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  • Getting error - This application has failed to start because the application configuration is incorrect. Reinsta

    - by Kaye
    I am sorry if I am repeating this issue. But I am a layman and cant understand the answers posted. I want to do away with Windows XP Professional (I have lost the product key) that I have on an old desktop PC that is more than 7/8 years old. I didnt use the PC for a couple of years as this laptop was more convenient. Now I have started to use this PC but cannot download SP2 onto the PC as it keeps asking for product key and I dont remember where I wrote it down or where I kept it. So I downloaded Ubuntu 12.10 onto the desktop screen (about 753MB and 3 hours) and then used Unetbootin to put this on my pendrive. After completing the process, I have on my pendrive 9 folders, 3 text files, 1 autorun file, 1 ldlinux file, 1 wubi application file and 5 other files - total 20 items. Though on bootup I opted for USB boot, the boot-up opens into Windows. It simply bypasses the USB where ubuntu lies. What do I do? Am I doing things correctly. Pls explain in simple terms.

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  • Merging similar graphs based solely on the graph structure?

    - by Buttons840
    I am looking for (or attempting to design) a technique for matching nodes from very similar graphs based on the structure of the graph*. In the examples below, the top graph has 5 nodes, and the bottom graph has 6 nodes. I would like to match the nodes from the top graph to the nodes in the bottom graph, such that the "0" nodes match, and the "1" nodes match, etc. This seems logically possible, because I can do it in my head for these simple examples. Now I just need to express my intuition in code. Are there any established algorithms or patterns I might consider? (* When I say based on the structure of the graph, I mean the solution shouldn't depend on the node labels; the numeric labels on the nodes are only for demonstration.) I'm also interested in the performance of any potential solutions. How well will they scale? Could I merge graphs with millions of nodes? In more complex cases, I recognize that the best solution may be subject to interpretation. Still, I'm hoping for a "good" way to merge complex graphs. (These are directed graphs; the thicker portion of an edge represents the head.)

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  • What is the most concise, unambiguous syntax for operator associated methods (for overloading etc.) that doesn't pollute the namespace?

    - by Doug Treadwell
    Python tends to add double underscores before its built-in or overloadable operator methods, like __add(), whereas C++ requires declaring overloaded operators as operator + (Thing& thing) { /* code */ } for example. Personally I like the operator syntax because it seems to be more explicit and keeps these operator overloading methods separated from other methods without introducing weird prefix notation. What are your thoughts? Also, what about the case of built-in methods that are needed for the programming language to work properly? Is name mangling (like adding __ prefix or sys or something) the best solution here? What do you think about having another type of method declaration, like ... "system method" for lack of creativity at the moment. So there would be two kinds of declarations: int method_name() { ... } system int method_name() { ... } ... and the call would need to be different to distinguish between them. obj.method_name(); vs obj:method_name(); perhaps, assuming a language where : can be unambiguously used in this situation. obj.method_name() vs obj.(system method_name)() Sure, the latter is ugly, but the idea is to make the common case simple and system stuff should be kept out of the way. Maybe the Objective-C notation of method calls? [obj method_name]? Are there more alternatives? Please make suggestions.

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  • Should I use a seperate class per test?

    - by user460667
    Taking the following simple method, how would you suggest I write a unit test for it (I am using MSTest however concepts are similar in other tools). public void MyMethod(MyObject myObj, bool validInput) { if(!validInput) { // Do nothing } else { // Update the object myObj.CurrentDateTime = DateTime.Now; myObj.Name = "Hello World"; } } If I try and follow the rule of one assert per test, my logic would be that I should have a Class Initialise method which executes the method and then individual tests which check each property on myobj. public class void MyTest { MyObj myObj; [TestInitialize] public void MyTestInitialize() { this.myObj = new MyObj(); MyMethod(myObj, true); } [TestMethod] public void IsValidName() { Assert.AreEqual("Hello World", this.myObj.Name); } [TestMethod] public void IsDateNotNull() { Assert.IsNotNull(this.myObj.CurrentDateTime); } } Where I am confused is around the TestInitialize. If I execute the method under TestInitialize, I would need seperate classes per variation of parameter inputs. Is this correct? This would leave me with a huge number of files in my project (unless I have multiple classes per file). Thanks

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  • Thinking about open-sourcing quiz project [closed]

