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  • Java - Error Message Help

    - by Brian
    In the Code, mem is a of Class Memory and getMDR and getMAR ruturn ints. When I try to compile the code I get the following errors.....how can I fix this? Computer.java:25: write(int,int) in Memory cannot be applied to (int) Input.getInt(mem.write(cpu.getMDR())); ^ Computer.java:28: write(int,int) in Memory cannot be applied to (int) mem.write(cpu.getMAR()); Here is the code for Computer: class Computer{ private Cpu cpu; private Input in; private OutPut out; private Memory mem; public Computer() { Memory mem = new Memory(100); Input in = new Input(); OutPut out = new OutPut(); Cpu cpu = new Cpu(); System.out.println(in.getInt()); } public void run() { cpu.reset(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); while (!cpu.stop()) { cpu.decode(); if (cpu.OutFlag()) OutPut.display(mem.read(cpu.getMAR())); if (cpu.InFlag()) Input.getInt(mem.write(cpu.getMDR())); if (cpu.StoreFlag()) { mem.write(cpu.getMAR()); cpu.getMDR(); } else { cpu.setMDR(mem.read(cpu.getMAR())); cpu.execute(); cpu.fetch(); cpu.setMDR(mem.read(cpu.getMAR())); cpu.fetch2(); } } } Here is the code for Memory: class Memory{ private MemEl[] memArray; private int size; public Memory(int s) {size = s; memArray = new MemEl[s]; for(int i = 0; i < s; i++) memArray[i] = new MemEl(); } public void write (int loc, int val) {if (loc >=0 && loc < size) memArray[loc].write(val); else System.out.println("Index Not in Domain"); } public int read (int loc) {return memArray[loc].read(); } public void dump() { for(int i = 0; i < size; i++) if(i%1 == 0) System.out.println(memArray[i].read()); else System.out.print(memArray[i].read()); } } Here is the code for getMAR and getMDR: public int getMAR() { return ir.getOpcode(); } public int getMDR() { return mdr.read(); }

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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  • Refactoring and Open / Closed principle

    - by Giorgio
    I have recently being reading a web site about clean code development (I do not put a link here because it is not in English). One of the principles advertised by this site is the Open Closed Principle: each software component should be open for extension and closed for modification. E.g., when we have implemented and tested a class, we should only modify it to fix bugs or to add new functionality (e.g. new methods that do not influence the existing ones). The existing functionality and implementation should not be changed. I normally apply this principle by defining an interface I and a corresponding implementation class A. When class A has become stable (implemented and tested), I normally do not modify it too much (possibly, not at all), i.e. If new requirements arrive (e.g. performance, or a totally new implementation of the interface) that require big changes to the code, I write a new implementation B, and keep using A as long as B is not mature. When B is mature, all that is needed is to change how I is instantiated. If the new requirements suggest a change to the interface as well, I define a new interface I' and a new implementation A'. So I, A are frozen and remain the implementation for the production system as long as I' and A' are not stable enough to replace them. So, in view of these observation, I was a bit surprised that the web page then suggested the use of complex refactorings, "... because it is not possible to write code directly in its final form." Isn't there a contradiction / conflict between enforcing the Open / Closed Principle and suggesting the use of complex refactorings as a best practice? Or the idea here is that one can use complex refactorings during the development of a class A, but when that class has been tested successfully it should be frozen?

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  • Multithreading synchronization interview question: Find n words given m threads

    - by rplusg
    I came across this question: You are given a paragraph , which contain n number of words, you are given m threads. What you need to do is , each thread should print one word and give the control to next thread, this way each thread will keep on printing one word , in case last thread come, it should invoke the first thread. Printing will repeat until all the words are printed in paragraph. Finally all threads should exit gracefully. What kind of synchronization will use? I strongly feel we cannot take any advantage of threads here but interviewer is trying to understand my synchronization skills? No need of code, just put some thoughts. I will implement by myself.

