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  • How should I approach learning programming languages?

    - by gcc
    I am a student of computer engineering. I have never done any programming before, and as you can understand, I don't know how to study it or how to make my own programs. My English is weak [edited for clarity - ed], and so if you don't like the choices I list, please feel free to provide others. How should I study? How should I learn programming languages? Study completely from a book. Don't study from a book, just try writing code. A mix of the two; study from a book, then try writing code. Study half the book, then write the code by hand on paper. Listed to the teacher, then try to solve general problems (those not from any specific chapter). I have send that question to stackoverflow before when I am at first year. Now, I want to construct webpage to guide fresh students by giving advise of yours and mines.Maybe, you wonder Why I want to construct webpage , I just want help the other student. I am giving a link to that question < http://stackoverflow.com/questions/3389465/how-should-i-study-programming-languagess If you have other advice, feel free. EDIT: This web cite, I think , is constructed to share member's life experience and also I know these experiences is valuable . So I have no right to want your opinion, But I want your opinion / experience even if you think it is not so helpful to other

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  • CSS Graph- Bars not showing correctly

    - by Olivia
    I'm trying to create a CSS/HTML based graph using this tutorial here. However instead of putting the data directly into the html code I'm importing it from a CSV file using PHP with the following code. <?PHP /* Open CSV file */ $handle = fopen("defects.csv", "r"); $c = 0; /* gets data from csv file */ while (($data = fgetcsv($handle, 1000, ",")) !== FALSE) { /* stores dates as variable $date */ $date[$c] = $data[0]; $c++; /* inserts defect data into html code */ echo "<dd class=\"p" . $data[2] . "\"><span><b>" . $data[2] . "</b></span></dd>"; echo "<dd class=\"sub p" . $data[3] . "\" ><span><b>" . $data[3] . "</b></span></dd>"; } echo "</dl>"; echo "<ul class=\"xAxis\">"; /* X AXIS */ /* inserts date data into html code for x axis */ for ($d=0; $d < $c; $d++) { echo "<li>" . $date[$d] . "</li>"; } ?> The values are being placed correctly on the chart, but the bars aren't appearing. The CSS code I have for the bars is: /* default column styling */ dl#csschart span{ height:50%; background:url(../images/barx.png) repeat-y; } dl#csschart .sub{ margin-left:-33px; } dl#csschart .sub span{ background:url(../images/subBarx.png) repeat-y; } Just in case it helps, I've print screened how the graph should look. You can see it at: http://allured.info/graph/failgraph.png

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  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

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  • How to avoid jumping to a solution when under pressure? [closed]

    - by GlenPeterson
    When under a particularly strict programming deadline (like an hour), if I panic at all, my tendency is to jump into coding without a real plan and hope I figure it out as I go along. Given enough time, this can work, but in an interview it's been pretty unsuccessful, if not downright counter-productive. I'm not always comfortable sitting there thinking while the clock ticks away. Is there a checklist or are there techniques to recognize when you understand the problem well enough to start coding? Maybe don't touch the keyboard for the first 5-10 minutes of the problem? At what point do you give up and code a brute-force solution with the hope of reasoning out a better solution later? When is it most productive to think and design more vs. code some experiments to and figure out the design later? Here is a list of techniques for taking a math test and another for taking an oral exam. Is there is a similar list of techniques for handling a programming problem under pressure? ANSWERS: I think this is a valid answer: How To Solve It. I found the link as an answer to Steps to solve or approach towards a solution. There were also some really good tips at Is thinking out loud during an interview really the best strategy?. A great and concise argument for TDD is the first answer to TDD Writing code vs Figuring out the answer to a problem?. My question may be a near-duplicate of that one.