    - by user72727
    I was thinking about starting an open source project. I have a few projects that might work ok as an open project but thought I might dip my toe into the water with a simple quiz project. The idea is you can add questions to a quiz, arrange questions by topic, difficulty or location. Users would hopefully get an interesting quiz, tuned to their ability. At the end they'd get a score and hopefully they might provide either some feedback on the questions or even supply a few questions of their own. I couldn't see a similar project (fame's last words). I have a basic version of the project that gives the user a bunch of questions to answer in 10 minutes. It doesn't currently group the questions into topics, and no feedback is taken. I've also been told the graphical questions don't work on Ipads for some reason. Would this be a suitable project to go open source? I did find various quiz's out there but all seemed rather narrowly focused. I really wanted something that could cover any type of question on any type of subject. I prefer to keep the questions in MySQL but I could see how this might make it more difficult for others to get on board - should I move to data files? How do I proceed? http://www.checkmypages.com/numbers

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  • OOP Design: relationship between entity classes

    - by beginner_
    I have at first sight a simple issue but can't wrap my head around on how to solve. I have an abstract class Compound. A Compound is made up of Structures. Then there is also a Container which holds 1 Compound. A "special" implementation of Compound has Versions. For that type of Compound I want the Container to hold the Versionof the Compound and not the Compound itself. You could say "just create an interface Containable" and a Container holds 1 Containable. However that won't work. The reason is I'm creating a framework and the main part of that framework is to simplify storing and especially searching for special data type held by Structure objects. Hence to search for Containers which contain a Compound made up of a specific Structure requires that the "Path" from Containerto Structure is well defined (Number of relationships or joins). I hope this was understandable. My question is how to design the classes and relationships to be able to do what I outlined.

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • In a specification, should I describe what a product does (ideally) or what it should/must do?

    - by Arlaud Pierre
    I'm writting a German specification (I'm not German). Differences may appear for this process in different cultures, especially in the terminology, but usually here's the idea: The client writes his needs and wishes in a document, called a scope statement or requirements document. The supplier tries to understand the actual need of the client (which might be different to what was written and to what the client meant to say and to what the client thinks he needs, etc.) The supplier writes a specification for the product, which should fill the client's need. The specification needs to be precise enough for the product to be made (ambiguity problems occur). The client and the supplier can check whether they have understood each other, and discuss details of the product. The client agrees with the specification (or at least its current iteration) and the supplier is ready to start the work. (it may of course be expected of you to disagree with this process, but this is irrelevant to my problem): I'm now somewhere around the last two steps and I've been criticized because I wrote what the product must do, and not what it will do ideally. Usually along the lines of The product must be able to perform task A And I was expected to write The product performs task A This is a simple word play, but I feel saying what the product does, while the product isn't even on the way to be made yet, is wrong. I would tend to consider a specification as a contract of what the product is expected to do (what it must do and how it should do it), and not what it does. Said differently, I feel this is the specification and not the manual of the end product…… Should I say what the product must do or what it does?

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  • AngularJS dealing with large data sets (Strategy)

    - by Brian
    I am working on developing a personal temperature logging viewer based on my rasppi curl'ing data into my web server's api. Temperatures are taken every 2 seconds and I can have several temperature sensors posting data. Needless to say I will have a lot of data to handle even within the scope of an hour. I have implemented a very simple paging api from the server so the server doesn't timeout and is currently only returning data in 1000 units per call, then paging through the data. I had the idea to intially show say the last 20 minutes of data from a sensor (or all sensors depending on user choices), then allowing the user to select other timeframes from which to show data. The issue comes in when you want to view all sensors or an extended time period (say 24 hours). Is there a best practice of handling this large amount of data? Would it be useful to load those first 20 minutes into the live view and then cache into local storage something like the last 24 hours? I haven't been able to find a decent idea of this in use yet even though there are a lot of ways to take this problem. I am just looking for some suggestions as to what might provide a good balance between good performance and not caching the entire data set on the client side (as beyond a week of data this might not be feasible).

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  • Will Ubuntu Live CD move MFT to resize NTFS volumes?