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  • Named output parameters vs return values

    - by Abyx
    Which code is better: // C++ void handle_message(...some input parameters..., bool& wasHandled) void set_some_value(int newValue, int* oldValue = nullptr) // C# void handle_message(...some input parameters..., out bool wasHandled) void set_some_value(int newValue, out int oldValue) or bool handle_message(...some input parameters...) ///< Returns -1 if message was handled //(sorry, this documentation was broken a year ago and we're too busy to fix it) int set_some_value(T newValue) // (well, it's obvious what this function returns, so I didn't write any documentation for it) The first one doesn't have and need any documentation. It's a self-documenting code. Output value clearly says what it means, and it's really hard to make a change like this: - void handle_message(Message msg, bool& wasHandled) { - wasHandled = false; - if (...) { wasHandled = true; ... + void handle_message(Message msg, int& wasHandled) { + wasHandled = -1; + if (...) { wasHandled = ...; With return values such change could be done easily /// Return true if message was handled - bool handle_message(Message msg) { + int handle_message(Message msg) { ... - return true; + return -1; Most of compilers don't (and can't) check documentation written in comments. Programmers also tend to ignore comments while editing code. So, again, the question is: if subroutine has single output value, should it be a procedure with well-named self-documenting output parameter, or should it be a function which returns an unnamed value and have a comment describing it?

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  • Is dependency injection by hand a better alternative to composition and polymorphism?

    - by Drake Clarris
    First, I'm an entry level programmer; In fact, I'm finishing an A.S. degree with a final capstone project over the summer. In my new job, when there isn't some project for me to do (they're waiting to fill the team with more new hires), I've been given books to read and learn from while I wait - some textbooks, others not so much (like Code Complete). After going through these books, I've turned to the internet to learn as much as possible, and started learning about SOLID and DI (we talked some about Liskov's substitution principle, but not much else SOLID ideas). So as I've learned, I sat down to do to learn better, and began writing some code to utilize DI by hand (there are no DI frameworks on the development computers). Thing is, as I do it, I notice it feels familiar... and it seems like it is very much like work I've done in the past using composition of abstract classes using polymorphism. Am I missing a bigger picture here? Is there something about DI (at least by hand) that goes beyond that? I understand the possibility of having configurations not in code of some DI frameworks having some great benefits as far as changing things without having to recompile, but when doing it by hand, I'm not sure if it's any different than stated above... Some insight into this would be very helpful!

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  • Nautilus build fail

    - by ts01
    I am trying to patch Nautilus 3.2.1 on 11.10 with this patch (dual screen fix). So I've executed whole sequence: sudo apt-get install devscripts sudo apt-get build-dep nautilus apt-get source nautilus cd nautilus-3.2.1/ cp ~/nautilus.patch . patch --dry-run -p1 < nautilus.patch patch -p1 < nautilus.patch debuild And I've got finally fatal error (whole output here): dpkg-buildpackage: error: dpkg-source -b nautilus-3.2.1 gave error exit status 13 debuild: fatal error at line 1348: dpkg-buildpackage -rfakeroot -D -us -uc failed Any ideas?

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • How ReSharper saved the day

    - by Randy Walker
    The Back Story: As a Microsoft MVP awardee, one of the many benefits is free software, books, and various products.  Some of the producers/manufacturers ask for reviews in exchange, others just ask for a brief mention (nothing is ever really free).  But considering that some of the products are essential to my everyday computing, I never mind mentioning their names and evangelizing their products. One of these tools just happened to save me a countless number of hours.  With the release of Microsoft’s Visual Studio 2010, JetBrains released their new 5.0 version of ReSharper. The Story: My specialty is Visual Basic development.  I am not, and probably will never be a C# developer.  As such, trying to figure out how to debug a C# project, that was written 2 years ago by a contract developer, let’s just say it’s a painful process. I have a special class for config file reading and writing, written in C#.  I kept getting exceptions when the reader would get to a line that had an xml comment in it.  It took me a couple of hours to narrow down where it was happening and why, but I couldn’t figure out the best way to fix it.  It was a for loop that was implicitly casting the type of the variable.  I knew I need to explicitly cast the variable type, but only after the type was verified.  So after I finally got some of the code written, ReSharper gave me some suggestions on how to write the code better. One of the ways was to safely cast the variable into the type I wanted.  Blammo, no more exceptions in a way I hadn’t anticipated.  Instead of having to check the type before I cast it.  Beautiful, simple, and taught me a better way to code C#. Kudos JetBrains … now if it only worked better with VB (then it could be called ReBasic, ReVB, RE???)

