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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • Should I always encapsulate an internal data structure entirely?

    - by Prog
    Please consider this class: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThings(){ return things; } } This class exposes the array it uses to store data, to any client code interested. I did this in an app I'm working on. I had a ChordProgression class that stores a sequence of Chords (and does some other things). It had a Chord[] getChords() method that returned the array of chords. When the data structure had to change (from an array to an ArrayList), all client code broke. This made me think - maybe the following approach is better: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThing(int index){ return things[index]; } public int getDataSize(){ return things.length; } public void setThing(int index, Thing thing){ things[index] = thing; } } Instead of exposing the data structure itself, all of the operations offered by the data structure are now offered directly by the class enclosing it, using public methods that delegate to the data structure. When the data structure changes, only these methods have to change - but after they do, all client code still works. Note that collections more complex than arrays might require the enclosing class to implement even more than three methods just to access the internal data structure. Is this approach common? What do you think of this? What downsides does it have other? Is it reasonable to have the enclosing class implement at least three public methods just to delegate to the inner data structure?

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  • Why not XHTML5?

    - by eegg
    So, HTML5 is the Big Step Forward, I'm told. The last step forward we took that I'm aware of was the introduction of XHTML. The advantages were obvious: simplicity, strictness, the ability to use standard XML parsers and generators to work with web pages, and so on. How strange and frustrating, then, that HTML5 rolls all that back: once again we're working with a non-standard syntax; once again, we have to deal with historical baggage and parsing complexity; once again we can't use our standard XML libraries, parsers, generators, or transformers; and all the advantages introduced by XML (extensibility, namespaces, standardization, and so on), that the W3C spent a decade pushing for good reasons, are lost. Fine, we have XHTML5, but it seems like it has not gained popularity like the HTML5 encoding has. See this SO question, for example. Even the HTML5 specification says that HTML5, not XHTML5, "is the format suggested for most authors." Do I have my facts wrong? Otherwise, why am I the only one that feels this way? Why are people choosing HTML5 over XHTML5?

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  • scala: Adding attributes (odd and even rows) to xml table

    - by Debilski
    In a Lift application, I’d like to add a special tag which takes the <tbody> part of the next table and adds odd and even classes (for example) to each <tr> tag. Alternating, of course. While I have found a way to add another attribute to all <tr> tags, there are still a few problems left (see code below). First, it doesn’t work. cycle.next is called too often, so in the end, everything is an odd row. Other problems are that the code doesn’t exclude inner tables (so a nested <tr> would be transformed as well) and that it also affects the <thead> part of the table. Ideas to make this code work? (Of course, if there already is a lift-based solution – without jQuery – for this, I’ll gratefully take it.) class Loop(val strs: String*) { val stream_iter = Stream.continually(strs.toStream).flatten.iterator def next = stream_iter.next } val cycle = new Loop("even", "odd") val rr = new RewriteRule { override def transform(n: Node): Seq[Node] = n match { case elem : Elem => elem match { case Elem(_, "tr", att @ _, _, _*) => elem % Attribute(None, "class", Text( List(att.get("class").getOrElse("").toString, cycle.next).reduceLeft(_+" "+_).trim ), Null) toSeq case other => other } case other => other } } val rt = new RuleTransformer(rr) val code = <table> <thead><tr><td>Don’t</td><td>transform this</td></tr></thead> <tbody> <tr class="otherclass"> <td>r1c1</td><td>r1c2</td> </tr> <tr> <td>r2c1</td><td>r2c2</td> </tr> <tr> <td>r3c1</td><td>r3c2</td> </tr> </tbody> </table> println(rt(code))

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • How Do Computers Work? [closed]