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  • Java replacement for C macros

    - by thkala
    Recently I refactored the code of a 3rd party hash function from C++ to C. The process was relatively painless, with only a few changes of note. Now I want to write the same function in Java and I came upon a slight issue. In the C/C++ code there is a C preprocessor macro that takes a few integer variables names as arguments and performs a bunch of bitwise operations with their contents and a few constants. That macro is used in several different places, therefore its presence avoids a fair bit of code duplication. In Java, however, there is no equivalent for the C preprocessor. There is also no way to affect any basic type passed as an argument to a method - even autoboxing produces immutable objects. Coupled with the fact that Java methods return a single value, I can't seem to find a simple way to rewrite the macro. Avenues that I considered: Expand the macro by hand everywhere: It would work, but the code duplication could make things interesting in the long run. Write a method that returns an array: This would also work, but it would repeatedly result into code like this: long tmp[] = bitops(k, l, m, x, y, z); k = tmp[0]; l = tmp[1]; m = tmp[2]; x = tmp[3]; y = tmp[4]; z = tmp[5]; Write a method that takes an array as an argument: This would mean that all variable names would be reduced to array element references - it would be rather hard to keep track of which index corresponds to which variable. Create a separate class e.g. State with public fields of the appropriate type and use that as an argument to a method: This is my current solution. It allows the method to alter the variables, while still keeping their names. It has the disadvantage, however, that the State class will get more and more complex, as more macros and variables are added, in order to avoid copying values back and forth among different State objects. How would you rewrite such a C macro in Java? Is there a more appropriate way to deal with this, using the facilities provided by the standard Java 6 Development Kit (i.e. without 3rd party libraries or a separate preprocessor)?

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  • Sync services not actually syncing

    - by Paul Mrozowski
    I'm attempting to sync a SQL Server CE 3.5 database with a SQL Server 2008 database using MS Sync Services. I am using VS 2008. I created a Local Database Cache, connected it with SQL Server 2008 and picked the tables I wanted to sync. I selected SQL Server Tracking. It modified the database for change tracking and created a local copy (SDF) of the data. I need two way syncing so I created a partial class for the sync agent and added code into the OnInitialized() to set the SyncDirection for the tables to Bidirectional. I've walked through with the debugger and this code runs. Then I created another partial class for cache server sync provider and added an event handler into the OnInitialized() to hook into the ApplyChangeFailed event. This code also works OK - my code runs when there is a conflict. Finally, I manually made some changes to the server data to test syncing. I use this code to fire off a sync: var agent = new FSEMobileCacheSyncAgent(); var syncStats = agent.Synchronize(); syncStats seems to show the count of the # of changes I made on the server and shows that they were applied. However, when I open the local SDF file none of the changes are there. I basically followed the instructions I found here: http://msdn.microsoft.com/en-us/library/cc761546%28SQL.105%29.aspx and here: http://keithelder.net/blog/archive/2007/09/23/Sync-Services-for-SQL-Server-Compact-Edition-3.5-in-Visual.aspx It seems like this should "just work" at this point, but the changes made on the server aren't in the local SDF file. I guess I'm missing something but I'm just not seeing it right now. I thought this might be because I appeared to be using version 1 of Sync Services so I removed the references to Microsoft.Synchronization.* assemblies, installed the Sync framework 2.0 and added the new version of the assemblies to the project. That hasn't made any difference. Ideas? Edit: I wanted to enable tracing to see if I could track this down but the only way to do that is through a WinForms app since it requires entries in the app.config file (my original project was a class library). I created a WinForms project and recreated everything and suddenly everything is working. So apparently this requires a WinForm project for some reason? This isn't really how I planned on using this - I had hoped to kick off syncing through another non-.NET application and provide the UI there so the experience was a bit more seemless to the end user. If I can't do that, that's OK, but I'd really like to know if/how to make this work as a class library project instead.