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  • Am I wrong to disagree with A Gentle Introduction to symfony's template best practices?

    - by AndrewKS
    I am currently learning symfony and going through the book A Gentle Introduction to symfony and came across this section in "Chapter 4: The Basics of Page Creation" on creating templates (or views): "If you need to execute some PHP code in the template, you should avoid using the usual PHP syntax, as shown in Listing 4-4. Instead, write your templates using the PHP alternative syntax, as shown in Listing 4-5, to keep the code understandable for non-PHP programmers." Listing 4-4 - The Usual PHP Syntax, Good for Actions, But Bad for Templates <p>Hello, world!</p> <?php if ($test) { echo "<p>".time()."</p>"; } ?> (The ironic thing about this is that the echo statement would look even better if time was a variable declared in the controller because then you could just embed the variable in the string instead of concatenating) Listing 4-5 - The Alternative PHP Syntax, Good for Templates <p>Hello, world!</p> <?php if ($test): ?> <p><?php echo time(); ?> </p><?php endif; ?> I fail to see how listing 4-5 makes the code "understandable for non-PHP programmers", and its readability is shaky at best. 4-4 looks much more readable to me. Are there any programmers who are using symfony that write their templates like those in 4-4 rather than 4-5? Are there reasons I should use one over the other? There is the very slim chance that somewhere down the road someone less technical could be editing it the template, but how does 4-5 actually make it more understandable to them?

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  • Go/Obj-C style interfaces with ability to extend compiled objects after initial release

    - by Skrylar
    I have a conceptual model for an object system which involves combining Go/Obj-C interfaces/protocols with being able to add virtual methods from any unit, not just the one which defines a class. The idea of this is to allow Ruby-ish open classes so you can take a minimalist approach to library development, and attach on small pieces of functionality as is actually needed by the whole program. Implementation of this involves a table of methods marked virtual in an RTTI table, which system functions are allowed to add to during module initialization. Upon typecasting an object to an interface, a Go-style lookup is done to create a vtable for that particular mapping and pass it off so you can have comparable performance to C/C++. In this case, methods may be added /afterwards/ which were not previously known and these new methods allow newer interfaces to be satisfied; while I like this idea because it seems like it would be very flexible (disregarding the potential for spaghetti code, which can happen with just about any model you use regardless). By wrapping the system calls for binding methods up in a set of clean C-compatible calls, one would also be able to integrate code with shared libraries and retain a decent amount of performance (Go does not do shared linking, and Objective-C does a dynamic lookup on each call.) Is there a valid use-case for this model that would make it worth the extra background plumbing? As much as this Dylan-style extensibility would be nice to have access to, I can't quite bring myself to a use case that would justify the overhead other than "it could make some kinds of code more extensible in future scenarios."

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  • partition error

    - by sus hill
    while doing create partition following error shows up error creating partition: helper exited with exit code 1: In part_add_partition: device_file=/dev/sda, start=307198163968, size=118189196288, type=0x83 Entering MS-DOS parser (offset=0, size=640135028736) MSDOS_MAGIC found looking at part 0 (offset 32256, size 307197725184, type 0x07) new part entry looking at part 1 (offset 307198163968, size 332936512512, type 0x0f) Entering MS-DOS extended parser (offset=307198163968, size=332936512512) readfrom = 307198163968 MSDOS_MAGIC found readfrom = 586446013440 MSDOS_MAGIC found readfrom = 307205982720 No MSDOS_MAGIC found Exiting MS-DOS extended parser looking at part 2 (offset 0, size 0, type 0x00) new part entry looking at part 3 (offset 0, size 0, type 0x00) new part entry Exiting MS-DOS parser MSDOS partition table detected containing partition table scheme = 1 got it Error: Invalid partition table on /dev/sda -- wrong signature 0. ped_disk_new() failed