    - by Rob P.
    This is almost embarrassing ask...I have a degree in Computer Science (and a second one in progress). I've worked as a full-time .NET Developer for nearly five years. I generally seem competent at what I do. But I Don't Know How Computers Work! Please, bare with me for a second. A quick Google of 'How a Computer Works' will yield lots and lots of results, but I struggled to find one that really answered what I'm looking for. I realize this is a huge, huge question, so really, if you can just give me some keywords or some direction. I know there are components....the power supply, the motherboard, ram, CPU, etc...and I get the 'general idea' of what they do. But I really don't understand how you go from a line of code like Console.Readline() in .NET (or Java or C++) and have it actually do stuff. Sure, I'm vaguely aware of MSIL (in the case of .NET), and that some magic happens with the JIT compiler and it turns into native code (I think). I'm told Java is similar, and C++ cuts out the middle step. I've done some mainframe assembly, it was a few years back now. I remember there were some instructions and some CPU registers, and I wrote code....and then some magic happened....and my program would work (or crash). From what I understand, an 'Emulator' would simulate what happens when you call an instruction and it would update the CPU registers; but what makes those instructions work the way they do? Does this turn into an Electronics question and not a 'Computer' question? I'm guessing there isn't any practical reason for me to understand this, but I feel like I should be able to. (Yes, this is what happens when you spend a day with a small child. It takes them about 10 minutes and five iterations of asking 'Why?' for you to realize how much you don't know)

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  • Need Directions to become a programmer [closed]

    - by Omin
    Before youguys go on about how there are many types of programmers, please read through the post. Long term goal: Develop my own software (company) Short term goal: Get a job that involves coding/programming Current status: Support Analyst (at a software company but does not involve any programming) with 40k salary, 3rd year computer engineering student I had everything figured out. I'm going to develop a 2D scrolling game for iphone or android, publish the app, sell a bunch, and then apply at a studios as a software developer. And then something hit me. I think I need to get a job that involes programming to learn as much as I can in the shortest time possible. So I got a phone interview at a fast growing start up software company, passed that no problem, but then had to take an online technical assessment. That failed miserably. I thought that if I could just present myself, show that I am hard working, positive attitude, eager to make self improvements, type of a guy, I could get the job. I was wrong. And now, I am lost. Im thinking of staying with my job until I find a new one as a programmer. I will be working, self studying, and trying to make this happen without finishing university. I forgot to mention that the online technical assessment was based on data structures/algorithms, OO design, runtime complexity. I was hoping that I could get some guidence. Should I be focusing on app development or study computer science fundamentals? I have a list of books I can be going through: Learning C# O'Reilly (I got interested in C# because of Unity3D and Mono), C# 5.0 in a Nutshell, Head First Design Patterns, Code Complete, Introduction to Algorithms, Programming Interviews Exposed, Cracking the Coding Interview, The Google Resume.

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • The 80 column limit, still useful?

    - by Tim Post
    Related: While coding, how many columns do you format for? Is there a valid reason for enforcing a maximum width of 80 characters in a code file, this day and age? I mostly use C, however this question is language agnostic. Its also subjective, so I'll tag it as such. Many individual projects set their own various coding standards, a guide to adjust your coding style. Many enforce an 80 column limit on code, i.e. don't force a dumb 80 x 25 terminal to wrap your lines in someone else's editor of choice if they are stuck with such a display, don't force them to turn off wrapping. Both private and open source projects usually have some style guidelines. My question is, in this day and age, is that requirement more of a pest than a helper? Does anyone still login via the local console with no framebuffer and actually edit code? If so, how often and why cant you use SSH? I help to manage a few open source projects, I was considering extending this limit to 110 columns, but I wanted to get feedback first. So, any feedback is appreciated. I can see the need to make certain OUTPUT of programs (i.e. a --help /h display) 80 columns or less, but I really don't see the need to force people to break up code under 110 columns long into 2 lines, when its easier to read on one line. I can also see the case for adhering to an 80 column limit if you're writing code that will be used on micro controllers that have to be serviced in the field with a god-knows-what terminal emulator. Beyond that, what are your thoughts? Edit: This is not an exact duplicate. I am asking very specific questions, such as how many people are actually still using such a display. I am also not asking "what is a good column limit", I'm proposing one and hoping to gather feedback. Beyond that, I'm also citing cases where the 80 column limit is still a good idea. I don't want a guide to my own "c-style", I'm hoping to adjust standards for several projects. If the duplicate in question had answered all of my questions, I would not have posted this one :) That will teach me to mention it next time. Edit 2 question |= COMMUNITY_WIKI

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • DataGridView validating old value insted of new value.