    - by irwazr
    I have a feeling some will consider this a duplicate, but please hear me out. I've been reading tons of questions and threads around this but have never really found an answer for this specifically. I want to shrink my NTFS partition to make room for a Ubuntu install, so I can dual boot them. However when shrinking the NTFS volume in Windows disk management, it will only go so far as the MFT is sitting near the end of the volume. I've read plenty of posts about why it does this, and how difficult/dangerous it is to move the MFT etc. I've also read that Perfect Disk can apparently do it under it's trial period, but I remain cautious to try this method. I was wondering however if the disk partitioning utility included in the Ubuntu install wizard handles the moving of the MFT when dragging the partition boundaries. It all seems too simple that you simply tell it the new size you want it to be. Would it tell me if it couldn't resize by the amount you requested if the MFT was an issue, or move it for you if it were able. I'm concerned it might corrupt the MFT and the volume, even though I doubt the install wizard would be so daft. So what exactly is the deal with the partition resizing tool in the Ubuntu install wizard? Will it safely resize my NTFS volume despite the location of my MFT? Thanks in advance.

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  • From release to business

    - by geneotech
    So let's say that I've finished programming a simple, indie MMO game similiar to Tibia. I've got a stable server application that is ready to launch, i've got a tested bug-free working client application that is ready to play and the game's official website (ready to host) with payment system and client that is ready to download for free. Let's say none of them break copyright laws, and no matter how impossible it sounds, let's for now say it's true. My game divides accounts into two groups - free and premium. If someone gets premium, he's granted access to all possible game features, that of course, need server authorisation to work properly. Let's say that the "premium account" can be bought on the website for a fixed money/month. Free accounts mean that everyone can actually play, but without paying, you get limited access. This is what the mentioned payment system will be for. Well, I'm completely novice to these business entities issues, so in short: what, in terms of law, are steps from here to the state where my game earns money in a fully legal way ? Also, is there for example, something like verification if game gives the user what it actually offers when paying on its website ? I live in Europe, if it changes something.

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  • Algorithm for grouping friends at the cinema [closed]

    - by Tim Skauge
    I got a brain teaser for you - it's not as simple as it sounds so please read and try to solve the issue. Before you ask if it's homework - it's not! I just wish to see if there's an elegant way of solving this. Here's the issue: X-number of friends want's to go to the cinema and wish to be seated in the best available groups. Best case is that everyone sits together and worst case is that everyone sits alone. Fewer groups are preferred over more groups. Sitting alone is least preferred. Input is the number of people going to the cinema and output should be an array of integer arrays that contains: Ordered combinations (most preferred are first) Number of people in each group Below are some examples of number of people going to the cinema and a list of preferred combinations these people can be seated: 1 person: 1 2 persons: 2, 1+1 3 persons: 3, 2+1, 1+1+1 4 persons: 4, 2+2, 3+1, 2+1+1, 1+1+1+1 5 persons: 5, 3+2, 4+1, 2+2+1, 3+1+1, 2+1+1+1, 1+1+1+1+1 6 persons: 6, 3+3, 4+2, 2+2+2, 5+1, 3+2+1, 2+2+1+1, 2+1+1+1+1, 1+1+1+1+1+1 Example with more than 7 persons explodes in combinations but I think you get the point by now. Question is: What does an algorithm look like that solves this problem? My language by choice is C# so if you could give an answer in C# it would be fantastic!

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  • Coping with build order requirements in automated builds

    - by Derecho
    I have three Scala packages being built as separate sbt projects in separate repos with a dependency graph like this: M---->D ^ ^ | | +--+--+ ^ | S S is a service. M is a set of message classes shared between S and another service. D is a DAL used by S and the other service, and some of its model appears in the shared messages. If I make a breaking change to all three, and push them up to my Git repo, a build of S will be kicked off in Jenkins. The build will only be successful if, when S is pushed, M and D have already been pushed. Otherwise, Jenkins will find it doesn't have the right dependent package versions available. Even pushing them simultaneously wouldn't be enough -- the dependencies would have to be built and published before the dependent job was even started. Making the jobs dependent in Jenkins isn't enough, because that would just cause the previous version to be built, resulting in an artifact that doesn't have the needed version. Is there a way to set things up so that I don't have to remember to push things in the right order? The only way I can see it working is if there was a way that a build could go into a pending state if its dependencies weren't available yet. I feel like there's a simple solution I'm missing. Surely people deal with this a lot?

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  • Do input template languages exist?

    - by marczellm
    When I have to create some textual representation of data, I can use a template language, so that my code does not have to worry about the structure of the output file - I can sometimes even write code that's independent of whether the output is XML, LaTeX or any other plain text. A simple example: Template (in separate file): <someXmlTag> $variableName </someXmlTag> Code: Template(temstring).substitute(variableName="value") Result (written to output file): <someXmlTag> value </someXmlTag> I want to do the same, but in the opposite direction. I have XML or plain text or whatever files to input. I want to describe the input structure in a separate file that looks like the input but has these variable declarations in it, and I want to handle it with code that's independent of the structure. Is there a library for this concept? (We usually handle XML input by using an XML parser library to describe the input structure in program code, handle plaintext input by writing regexes in code, and don't handle LaTeX input because LaTeX can't really be parsed.)