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  • Unexpected output from Bubblesort program with MSVC vs TCC

    - by Sujith S Pillai
    One of my friends sent this code to me, saying it doesn't work as expected: #include<stdio.h> void main() { int a [10] ={23, 100, 20, 30, 25, 45, 40, 55, 43, 42}; int sizeOfInput = sizeof(a)/sizeof(int); int b, outer, inner, c; printf("Size is : %d \n", sizeOfInput); printf("Values before bubble sort are : \n"); for ( b = 0; b &lt; sizeOfInput; b++) printf("%d\n", a[b]); printf("End of values before bubble sort... \n"); for ( outer = sizeOfInput; outer &gt; 0; outer-- ) { for ( inner = 0 ; inner &lt; outer ; inner++) { printf ( "Comparing positions: %d and %d\n",inner,inner+1); if ( a[inner] &gt; a[inner + 1] ) { int tmp = a[inner]; a[inner] = a [inner+1]; a[inner+1] = tmp; } } printf ( "Bubble sort total array size after inner loop is %d :\n",sizeOfInput); printf ( "Bubble sort sizeOfInput after inner loop is %d :\n",sizeOfInput); } printf ( "Bubble sort total array size at the end is %d :\n",sizeOfInput); for ( c = 0 ; c &lt; sizeOfInput; c++) printf("Element: %d\n", a[c]); } I am using Micosoft Visual Studio Command Line Tool for compiling this on a Windows XP machine. cl /EHsc bubblesort01.c My friend gets the correct output on a dinosaur machine (code is compiled using TCC there). My output is unexpected. The array mysteriously grows in size, in between. If you change the code so that the variable sizeOfInput is changed to sizeOfInputt, it gives the expected results! A search done at Microsoft Visual C++ Developer Center doesn't give any results for "sizeOfInput". I am not a C/C++ expert, and am curious to find out why this happens - any C/C++ experts who can "shed some light" on this? Unrelated note: I seriously thought of rewriting the whole code to use quicksort or merge sort before posting it here. But, after all, it is not Stooge sort... Edit: I know the code is not correct (it reads beyond the last element), but I am curious why the variable name makes a difference.

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • Are XML Comments Necessary Documentation?

