Guide &ndash; Released up on CodePlex

    - by Shawn Cicoria
    Why performance test at all right?  Well, physics still plays a role in what we do.  Why not take a better look at your application – need help, well, the Rangers team just released the following to help: The following has both VS2008 & VS2010 content: http://vstt2008qrg.codeplex.com/ Visual Studio Performance Testing Quick Reference Guide (Version 2.0) The final released copy is here and ready for full time use. Please enjoy and post feedback on the discussion board. This document is a collection of items from public blog sites, Microsoft® internal discussion aliases (sanitized) and experiences from various Test Consultants in the Microsoft Services Labs. The idea is to provide quick reference points around various aspects of Microsoft Visual Studio® performance testing features that may not be covered in core documentation, or may not be easily understood. The different types of information cover: How does this feature work under the covers? How can I implement a workaround for this missing feature? This is a known bug and here is a fix or workaround. How do I troubleshoot issues I am having

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  • Is this a decent use-case for goto in C?

    - by Robz
    I really hesitate to ask this, because I don't want to "solicit debate, arguments, polling, or extended discussion" but I'm new to C and want to gain more insight into common patterns used in the language. I recently heard some distaste for the goto command, but I've also recently found a decent use-case for it. Code like this: error = function_that_could_fail_1(); if (!error) { error = function_that_could_fail_2(); if (!error) { error = function_that_could_fail_3(); ...to the n-th tab level! } else { // deal with error, clean up, and return error code } } else { // deal with error, clean up, and return error code } If the clean-up part is all very similar, could be written a little prettier (my opinion?) like this: error = function_that_could_fail_1(); if(error) { goto cleanup; } error = function_that_could_fail_2(); if(error) { goto cleanup; } error = function_that_could_fail_3(); if(error) { goto cleanup; } ... cleanup: // deal with error if it exists, clean up // return error code Is this a common or acceptable use-case of goto in C? Is there a different/better way to do this?

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  • What's the best way to manage reusable classes/libraries separately?

    - by Tom
    When coding, I naturally often come up with classes or a set of classes with a high reusability. I'm looking for an easy, straight-forward way to work on them separately. I'd like to be able to easily integrate them into any project; it also should be possible to switch to a different version with as few commands as possible. Am I right with the assumption that git (or another VCS) is best suited for this? I thought of setting up local repositories for each class/project/library/plugin and then just cloning/pulling them. It would be great if I could reference those projects by name, not by the full path. Like git clone someproject. edit: To clarify, I know what VCS are about and I do use them. I'm just looking for a comfortable way to store and edit some reusable pieces of code (including unit tests) separately and to be able to include them (without the unit tests) in other projects, without having to manually copy files. Apache Maven is a good example, but I'm looking for a language-independent solution, optimally command-line-based.

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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