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • How to encourage domain experts familiar only with C into a C++ opensource project [closed]

    - by paperjam
    Possible Duplicate: How to persuade C fanatics to work on my C++ open source project? I am launching an open-source project into a space where a lot of development is done Linux-kernel-style, i.e. C-language with a low-level mindset. My project is broad and complex and uses aspects of the C++ language and libraries, including the Boost library to best effect for simple, slightly syntactically sweetened, elegant and well structured high level code. We are using C++ templates too to avoid duplication of code and for static polymorphism in code specialisation for performance. Many of the experts in this field are well used to pure C-language projects. How can I persuade them to contribute to my idiomatic C++ based project? I have no objection to C-language subcomponents or the use of a C-like subset for parts of the project so that might be part of the answer. This is a rewritten and retagged rehash of my previous question that was closed. Apologies to those who read and answered for it not being constructive. I hope this new question is viewed as constructive. Please note that this is not a language advocacy question and please keep answers in that spirit.

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  • How does Game Salad compare with Cocos2D in terms of 2D game development?

    - by jih
    I want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes for me becomes which game development environment should I invest my time in learning. Game Salad or cocos2d? To make that decision I was wondering if experienced game programmers and help with some pointers: It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at?

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  • Get Func-y

    - by PhubarBaz
    I was working on a Windows form app and needed a way to call out to a service without blocking the UI. There are a lot of ways to do this but I came up with one that I thought was pretty simple. It utilizes the System.Func<> generic class, which is basically a way to create delegates using generics. It's a lot more compact and simpler than creating delegates for each method you want to call asynchronously. I wanted to get it down to one line of code, but it was a lot simpler to use three lines.In this case I have a MyServiceCall method that takes an integer parameter and returns a ServiceCallResult object.public ServiceCallResult MyServiceCall(int param1)...You start by getting a Func<> object for the method you want to call, in this case MyServiceCall. Then you call BeginInvoke() on the Func passing in the parameter. The two nulls are parameters BeginInvoke expects but can be ignored here. BeginInvoke returns an IAsyncResult object that acts like a handle to the method call. Finally to get the value you call EndInvoke on the Func passing in the IAsyncResult object you got back from BeginInvoke.Func<int, ServiceCallResult> f = MyServiceCall;IAsyncResult async = f.BeginInvoke(23, null, null);ServiceCallResult result = f.EndInvoke(async);Doing it this way fires off a new thread that calls the MyServiceCall() method. This leaves the main application thread free to update the UI while the method call is running so it doesn't become unresponsive.

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  • Should developers be involved in testing phases?

    - by LudoMC
    Hi, we are using a classical V-shaped development process. We then have requirements, architecture, design, implementation, integration tests, system tests and acceptance. Testers are preparing test cases during the first phases of the project. The issue is that, due to resources issues (*), test phases are too long and are often shortened due to time constraints (you know project managers... ;)). So my question is simple: should developers be involved in the tests phases and isn't it too 'dangerous'. I'm afraid it will give the project managers a false feeling of better quality as the work has been done but would the added man.days be of any value? I'm not really confident of developers doing tests (no offense here but we all know it's quite hard to break in a few clicks what you have made in severals days). Thanks for sharing your thoughts. (*) For obscure reasons, increasing the number of testers is not an option as of today. (Just upfront, it's not a duplicate of Should programmers help testers in designing tests? which talks about test preparation and not test execution, where we avoid the implication of developers)

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  • True column-mode (block-selection and editing) text editor solution?

    - by tamale
    In windows, I used to use a text editor called crimson editor which featured the best column-mode editing support I have yet to use. When enabled via a simple Alt-C shortcut, selections could be made with the mouse or cursor keys and they would be visual blocks rather than wrapped-lines. These selections could be deleted, moved, copied, pasted, and all of the operations just made sense. You could also just start typing, and you'd get a column of the characters as you're typing. There are multiple ways of getting parts of the these features working separately discussed on this forum thread, but no one has yet to provide a solution that provides this all-encompassing and easy-to-use method. If someone could point me to a gedit plugin where this work is actively being pursued, perhaps I could help with the coding myself. If someone is aware of a text editor that already provides this full functionality, I'd appreciate the info. Running crimson editor through wine and the close-but-not-quite multi-edit plugin for gedit are the temporary solutions I'm 'getting by with' for the time being.