    - by Bob Horn
    I used to be a fan of requiring XML comments for documentation. I've since changed my mind for two main reasons: Like good code, methods should be self-explanatory. In practice, most XML comments are useless noise that provide no additional value. Many times we simply use GhostDoc to generate generic comments, and this is what I mean by useless noise: /// <summary> /// Gets or sets the unit of measure. /// </summary> /// <value> /// The unit of measure. /// </value> public string UnitOfMeasure { get; set; } To me, that's obvious. Having said that, if there were special instructions to include, then we should absolutely use XML comments. I like this excerpt from this article: Sometimes, you will need to write comments. But, it should be the exception not the rule. Comments should only be used when they are expressing something that cannot be expressed in code. If you want to write elegant code, strive to eliminate comments and instead write self-documenting code. Am I wrong to think we should only be using XML comments when the code isn't enough to explain itself on its own? I believe this is a good example where XML comments make pretty code look ugly. It takes a class like this... public class RawMaterialLabel : EntityBase { public long Id { get; set; } public string ManufacturerId { get; set; } public string PartNumber { get; set; } public string Quantity { get; set; } public string UnitOfMeasure { get; set; } public string LotNumber { get; set; } public string SublotNumber { get; set; } public int LabelSerialNumber { get; set; } public string PurchaseOrderNumber { get; set; } public string PurchaseOrderLineNumber { get; set; } public DateTime ManufacturingDate { get; set; } public string LastModifiedUser { get; set; } public DateTime LastModifiedTime { get; set; } public Binary VersionNumber { get; set; } public ICollection<LotEquipmentScan> LotEquipmentScans { get; private set; } } ... And turns it into this: /// <summary> /// Container for properties of a raw material label /// </summary> public class RawMaterialLabel : EntityBase { /// <summary> /// Gets or sets the id. /// </summary> /// <value> /// The id. /// </value> public long Id { get; set; } /// <summary> /// Gets or sets the manufacturer id. /// </summary> /// <value> /// The manufacturer id. /// </value> public string ManufacturerId { get; set; } /// <summary> /// Gets or sets the part number. /// </summary> /// <value> /// The part number. /// </value> public string PartNumber { get; set; } /// <summary> /// Gets or sets the quantity. /// </summary> /// <value> /// The quantity. /// </value> public string Quantity { get; set; } /// <summary> /// Gets or sets the unit of measure. /// </summary> /// <value> /// The unit of measure. /// </value> public string UnitOfMeasure { get; set; } /// <summary> /// Gets or sets the lot number. /// </summary> /// <value> /// The lot number. /// </value> public string LotNumber { get; set; } /// <summary> /// Gets or sets the sublot number. /// </summary> /// <value> /// The sublot number. /// </value> public string SublotNumber { get; set; } /// <summary> /// Gets or sets the label serial number. /// </summary> /// <value> /// The label serial number. /// </value> public int LabelSerialNumber { get; set; } /// <summary> /// Gets or sets the purchase order number. /// </summary> /// <value> /// The purchase order number. /// </value> public string PurchaseOrderNumber { get; set; } /// <summary> /// Gets or sets the purchase order line number. /// </summary> /// <value> /// The purchase order line number. /// </value> public string PurchaseOrderLineNumber { get; set; } /// <summary> /// Gets or sets the manufacturing date. /// </summary> /// <value> /// The manufacturing date. /// </value> public DateTime ManufacturingDate { get; set; } /// <summary> /// Gets or sets the last modified user. /// </summary> /// <value> /// The last modified user. /// </value> public string LastModifiedUser { get; set; } /// <summary> /// Gets or sets the last modified time. /// </summary> /// <value> /// The last modified time. /// </value> public DateTime LastModifiedTime { get; set; } /// <summary> /// Gets or sets the version number. /// </summary> /// <value> /// The version number. /// </value> public Binary VersionNumber { get; set; } /// <summary> /// Gets the lot equipment scans. /// </summary> /// <value> /// The lot equipment scans. /// </value> public ICollection<LotEquipmentScan> LotEquipmentScans { get; private set; } }

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  • How should I handle missing resources?

    - by concept3d
    Your game expects a certain asset to be loaded, but it isn't found. How should the situation be handled? For example: Texture* grassTexture = LoadTexture("Grass.png"); // returns NULL; texture not found Mesh* car = LoadMesh("Car.obj"); // returns NULL; 3D mesh not found It might have been accidentally deleted by the user, corrupted or misspelled while in development. Some potential responses: Assertions (ideally only during development) Exit the game gracefully Throw an exception and try to handle it. Which way is best?

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  • Is my concept in open source license correct?

    - by tester
    I would like to justify whether my concept in the open source license is correct, as you know that, misunderstanding the terms may lead to a serious law sue. Thank you. The main difference among the open source license is whether the license is copyleft. Copyleft license means allow the others to reproduce, modify and distribute the products but the released product is bound by the same licensing restriction. That means they have to use the same license for the modified version. Also, the copyleft license require all the released modified version to be free software. On the other hand, if any others create derived work incorporating non-copyleft licensed code, they can choose any license for the code. The serveral kinds of license and comparsion GPL is a restrictive license. Software requires to released as GPL license if that integrate or is modified from the other GPL license software . The library used in developing GPL license software are also restricted to GPL and LGPL , proprietary software are not allowed to employ (or complied with) in any part of the GPL application. LGPL is similar to GPL , but was more permissive with regarding allow the using of other non-GPL software. BSD is relatively simple license, it allow developer to do anything on the original source code . The license holder do not hold any legal responsibilities for their released product. Apache license is evolved from the BSD license. The legal terms are improved and are written by legal professionals in a more modern way. It covers comprehensive intellectual property ownership and liability issues. Also, are there any popular license beside these? Thank you

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  • SOLVED BleachBit: How to Completely Clear URL History in Firefox?