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  • XML Rules Engine and Validation Tutorial with NIEM

    - by drrwebber
    Our new XML Validation Framework tutorial video is now available. See how to easily integrate code-free adaptive XML validation services into your web services using the Java CAMV validation engine. CAMV allows you to build fault tolerant content checking with XPath that optionally use SQL data lookups. This can provide warnings as well as error conditions to tailor your validation layer to exactly meet your business application needs. Also available is developing test suites using Apache ANT scripting of validations.  This allows a community to share sets of conformance checking test and tools . On the technical XML side the video introduces XPath validation rules and illustrates and the concepts of XML content and structure validation. CAM validation templates allow contextual parameter driven dynamic validation services to be implemented compared to using a static and brittle XSD schema approach.The SQL table lookup and code list validation are discussed and examples presented.Features are highlighted along with a demonstration of the interactive generation of actual live XML data from a SQL data store and then validation processing complete with errors and warnings detection.The presentation provides a primer for developing web service XML validation and integration into a SOA approach along with examples and resources. Also alignment with the NIEM IEPD process for interoperable information exchanges is discussed along with NIEM rules services.The CAMV engine is a high performance scalable Java component for rapidly implementing code-free validation services and methods. CAMV is a next generation WYSIWYG approach that builds from older Schematron coding based interpretative runtime tools and provides a simpler declarative metaphor for rules definition. See: http://www.youtube.com/user/TheCAMeditor

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  • What is the average page size for single page application (SPA)? [on hold]

    - by Emmanuel Istace
    I'm developing a single page application with a lot of css & javascript. For now the page is 1.3Mo composed by 5 section. Here are the rounded stats : Document : 10kb Style : 60kb Images : 450 kb (already compressed, include a big gallery thumbnails) Javascript : 700kb - 600kb of "framework" (jquery, jquery-ui, boostrap, modernizer, waypoint, ...) and 100kb of custom js. Fonts : 125kb And the site is not finished yet. (Will include gmap api, and some others...) My questions are : Do you have any statistics about the average weight of an SPA? As this is the whole website, do you think it's acceptable? Is lazy load (for images) a solution? What will be impact for SEO ? Is the "200kb rule" of google still relevant? Do you know great tools to detect which javascript code is not used during the the exection of a page and then the availability to optimize these 700kb of framework js stuffs? Can a caching strategy be an answer?

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  • Are super methods in JavaScript limited to functional inheritance, as per Crockford's book?

    - by kindohm
    In Douglas Crockford's "JavaScript: The Good Parts", he walks through three types of inheritance: classical, prototypal, and functional. In the part on functional inheritance he writes: "The functional pattern also gives us a way to deal with super methods." He then goes on to implement a method named "superior" on all Objects. However, in the way he uses the superior method, it just looks like he is copying the method on the super object for later use: // crockford's code: var coolcat = function(spec) { var that = cat(spec), super_get_name = that.superior('get_name'); that.get_name = function (n) { return 'like ' + super_get_name() + ' baby'; }; return that; }; The original get_name method is copied to super_get_name. I don't get what's so special about functional inheritance that makes this possible. Can't you do this with classical or prototypal inheritance? What's the difference between the code above and the code below: var CoolCat = function(name) { this.name = name; } CoolCat.prototype = new Cat(); CoolCat.prototype.super_get_name = CoolCat.prototype.get_name; CoolCat.prototype.get_name = function (n) { return 'like ' + this.super_get_name() + ' baby'; }; Doesn't this second example provide access to "super methods" too?

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • Dynamic (C# 4.0) &amp; Var in a nutshell.

    - by mbcrump
    A Var is static typed - the compiler and runtime know the type. This can be used to save some keystrokes. The following are identical. Code Snippet var mike = "var demo"; Console.WriteLine(mike.GetType());  //Returns System.String   string mike2 = "string Demo"; Console.WriteLine(mike2.GetType()); //Returns System.String A dynamic behaves like an object, but with dynamic dispatch. The compiler doesn’t know anything about it at compile time. Code Snippet dynamic duo = "dynamic duo"; Console.WriteLine(duo.GetType()); //System.String //duo.BlowUp(); //A dynamic type does not know if this exist until run-time. Console.ReadLine(); To further illustrate this point, the dynamic type called “duo” calls a method that does not exist called BlowUp(). As you can see from the screenshot below, the compiler is reporting no errors even though BlowUp() does not exist. The program will compile fine. It will however throw a runtimebinder exception after it hits that line of code in runtime. Let’s try the same thing with a Var. This time, we get a compiler error that says BlowUp() does not exist. This program will not compile until we add a BlowUp() method.  I hope this helps with your understand of the two. If not, then drop me a line and I’ll be glad to answer it.