    - by Scott Chamberlain
    I have a DataGridView that is bound to a DataTable, it has a column that is a double and the values need to be between 0 and 1. Here is my code private void dgvImpRDP_InfinityRDPLogin_CellValidating(object sender, DataGridViewCellValidatingEventArgs e) { if (e.ColumnIndex == dtxtPercentageOfUsersAllowed.Index) { double percentage; if(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value.GetType() == typeof(double)) percentage = (double)dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value; else if (!double.TryParse(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value.ToString(), out percentage)) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; return; } if (percentage < 0 || percentage > 1) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; } } } However my issue when dgvImpRDP_InfinityRDPLogin_CellValidating fires dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value will contain the old value before the edit, not the new value. For example lets say the old value was .1 and I enter 3. The above code runs when you exit the cell and dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].Value will be .1 for that run, the code validates and writes 3 the data to the DataTable. I click on it a second time, try to leave, and this time it behaves like it should, it raises the error icon for the cell and prevents me from leaving. I try to enter the correct value (say .7) but the the Value will still be 3 and there is now no way out of the cell because it is locked due to the error and my validation code will never push the new value. Any recommendations would be greatly appreciated. EDIT -- New version of the code based off of Stuart's suggestion and mimicking the style the MSDN article uses. Still behaves the same. private void dgvImpRDP_InfinityRDPLogin_CellValidating(object sender, DataGridViewCellValidatingEventArgs e) { if (e.ColumnIndex == dtxtPercentageOfUsersAllowed.Index) { dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = String.Empty; double percentage; if (!double.TryParse(dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].FormattedValue.ToString(), out percentage) || percentage < 0 || percentage > 1) { e.Cancel = true; dgvImpRDP_InfinityRDPLogin[e.ColumnIndex, e.RowIndex].ErrorText = "The value must be between 0 and 1"; return; } } }

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  • Returning a flexible datatype from a C++ function

    - by GavinH
    I'm developing for a legacy C++ application which uses ODBC for it's data access. Coming from a C# background, I really miss the ADO style of data access. I'm writing a wrapper (because we can't actually use ADO) to make our data access less painful. This means no char arrays, no manual text blob streaming, and no declaritive column binding. I'm struggling with how to store / return data values. In C# at least, you can declare an object and cast it to whatever (as long as the type is convertable). My current C++ solution is to use boost::any to store the data value in a custom DataColumnValue object. This class has conversion and assignment operators to the various types used in our app (more than 10). There's a bit of complexity here because if you store an int in the boost::any and try to boost::any_cast<long> you get a boost::bad_any_cast. Client objects shouldn't have to know how the value is stored internally. Does anyone have any experience trying to store / return values whose types are only known at runtime? Is there a better / cleaner way?

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  • Why does printf report an error on all but three (ASCII-range) Unicode Codepoints, yet is fine with all others?

    - by fred.bear
    The 'printf' I refer to is the standard-issue "program" (not the built-in): /usr/bin/printf I was testing printf out as a viable method of convert a Unicode Codepoint Hex-literal into its Unicoder character representation, I was looking good, and seemed flawless..(btw. the built-in printf can't do this at all (I think)... I then thought to test it at the lower extreme end of the code-spectrum, and it failed with an avalanche of errors.. All in the ASCII range (= 7 bits) The strangest thing was that 3 value printed normally; they are: $ \u0024 @ \u0040 ` \u0060 I'd like to know what is going on here. The ASCII character-set is most definitely part of the Unicode Code-point sequence.... I am puzzled, and still without a good way to bash script this particular converion.. Suggestions are welcome. To be entertained by that same avalanche of errors, paste the following code into a terminal... # Here is one of the error messages # /usr/bin/printf: invalid universal character name \u0041 # ...for them all, run the following script ( for nib1 in {0..9} {A..F}; do for nib0 in {0..9} {A..F}; do [[ $nib1 < A ]] && nl="\n" || nl=" " $(type -P printf) "\u00$nib1$nib0$nl" done done echo )

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  • How to avoid the GameManager god object?

