Search Results

Search found 93388 results on 3736 pages for 'code structure'.

Page 606/3736 | < Previous Page | 602 603 604 605 606 607 608 609 610 611 612 613  | Next Page >

  • Basic Defensive Database Programming Techniques

    We can all recognise good-quality database code: It doesn't break with every change in the server's configuration, or on upgrade. It isn't affected by concurrent usage, or high workload. In an extract from his forthcoming book, Alex explains just how to go about producing resilient TSQL code that works, and carries on working.

    Read the article

  • Simple SST Unhooker

    This article includes description of simple unhooker that restores original SST hooked by unknown rootkits, which hide some services and processes.

    Read the article

  • Google Top Geek E05

    Google Top Geek E05 In Spanish! Google Top Geek (GTG) es un show semanal que generamos desde México con noticias, las tendencias en búsquedas y YouTube en América Latina, así como referencias a apps y eventos interesantes. GTG se transmite los lunes al medio día, 12 pm, desde Google Developers Live. Guión del programa Esta semana 1. Geeks interactuando y socializando en el mundo real, eso justamente es lo que ha logrado el juego masivo Ingress que liberó Google recientemente. Tienen que escoger un bando: resistance o enlightened, el proyecto Niantic. Campos de energía, elementos, intriga, combate, ... Y lo mejor de todo: mucha diversión. Cuando obtengan su código, si están del lado correcto, pueden encontrarnos en Ingress Enlightened Latin America +page en Google+. 2. Reality show para desarrolladores en Argentina: +Next Level, 40 estudiantes y profesionales de TI trabajarán siete días con cámaras todo el tiempo, expertos de toda América Latina via Google Hangouts... Del 26 de noviembre al 2 de diciembre, en la ciudad de Tandil. 3. Google Apps for Business Un tema relativamente nuevo en el mundo empresarial en nuestra región es la nube y cómo aprovecharla mejor. Google Apps for Business es un servicio basado en la nube que provee Mensajería y Colaboración a través de los productos que todos conocemos de Google pero con el nivel de controles y auditoría que requieren las empresas. El enfoque de Google es y siempre ha sido la satisfacción de nuestros usuarios y Google Apps for Business le <b>...</b> From: GoogleDevelopers Views: 1 0 ratings Time: 15:39 More in Science & Technology

    Read the article

  • Are there any drawbacks to the Major.Minor.YMDD.Build version strategy?

    - by Chu
    I'm trying to come up with a good version strategy to fit our specific needs. We've proposed settling on this and I wanted to ask the question to see if anyone's experience would suggest avoiding this or altering it in any way. Here's our proposal: Versions are released in this format: MAJOR.MINOR.YMDD.BN. Here it is broken out: MAJOR & MINOR are typical; we'll increase MINOR when we feel code and new feature sets warrants it; once every few months most likely. MAJOR will increase ~yearly. YMDD: Y will be the last digit of the current year, so "1" for 2011, "2" for 2012, etc. A non-padded month will be used to keep the number smaller (9 instead of 09 for example). DD of course is the day, padded with a zero for days under 10. BN: BN is the build number and increases by one anytime we make a change to a branch of the code represented by the build, for example: If were to make a build today, our release would be version 5.0.1707.1. I release to QA today and 3 days from now QA finds that a change broke the save functionality on a page. Instead of me changing our current development code, I'd go back to the code that I used to create version 5.0.1707.1, make the fix there, then increase the BN portion of the version and would then re-release 5.0.1707.2 back to QA. In short, anytime a change is made to a branched version that isn't the active dev branch, we'd use the original version number and increase only the BN portion (even if the change happened 3 days, 3 weeks or 3 months from the initial release of that version). Anytime we make a new release from our Active dev branch, we'd come up with a new version based on the M/D of the release using the outlined strategy. We do this once every 2-3 weeks. Are there holes or pitfalls with this? If so, what are they? Thanks EDIT To clarify one point that I didn't get out very well - Oct/Nov/Dec will be two digits, it's only the year that won't be. So 9 for Sept, 10 for Oct, 11 for Nov, etc.