    - by tSquirrel
    14.04 / Firefox 29.0 I've been using Bleachbit to clear usage/file history, and for the most part it works great. However, it doesn't seem to clear the website hostnames out of the URL, at all. These addresses are not bookmarked. Also, the total URL isn't preserved, just the hostname. Visit site http://www.bluesnews.com/some_random_URL_string Exit Firefox Run Bleachbit, with ALL Firefox options selected Restart Firefox Check history: completely empty, other than bookmarked sites. www.bluesnews is NOT bookmarked Type "blue" which is Firefox automatically completes as "http://www.bluesnews.com/" Alternate Step #3: Use Firefox's built-in "Clear History" and select ALL entries with a time frame of "Everything". Same result as above. My inquiry in BB forums hasn't been responded to. I found Dan's proposed solution, however changing autocomplete in about:config only turns off the function, it doesn't actually stop storing URLs. SOLVED - See my comment in the "Answer" response from Tim

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  • Where to go after having a good grasp of a language?

    - by Alex M.
    I have been programming as a hobby for the past few years now (most of high school and 1 year in cs in college) and although I've came to the conclusion that a career in CS isn't for me I switched over to math (which pairs what I love about programming with my interest in physical sciences) but I miss writing code. Recently I've had an interest in low-level programming. Understanding how compilers work, learning some basics of assembly language and trying to get out of my comfort zone. The problem is that since I've been out of the CS programs, I'm not faced with much opportunities to write code. I do intend to take a few CS classes in college (a lot of CS stuff is opened to math majors) but that won't come for until next year. So I ask: What are the steps to take in order to keep improving as a programmer once you're passed the basic steps? How do you find projects to keep you going? Beside my newly discovered interest in assembly language, I've been writing code in C and have been interested in FOSS. Thanks!

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • How to test the tests?

    - by Ryszard Szopa
    We test our code to make it more correct (actually, less likely to be incorrect). However, the tests are also code -- they can also contain errors. And if your tests are buggy, they hardly make your code better. I can think of three possible types of errors in tests: Logical errors, when the programmer misunderstood the task at hand, and the tests do what he thought they should do, which is wrong; Errors in the underlying testing framework (eg. a leaky mocking abstraction); Bugs in the tests: the test is doing slightly different than what the programmer thinks it is. Type (1) errors seem to be impossible to prevent (unless the programmer just... gets smarter). However, (2) and (3) may be tractable. How do you deal with these types of errors? Do you have any special strategies to avoid them? For example, do you write some special "empty" tests, that only check the test author's presuppositions? Also, how do you approach debugging a broken test case?

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  • GAC and SharePoint

    - by Sahil Malik
    SharePoint 2010 Training: more information GAC and SharePoint have had a funny love & hate relationship. In 2007, SharePoint and GAC fell in love. GAC was about the only practical alternative to deploying custom code. Here is a dirty secret, based on completely unscientific and unfounded research, I can tell you that 99% of SharePoint code written, ended up in the GAC. Yes, I know GAC rhymes with hack, crack, smack, and even mac, but still it was the better alternative. You could write CAS policies and put your DLLs in the bin folder, but it was mighty inconvenient to both write, and maintain. Most of us never did it. There are still some SharePoint developers out there insisting on the bin approach – well, get over it; you’re not winning the fight. CAS is about as outdated as Samantha Fox anyway. It was hot at one point though. So all that code that ended up in the GAC caused lots and lots of headache. Clearly, Microsoft had to get us off the crack, uhh .. I mean the GAC. In Read full article ....