    - by lorancou
    I just read an answer to a question about structuring game code. It made me wonder about the ubiquitous GameManager class, and how it often becomes an issue in a production environment. Let me describe this. First, there's prototyping. Nobody cares about writing great code, we just try to get something running to see if the gameplay adds up. Then there's a greenlight, and in an effort to clean things up, somebody writes a GameManager. Probably to hold a bunch of GameStates, maybe to store a few GameObjects, nothing big, really. A cute, little, manager. In the peaceful realm of pre-production, the game is shaping up nicely. Coders have proper nights of sleep and plenty of ideas to architecture the thing with Great Design Patterns. Then production starts and soon, of course, there is crunch time. Balanced diet is long gone, the bug tracker is cracking with issues, people are stressed and the game has to be released yesterday. At that point, usually, the GameManager is a real big mess (to stay polite). The reason for that is simple. After all, when writing a game, well... all the source code is actually here to manage the game. It's easy to just add this little extra feature or bugfix in the GameManager, where everything else is already stored anyway. When time becomes an issue, no way to write a separate class, or to split this giant manager into sub-managers. Of course this is a classical anti-pattern: the god object. It's a bad thing, a pain to merge, a pain to maintain, a pain to understand, a pain to transform. What would you suggest to prevent this from happening?

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  • Is it reasonable to null guard every single dereferenced pointer?

    - by evadeflow
    At a new job, I've been getting flagged in code reviews for code like this: PowerManager::PowerManager(IMsgSender* msgSender) : msgSender_(msgSender) { } void PowerManager::SignalShutdown() { msgSender_->sendMsg("shutdown()"); } I'm told that last method should read: void PowerManager::SignalShutdown() { if (msgSender_) { msgSender_->sendMsg("shutdown()"); } } i.e., I must put a NULL guard around the msgSender_ variable, even though it is a private data member. It's difficult for me to restrain myself from using expletives to describe how I feel about this piece of 'wisdom'. When I ask for an explanation, I get a litany of horror stories about how some junior programmer, some-year, got confused about how a class was supposed to work and accidentally deleted a member he shouldn't have (and set it to NULL afterwards, apparently), and things blew up in the field right after a product release, and we've "learned the hard way, trust us" that it's better to just NULL check everything. To me, this feels like cargo cult programming, plain and simple. A few well-meaning colleagues are earnestly trying to help me 'get it' and see how this will help me write more robust code, but... I can't help feeling like they're the ones who don't get it. Is it reasonable for a coding standard to require that every single pointer dereferenced in a function be checked for NULL first—even private data members? (Note: To give some context, we make a consumer electronics device, not an air traffic control system or some other 'failure-equals-people-die' product.) EDIT: In the above example, the msgSender_ collaborator isn't optional. If it's ever NULL, it indicates a bug. The only reason it is passed into the constructor is so PowerManager can be tested with a mock IMsgSender subclass.

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • actionscript 2.0 input text box

    - by user1769760
    So, here's what I'm trying to do, and I, frankly, believe it should be obvious, but I can't figure it out. I am creating a very simple Artificial Intelligence simulation. And in this simulation there's an input box at the bottom of the screen (called "input" exactly). "input" has a variable in its properties that is called "inbox" (exactly). Using a key listener the script calls up a function when the enter button is pressed. This function has 2 if statements and an else statement which dictate the responses of the AI (named "nistra"). The problem is this, When I type in what I want to say, and hit enter, it always uses the second response ("lockpick" in the code below). I have tried variations on the code but I still don't see the solution. I believe the problem is that the "typein" variable holds all the format information from the text box as well as the variable, but I could be wrong, that information is in here as well, underneath the code itself. Any help I can get would be greatly appreciated. var typein = ""; //copies the text from inbox into here, this is what nistra responds to var inbox = ""; //this is where the text from the input text box goes var respond = ""; //nistra's responses go here my_listener = new Object(); // key listener my_listener.onKeyDown = function() { if(Key.isDown(13)) //enter button pressed { typein = inbox; // moves inbox into typein nistraresponse(); // calles nistra's responses } //code = Key.getCode(); //trace ("Key pressed = " + code); } Key.addListener(my_listener); // key listener ends here nistraresponse = function() // nistra's responses { trace(typein); // trace out what "typein" holds if(typein = "Hello") // if you type in "Hello" { respond = "Hello, How are you?"; } if(typein = "lockpick") // if you type in "lockpick" { respond = "Affirmative"; } else // anything else { respond = "I do not understand the command, please rephrase"; } cntxtID = setInterval(clearnistra, 5000); // calls the function that clears out nistra's response box so that her responses don't just sit there } clearnistra = function() // clears her respond box { respond = ""; clearInterval(cntxtID); } // "typein" traces out the following <TEXTFORMAT LEADING="2"><P ALIGN="CENTER"><FONT FACE="Times New Roman" SIZE="20" COLOR="#FF0000" LETTERSPACING="0" KERNING="0">test</FONT></P></TEXTFORMAT>

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  • How often do you review fundamentals?