    Read the article

  • How can a solo programmer become a good team player?

    - by Nick
    I've been programming (obsessively) since I was 12. I am fairly knowledgeable across the spectrum of languages out there, from assembly, to C++, to Javascript, to Haskell, Lisp, and Qi. But all of my projects have been by myself. I got my degree in chemical engineering, not CS or computer engineering, but for the first time this fall I'll be working on a large programming project with other people, and I have no clue how to prepare. I've been using Windows all of my life, but this project is going to be very unix-y, so I purchased a Mac recently in the hopes of familiarizing myself with the environment. I was fortunate to participate in a hackathon with some friends this past year -- both CS majors -- and excitingly enough, we won. But I realized as I worked with them that their workflow was very different from mine. They used Git for version control. I had never used it at the time, but I've since learned all that I can about it. They also used a lot of frameworks and libraries. I had to learn what Rails was pretty much overnight for the hackathon (on the other hand, they didn't know what lexical scoping or closures were). All of our code worked well, but they didn't understand mine, and I didn't understand theirs. I hear references to things that real programmers do on a daily basis -- unit testing, code reviews, but I only have the vaguest sense of what these are. I normally don't have many bugs in my little projects, so I have never needed a bug tracking system or tests for them. And the last thing is that it takes me a long time to understand other people's code. Variable naming conventions (that vary with each new language) are difficult (__mzkwpSomRidicAbbrev), and I find the loose coupling difficult. That's not to say I don't loosely couple things -- I think I'm quite good at it for my own work, but when I download something like the Linux kernel or the Chromium source code to look at it, I spend hours trying to figure out how all of these oddly named directories and files connect. It's a programming sin to reinvent the wheel, but I often find it's just quicker to write up the functionality myself than to spend hours dissecting some library. Obviously, people who do this for a living don't have these problems, and I'll need to get to that point myself. Question: What are some steps that I can take to begin "integrating" with everyone else? Thanks!

    Read the article

  • TraceTool 12.1: The Swiss-Army Knife of Trace

    A C#, C++, Delphi, ActiveX, JavaScript, and Java trace framework, a trace viewer (with Tail, OutputDebugString, and event log). The framework comes with support for Log4J, Log4Net, Microsoft Enterprise Instrumentation Framework (EIF), Pocket PC (C++ and .NET), and Silverlight.

    Read the article

  • Google I/O 2012 - Ten Things Game Developers Should Know

    Google I/O 2012 - Ten Things Game Developers Should Know Dan Galpin, Ian Lewis This session reveals the things experienced game developers do to get good Google Play reviews, create a strong Android user experience, and be considered for featuring in Google Play Apps. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1 0 ratings Time: 56:54 More in Science & Technology

    Read the article

  • Google I/O 2012 - Enterprise Geospatial in the Cloud

    Google I/O 2012 - Enterprise Geospatial in the Cloud Sean Maday, Mano Marks Google now offers a powerful and versatile cloud hosting solution for geospatial data and analysis. Learn how your business can exploit this potential to reduce costs, increase productivity, and deliver services to your employees and developers using familiar tools like Google Earth and the Google Maps API. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 790 9 ratings Time: 55:03 More in Science & Technology

    Read the article

  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

    Read the article

  • Google I/O 2012 - Google Play: Marketing 101 for Developers

    Google I/O 2012 - Google Play: Marketing 101 for Developers Patrick Mork, Kushagra Shrivastava As soon as you hit the "Publish" button on your app, you become (partly) a marketer; you might as well try to be a good one. We'll share everything we know about promoting apps on Google play: building a strategic marketing framework, making good use of media channels, taking advantage of the assets we've built for developers, and convincing the Play team to feature your app. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1522 15 ratings Time: 56:13 More in Science & Technology

    Read the article

  • Google I/O 2012 - Empowering your Workforce with Google Maps

    Google I/O 2012 - Empowering your Workforce with Google Maps Dave Day, David Owens One of the most difficult problems managing your business is figuring out where everything is, be it employees, deliveries, or equipment. In this session we will show you how you can use Google technology to manage all of the assets of your business, and make sure everything is in the right place, at the right time. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2289 36 ratings Time: 43:38 More in Science & Technology

    Read the article

  • How do I tell the cases when it's worth to use LINQ?