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  • O'Reilly deals to April 5, 2012 14:00 PT on books on "where"

    - by TATWORTH
    At http://shop.oreilly.com/category/deals/where-conference.do, O'Reilly are offering a series of books on geo-location at 50% off until April 5, 2012 14:00 PT. HTML5 Geolocation Truly revolutionary: now you can write geolocation applications directly in the browser, rather than develop native apps for particular devices. This concise book demonstrates the W3C Geolocation API in action, with code and examples to help you build HTML5 apps using the "write once, deploy everywhere" model. Along the way, you get a crash course in geolocation, browser support, and ways to integrate the API with common geo tools like Google Maps. HTML5 Cookbook With scores of practical recipes you can use in your projects right away, this cookbook helps you gain hands-on experience with HTML5’s versatile collection of elements. You get clear solutions for handling issues with everything from markup semantics, web forms, and audio and video elements to related technologies such as geolocation and rich JavaScript APIs. Each informative recipe includes sample code and a detailed discussion on why and how the solution works. Perfect for intermediate to advanced web and mobile web developers, this handy book lets you choose the HTML5 features that work for you—and helps you experiment with the rest. HTML5 Applications HTML5 is not just a replacement for plugins. It also makes the Web a first-class development environment by giving JavaScript programmers a solid foundation for building industrial-strength applications. This practical guide takes you beyond simple site creation and shows you how to build self-contained HTML5 applications that can run on mobile devices and compete with desktop apps. You’ll learn powerful JavaScript tools for exploiting HTML5 elements, and discover new methods for working with data, such as offline storage and multi-threaded processing. Complete with code samples, this book is ideal for experienced JavaScript and mobile developers alike. There are also other books being offered at a discount at http://shop.oreilly.com/category/deals/where-conference.do

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  • Is there an excuse for short variable names?

    - by KChaloux
    This has become a large frustration with the codebase I'm currently working in; many of our variable names are short and undescriptive. I'm the only developer left on the project, and there isn't documentation as to what most of them do, so I have to spend extra time tracking down what they represent. For example, I was reading over some code that updates the definition of an optical surface. The variables set at the start were as follows: double dR, dCV, dK, dDin, dDout, dRin, dRout dR = Convert.ToDouble(_tblAsphere.Rows[0].ItemArray.GetValue(1)); dCV = convert.ToDouble(_tblAsphere.Rows[1].ItemArray.GetValue(1)); ... and so on Maybe it's just me, but it told me essentially nothing about what they represented, which made understanding the code further down difficult. All I knew was that it was a variable parsed out specific row from a specific table, somewhere. After some searching, I found out what they meant: dR = radius dCV = curvature dK = conic constant dDin = inner aperture dDout = outer aperture dRin = inner radius dRout = outer radius I renamed them to essentially what I have up there. It lengthens some lines, but I feel like that's a fair trade off. This kind of naming scheme is used throughout a lot of the code however. I'm not sure if it's an artifact from developers who learned by working with older systems, or if there's a deeper reason behind it. Is there a good reason to name variables this way, or am I justified in updating them to more descriptive names as I come across them?

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  • Using Telerik MVC with your own custom jQuery and or other plug-ins

    - by Steve Clements
    If you are using MVC it might be worth checking out the telerik controls (http://demos.telerik.com/aspnet-mvc), they are free if you are doing an internal or “not for profit” application. If however you do choose to use them, you could come up against a little problem I had.  Using the telerik controls with your own custom jQuery.  In my case I was using the jQuery UI dialog. It kept throwing an error where I was setting my div to a dialog. Code Snippet $("#textdialog").dialog({ The problem is when you use the telerik mvc stuff you need to call ScriptRegistrar Code Snippet @Html.Telerik().ScriptRegistrar() in order to setup the javascript for the controls. By default this adds a reference to jQuery and if you have already added a reference to jQuery because you are using it elsewhere, this causes a problem. I found the solution here And it was to change the above ScriptRegistrar call to this… Code Snippet @Html.Telerik().ScriptRegistrar().jQuery(false).DefaultGroup(g => g.Combined(true).Compress(true));   If you come across this one on stackoverflow it wont work – in my case the HtmlEditor would render no problem, but was unusable.  Which is the same as someone else found when using the tab control – they went to the bother of re-writing the ScriptRegistrar.  Not for me that one!!

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