    - by mlnyc
    So I've been out of school for a year and a half now. In school, of course we covered all the fundamentals: OS, databases, programming languages (i.e. syntax, binding rules, exception handling, recursion, etc), and fundamental algorithms. the rest were more in-depth topics on things like NLP, data mining, etc. Now, a year ago if you would have told me to write a quicksort, or reverse a singly-linked list, analyze the time complexity of this 'naive' algorithm vs it's dynamic programming counterpart, etc I would have been able to give you a decent and hopefully satisfying answer. But if you would have asked me more real world questions I might have been stumped (things like how would handle logging for an application, or security difference between GET and POST, differences between SQL Server and Oracle SQL, anything I list on my resume as currently working with [jQuery questions, ColdFusion questions, ...] etc) Now, I feel things are the opposite. I haven't wrote my own sort since graduating, and I don't really have to worry much about theoretical things that do not naturally fall into problems I am trying to solve. For example, I might give you some great SQL solutions using an analytical function that I would have otherwise been stumped on or write a cool web application using angular or something but ask me to write an algo for insertAfter(Element* elem) and I might not be able to do it in a reasonable time frame. I guess my question here to the experienced programmers is how do you balance the need to both learn and experiment with new technologies (fun!), working on personal projects (also fun!) working and solving real world problems in a timeboxed environment (so I might reach out to a library that does what I want rather than re-invent the wheel so that I can focus on the problem I am trying to solve) (work, basically), and refreshing on old theoretical material which is still valid for interviews and such (can be a drag)? Do you review older material (such as famous algorithms, dynamic programming, Big-O analysis, locking implementations) regularly or just when you need it? How much time do you dedicate to both in your 'deliberate practice' and do you have a certain to-do list of topics that you want to work on?

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  • what to learn & practice to be a programmer (not for Job) [closed]

    - by Hanan N.
    I want to be able to write programs (tools) for my own needs, and I want to tell the computer what to do, not to be strict to what other's told it to do. I have a good knowledge of Linux & Windows, I am also have a bit of Python in my head, but I think that I need some guidance on what languages or practices to invest my time into in order to be able to tell the computer what to do. I know there is a lot of posts similar to what I am asking here, but there is a big difference and so I have opened this thread. My goal isn't to work at a company, so I don't need to learn how to work as a team, I don't need to learn as much how to maintain my code nor how to write it nice for others to understand (I know it is important but not for me). I don't want to learn it as a profession, but as a serious hobby (you can call it hacking as long as you know what cracking means), my end goal is to be able to understand other's people code, and to write my own code with a lot of deep knowledge of the ins and outs of the computer system in order to gain from it as much as I can. So in essence my questions are: How can I understand, in depth, computers, in order to exploit them as much as I can? What should I learn? Are there any books that I should read? Is it possible to do this, or do I have to learn every aspect of programming?

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  • Is there a better strategy than relying on the compiler to catch errors?

    - by koan
    I've been programming in C and C++ for some time, although I would say I'm far from being an expert. For some time, I've been using various strategies to develop my code such as unit tests, test driven design, code reviews and so on. When I wrote my first programs in BASIC, I typed in long blocks before finding they would not run and they were a nightmare to debug. So I learned to write a small bit and then test it. These days, I often find myself repeatedly writing a small bit of code then using the compiler to find all the mistakes. That's OK if it picks up a typo but when you start adjusting the parameters types etc just to make it compile you can screw up the design. It also seems that the compiler is creeping into the design process when it should only be used for checking syntax. There's a danger here of over reliance on the compiler to make my programs better. Are there better strategies than this? I vaguely remember some time ago an article on a company developing a type of C compiler where an extra header file also specified the prototypes. The idea was that inconsistencies in the API definition would be easier to catch if you had to define it twice in different ways.