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  • How do I make cars on a one-dimensional track avoid collisions?

    - by user990827
    Using three.js, I use a simple spline to represent a road. Cars can only move forward on the spline. A car should be able to slow-down behind a slow moving car. I know how to calculate the distance between 2 cars, but how to calculate the proper speed in each game update? At the moment I simply do something like this: this.speed += (this.maxSpeed - this.speed) * 0.02; // linear interpolation to maxSpeed // the position on the spline (0.0 - 1.0) this.position += this.speed / this.road.spline.getLength(); This works. But how to implement the slow-down part? // transform from floats (0.0 - 1.0) into actual units var carInFrontPosition = carInFront.position * this.road.spline.getLength(); var myPosition = this.position * this.road.spline.getLength(); var distance = carInFrontPosition - myPosition; // WHAT TO DO HERE WITH THE DISTANCE? // HOW TO CALCULATE MY NEW SPEED? Obviously I have to somehow take current speed of the cars into account for calculation. Besides different maxSpeeds, I want each car to also have a different mass (causing it to accelerate slower/faster). But this mass has to be then also taken into account for braking (slowing down) so they don't crash into each other.

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  • Create Adjustable Depth of Field Photos with a DSLR

    - by Jason Fitzpatrick
    If you’re fascinating by the Lytro camera–a camera that let’s you change the focus after you’ve taken the photo–this DSLR hack provides a similar post-photo focus processing without the $400 price tag. Photography tinkers at The Chaos Collective came up with a clever way of mimicking the adjustable depth-of-field adjustment effect from the Lytro camera. The secret sauce in their technique is setting the camera to manual focus and capturing a short 2-3 second video clip while they rotate the focus through the entire focal range. From there, they use a simple applet to separate out each frame of the video. Check out the interactive demo below: Anywhere you click in the photo shifts the focus to that point, just like the post processing in the Lytro camera. It’s a different approach to the problem but it yields roughly the same output. Hit up the link below for the full run down on their technique and how you can get started using it with your own video-enabled DLSR. Camera HACK: DOF-Changeable Photos with an SLR [via Hack A Day] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • How to do integrated testing?

    - by Enthusiastic Programmer
    So I have been reading up on a lot of books surrounding testing. But all the books I've read have the same flaws. They will all tell you the definitions of testing. But I have not found a single book that will guide you into integration testing (or pretty much anything higher then unit testing). Is integration testing that elusive or am I reading the wrong books? I'm a hands on person, so I would appreciate it if someone could help me with a simple program: Let's say you need to make some sort of calculation program that calculates something (doesn't matter what) and exports it to *.txt file. Let's assume we use the Model View Controller design principle. And one class for the actual calculating which you'll use in the model and one for writing the textfile. So: View = Controller = Model = CalculationClass, FileClass So for unittesting: You'd test the calculationClass, I'd personally focus most of my unit tests there. And less time on unit testing the view/controller/FileClass. I personally wouldn't see the use of unittesting those unless you want a really robust program. Integration testing: Now this is where I run into a wall. What would I have to test to call it an integration test? I could stub the view and feed the controller data which it would pass on to the model and so forth. And then check what the view gets back in the end. But ... Couldn't I just run the (in this case small) program then and test it manually? Would this be considered a integration test too, or does it have to be automated? Also, can I check multiple items to see if they are correct? I cannot seem to find any book that offers a hands on approach to methods of integration testing.

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  • Generic Pop and Push for List<T>

    - by Bil Simser
    Here's a little snippet I use to extend a generic List class to have similar capabilites to the Stack class. The Stack<T> class is great but it lives in its own world under System.Object. Wouldn't it be nice to have a List<T> that could do the same? Here's the code: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static class ExtensionMethods 2: { 3: public static T Pop<T>(this List<T> theList) 4: { 5: var local = theList[theList.Count - 1]; 6: theList.RemoveAt(theList.Count - 1); 7: return local; 8: } 9:   10: public static void Push<T>(this List<T> theList, T item) 11: { 12: theList.Add(item); 13: } 14: } It's a simple extension but I've found it useful, hopefully you will too! Enjoy.

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