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  • Laptop battery charging capacity reduced to 52%

    - by omjaijagdish
    I have been using Ubuntu 11.04 on DELL Inspiron 14R (N5010) laptop for last three months. Before I switch to ubuntu my laptop battery used to give 2.5 hrs to 3 hrs back-up. But since I have been using ubuntu, it has been reduced to 1hr to 1.5 hrs at max. I tried following commands: $ cat /proc/acpi/battery/BAT0/state which gave result as present: yes capacity state: ok charging state: charged present rate: 1 mA remaining capacity: 4400 mAh present voltage: 12407 mV then I tried $ acpi -b the result was.. Battery 0: Unknown, 100% when I gave command as $ upower -i /org/freedesktop/UPower/devices/battery_BAT0 the result was.. native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0C0A:00/power_supply/BAT0 model: DELL W7H3N08 serial: 7114 power supply: yes updated: Sat Nov 24 11:25:34 2012 (21 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: fully-charged energy: 48.4748 Wh energy-empty: 0 Wh energy-full: 48.4748 Wh energy-full-design: 48.9595 Wh energy-rate: 0.011017 W voltage: 12.408 V percentage: 100% **capacity: 52.9253%** technology: lithium-ion Someone please let me know, what is going wrong with my laptop? How can I get charging with full capacity?

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  • Single complex or multiple simple autoload functions [on hold]

    - by Tyson of the Northwest
    Using the spl_autoload_register(), should I use a single autoload function that contains all the logic to determine where the include files are or should I break each include grouping into it's own function with it's own logic to include the files for the called function? As the places where include files may reside expands so too will the logic of a single function. If I break it into multiple functions I can add functions as new groupings are added, but the functions will be copy/pastes of each other with minor alterations. Currently I have a tool with a single registered autoload function that picks apart the class name and tries to predict where it is and then includes it. Due to naming conventions for the project this has been pretty simple. if has namespace if in template namespace look in Root\Templates else look in Root\Modules\Namespace else look in Root\System if file exists include But we are starting to include Interfaces and Traits into our codebase and it hurts me to include the type of a thing in it's name. So we are looking at instead of a single autoload function that digs through the class name and looks for the file and has increasingly complex logic to it, we are looking at having multiple autoload functions registered. But each one follows the same pattern and any time I see that I get paranoid about code copying. function systemAutoloadFunc logic to create probable filename if filename exists in system include it and return true else return false function moduleAutoloadFunc logic to create probable filename if filename exists in modules include it and return true else return false Every autoload function will follow that pattern and the last of each function if filename exists, include return true else return false is going to be identical code. This makes me paranoid about having to update it later across the board if the file_exists include pattern we are using ever changes. Or is it just that, paranoia and the multiple functions with some identical code is the best option?

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  • Facebook - Isn't this a big vulnerability risk for users? (After Password Change)

    - by Trufa
    I would like to know you opinions as programmers / developers. When I changed my Facebook password yesterday, by mistake I entered the old one and got this: Am I missing something here or this is a big potencial risk for users. In my opinion this is a problem BECAUSE it is FaceBook and is used by, well, everyone and the latest statistics show that 76.3% of the users are idiots [source:me], that is more that 3/4!! All kidding aside: Isn't this useful information for an attacker? It reveals private information about the user! It could help the attacker gain access to another site in which the user used the same password Granted, you should't use use the same password twice (but remember: 76.3%!!!) Doesn't this simply increase the surface area for attackers? It increases the chances of getting useful information at least. In a site like Facebook 1st choice for hackers and (bad) people interested in valued personal information shouldn't anything increasing the chance of a vulnerability be removed? Am I missing something? Am I being paranoid? Will 76.3% of the accounts will be hacked after this post? Thanks in advance!! BTW if you want to try it out, a dummy account: user: [email protected] (old) password: hunter2