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  • 1 ASPX Page, Multiple Master Pages

    - by csmith18119
    So recently I had an ASPX page that could be visited by two different user types.  User type A would use Master Page 1 and user type B would use Master Page 2.  So I put together a proof of concept to see if it was possible to change the MasterPage in code.  I found a great article on the Microsoft ASP.net website. Specifying the Master Page Programmatically (C#) by Scott Mitchell So I created a MasterPage call Alternate.Master to act as a generic place holder.  I also created a Master1.Master and a Master2.Master.  The ASPX page, Default.aspx will use this MasterPage.  It will also use the Page_PreInit event to programmatically set the MasterPage.  1: protected void Page_PreInit(object sender, EventArgs e) { 2: var useMasterPage = Request.QueryString["use"]; 3: if (useMasterPage == "1") 4: MasterPageFile = "~/Master1.Master"; 5: else if (useMasterPage == "2") 6: MasterPageFile = "~/Master2.Master"; 7: }   In my Default.aspx page I have the following links in the markup: 1: <p> 2: <asp:HyperLink runat="server" ID="cmdMaster1" NavigateUrl="~/Default.aspx?use=1" Text="Use Master Page 1" /> 3: </p> 4: <p> 5: <asp:HyperLink runat="server" ID="cmdMaster2" NavigateUrl="~/Default.aspx?use=2" Text="Use Master Page 2" /> 6: </p> So the basic idea is when a user clicks the HyperLink to use Master Page 1, the default.aspx.cs code behind will set the property MasterPageFile to use Master1.Master.  The same goes with the link to use Master Page 2.  It worked like a charm!  To see the actual code, feel free to download a copy here: Project Name: Skyhook.MultipleMasterPagesWeb http://skyhookprojectviewer.codeplex.com

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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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  • display image and run script for fifteen seconds

    - by Ryan Max
    This is very similar to a question I asked the other day but my page code has become significantly more complicated and I need to revisit it. I've been using the following code: $('#myLink').click(function() { $('#myImg').attr('src', 'newImg.jpg'); setTimeout(function() { $('#myImg').attr('src', 'oldImg.jpg'); }, 15000); }); To replace an image for a set period of time (15 seconds) when the link is clicked, then after 15 seconds, revert to the original image. However now, I'd like to run a snippet of javascript as well when the link is clicked (in addition to replacing the image), and only when the link is clicked (it's related to the 15 second image) and then have the js code disappear as well after the 15 seconds...however I'm not sure how to have jquery send js code into the page...Basically I just want jQuery to "echo" this code onto the page underneath the 15 second while I am there, but I don't know how jquery formats this "echo". Does this question make sense? interval = 500; imgsrc = "webcam/image.jpg"; function Refresh() { tmp = new Date(); tmp = "?" + tmp.getTime(); document.images["image1"].src = imgsrc + tmp; setTimeout("Refresh()", interval); } Refresh(); It's script for a webcam. Basically it takes a new picture every half a second and replaces it on the page. You must forgive me, I'm new to jquery, I don't know how to make this script work in a jquery context. i'm sorry, I'm explaining badly. This is what I need to happen, step by step: 1) User comes to the page and there is a static image that says "Click here to view webcam" 2) User clicks image 3) Image is replaced by live webcam image, which is refreshed every .5 seconds by the second script in my question. 4) After 15 seconds the live webcam reverts back to the static image saying "click here to view webcam" It is ONLY during that 15 second interval that I wan the webcam refresh script running, otherwise it's wasting bandwidth on an element that isn't even shown. Sorry for the confusion.

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  • Best setup/workflow for distributed team to integrated DSVC with fragmented huge .NET site?

    - by lazfish
    So we have a team with 2 developers one manager. The dev server sits in a home office and the live server sits in a rack somewhere handled by the larger part of my company. We have freedom to do as we please but I want to incorporate Kiln DSVC and FogBugz for us with some standard procedures to make sense of our decisions/designs/goals. Our main product is web-based training through our .NET site with many videos etc, and we also do mobile apps for multiple platforms. Our code-base is a 15 yr old fragmented mess. The approach has been rogue .asp/.aspx pages with some class management implemented in the last 6 years. We still mix our html/vb/js all on the same file when we add a feature/page to our site. We do not separate the business logic from the rest of the code. Wiring anything up in VS for Intelli-sense or testing or any other benefit is more frustrating than it is worth, because of having to manually rejigger everything back to one file. How do other teams approach this? I noticed when I did wire everything up for VS it wants to make a class for all functions. Do people normally compile DLLs for page-specific functions that won't be reusable? What approaches make sense for getting our practices under control while still being able to fix old anti-patterns and outdated code and still moving towards a logical structure for future devs to build on?

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