    - by Lijo
    Many things in LINQ can be accomplished without the library. But for some scenarios, LINQ is most appropriate. Examples are: SELECT - http://stackoverflow.com/questions/11883262/wrapping-list-items-inside-div-in-a-repeater SelectMany, Contains - http://stackoverflow.com/questions/11778979/better-code-pattern-for-checking-existence-of-value Enumerable.Range - http://stackoverflow.com/questions/11780128/scalable-c-sharp-code-for-creating-array-from-config-file WHERE http://stackoverflow.com/questions/13171850/trim-string-if-a-string-ends-with-a-specific-word What factors to take into account when deciding between LINQ and regular .Net language elements?

    Read the article

  • Google I/O 2012 - Introducing Google Compute Engine

    Google I/O 2012 - Introducing Google Compute Engine Craig McLuckie, Martin Gannholm Google Compute Engine is a new virtual machine based cloud technology for large scale data processing and analytics workloads. It allows the world to leverage the scalability and power of Google's data centers to run computationally intensive jobs. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1614 29 ratings Time: 01:00:58 More in Science & Technology

    Read the article

  • Power Distribution amongst connected nodes

    - by Perky
    In my game the map is represented by connected nodes, each node has a number of connected nodes. The nodes represent a system in which players can build structures and move units about. If you're familiar with Sins of a Solar Empire the game map is very similar. I want each node to be able to produce power and share it with all connected nodes. For example if A, B, C & D are all connected and produce 100 power units, then each system should have 400 power units available. If node B builds a structure that consumes 100 power units then A, B, C & D should then have 300 power units available. I've been working on this system all day and haven't been able to get it working quite the way I want. My current implementation is to first recurse through each nodes's connected node adding up the power, I keep a list of closed nodes so it doesn't loop, it's quite similar to A* actually. Pseudo code: All nodes start with the properties node.power = 0 node.basePower = 100 // could be different for each node. node.initialPower = node.basePower - function propagatePower( node, initialPower, closedNodes ) node.power += initialPower add( closedNodes, node ) connectedNodes = connected_nodes_except_from( closedNodes ) foreach node in connectedNodes do propagatePower( node, initialPower, closedNodes ) end end After this I iterate through all power consumers. foreach consumer in consumers do node = consumer.parentNode if node.power >= consumer.powerConsumption then consumer.powerConsumed += consumer.powerConsumption node.producedPower -= consumer.powerConsumption end end Then I adjust the initial power for the next propagation cycle. foreach node in nodes do node.initialPower = node.basePower - node.producedPower node.displayPower = node.power // for rendering the power. node.power = 0 end This seemed to work at first but then I came into a problem. Say two nodes A & B produce 100Pu each, it's shared so both A & B have 200Pu. I then make two structures that consume 80Pu each on A (160Pu). Then the nodes power is adjusted to basePower - producedPower (100-160 = -60). Nodes are propagated, both nodes now have 40Pu (A: -60 + B: 100 = 40). Which is correct because they started with 200Pu - 160Pu = 40Pu. However now node.power >= consumer.powerConsumption is false. Whats worse is it's false for any structure that uses more that 40Pu, so the whole system goes down. I could deduct from consumer.powerConsumption but what do I do if power is reduced elsewhere? I don't have the correct data to perform the necessary checks. It's late so I'm probably not thinking straight but I thought to ask on here to see if anyone has any other implementations, better or worse I'd be interested to know.

    Read the article

< Previous Page | 602 603 604 605 606 607 608 609 610 611 612 613  | Next Page >