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  • SVG via dynamic XML+XSL

    - by Daniel
    This is a bit of a vague notion which I have been running over in my head, and which I am very curious if there is an elegant method of solving. Perhaps it should be taken as a thought experiment. Imagine you have an XML schema with a corresponding XSL transform, which renders the XML as SVG in the browser. The XSL generates SVG with appropriate Javascript handlers that, ultimately, implement editing-like functionality such that properties of the objects or their locations on the SVG canvas can be edited by the user. For instance, an element can be dragged from one location to another. Now, this isn't particularly difficult - the drag/drop example is simply a matter of changing the (x,y) coordinates of the SVG object, or a resize operation would be a simple matter of changing its width or height. But is there an elegant way to have Javascript work on the DOM of the source XML document instead of the rendered SVG? Why, you ask? Well, imagine you have very complex XSL transforms, where the modification of one property results in complex changes to the SVG. You want to maintain simplicity in your Javascript code, but also a simple way to persist the modified XML back to the server. Some possibilities of how this may function: After modification of the source DOM, simply re-run the XSL transform and replace the original. Downside: brute force, potentially expensive operation. Create id/class naming conventions in the source and target XML/SVG so elements can be related back to each other, and do an XSL transform on only a subset of the new DOM. In other words, modify temporary DOM, apply XSL to it, remove changed elements from SVG, and insert the new one. Downside: May not be possible to apply XSL to temporary in-browser DOMs(?). Also, perhaps a bit convoluted or ugly to maintain. I think that it may be possible to come up with a framework that handles the second scenario, but the challenge would be making it lightweight and not heavily tied to the actual XML schema. Any ideas or other possibilities? Or is there maybe an existing method of doing this which I'm not aware of? UPDATE: To clarify, as I mentioned in a comment below, this aids in separating the draw code from the edit code. For a more concrete example of how this is useful, imagine an element which determines how it is drawn dependent on the value of a property of an adjacent element. It's better to condense that logic directly in the draw code instead of also duplicating it in the edit code.

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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • UIButton does not respond to touch events after changing its position using setFrame

    - by Pranathi
    I have a view controller class (child) which extends from view controller class (parent). In the parent class's loadView() method I create a sub-view (named myButtonView) with two buttons (buttons are horizontally laid out in the subview) and add it to the main view. In the subclass I need to shift these two buttons up by 50pixels. So, I am shifting the buttonView by calling the setFrame method. This makes the buttons shift and render properly but they do not respond to touch events after this. Buttons work properly in the views of Parent class type. In the child class type view also, if I comment out the setFrame() call the buttons work properly. How can I shift the buttons and still make them respond to touch events? Any help is appreciated. Following is snippets of the code. In the parent class: - (void)loadView { // Some code... CGRect buttonFrameRect = CGRectMake(0,yOffset+1,screenRect.size.width,KButtonViewHeight); myButtonView = [[UIView alloc]initWithFrame:buttonFrameRect]; myButtonView.backgroundColor = [UIColor clearColor]; [self.view addSubview:myButtonView]; // some code... CGRect nxtButtonRect = CGRectMake(screenRect.size.width - 110, 5, 100, 40); myNxtButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myNxtButton setTitle:@"Submit" forState:UIControlStateNormal]; myNxtButton.frame = nxtButtonRect; myNxtButton.backgroundColor = [UIColor clearColor]; [myNxtButton addTarget:self action:@selector(nextButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myNxtButton]; CGRect backButtonRect = CGRectMake(10, 5, 100, 40); myBackButton = [UIButton buttonWithType:UIButtonTypeCustom]; [myBackButton setTitle:@"Back" forState:UIControlStateNormal]; myBackButton.frame = backButtonRect; myBackButton.backgroundColor = [UIColor clearColor]; [myBackButton addTarget:self action:@selector(backButtonPressed:) forControlEvents:UIControlEventTouchUpInside]; [myButtonView addSubview:myBackButton]; // Some code... } In the child class: - (void)loadView { [super loadView]; //Some code .. CGRect buttonViewRect = myButtonView.frame; buttonViewRect.origin.y = yOffset; // This is basically original yOffset + 50 [myButtonView setFrame:buttonViewRect]; yOffset += KButtonViewHeight; // Add some other view below myButtonView .. }

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