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  • How to design network protocols

    - by dandroid
    As a programmer, you work on your software design skills. You learn about things such as modularity and reusability and how you can achieve them in code. There's plenty of literature on the subject and engineers talk about it all the time. What about if you want to design network protocols? How do you judge that protocol X is badly designed while Y is well designed? (eg. in programming you are often pointed out to a well-written piece of code in order to learn from it - what is the equivalent for network protocols?) For example, suppose I want to design a P2P protocol similar to BitTorrent or I want to make a better version of the Socks protocol. How would I go about doing a good job on this? Thanks!

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  • Is Java free/open source or not?

    - by user1598390
    On November 13, 2006, Sun released much of Java as free and open source software, (FOSS), under the terms of the GNU General Public License (GPL). On May 8, 2007, Sun finished the process, making all of Java's core code available under free software/open-source distribution terms, aside from a small portion of code to which Sun did not hold the copyright. OpenJDK (Open Java Development Kit) is a free and open source implementation of the Java programming language. It is the result of an effort Sun Microsystems began in 2006. The implementation is licensed under the GNU General Public License (GNU GPL) with a linking exception. Why there are still people that say Java is not open source or free as in free speech ? Am I missing something? Is Java still privative ?

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  • Is making my own copyright licence safe?

    - by abcd
    I've seen various open source libraries (actually I've seen it for assets as well) having a home-baked license in the following manner : SomeGuy's License:1. You can use this code freely in commercial projects and modify it as you wish, but not sell it2. If you want to sell a modified version, drop me an email first, or give credits to me Edit: The above example is ambiguous, so I am giving another one, I want to know if 3 lines of license will hold some ground: SomeGuy's License:1. You can use this code in a commercial project as a 3rd party library2. You can't sell it as a derivative work I know that such license is not polished at all, for example the Creative Commons set of licenses seem to be short, but actually have some large legal stuff underneath it, but I wonder if at least some level of protection can be gained with a hobby license like that ? My question is, could this hold any ground in the court, or would the corporative lawyers of the company X tear it apart ?

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  • What&rsquo;s new in MVVM Light V3

    - by Laurent Bugnion
    V3 of the MVVM Light Toolkit was released during MIX10, after quite a long alpha stage. This post lists the new features in MVVM Light V3. Compatibility MVVM Light Toolkit V3 can be installed for the following tools and framework versions: Visual Studio 2008 SP1, Expression Blend 3 Windows Presentation Foundation 3.5 SP1 Silverlight 3 Visual Studio 2010 RC, Expression Blend 4 beta Windows Presentation Foundation 3.5 SP1 Windows Presentation Foundation 4 RC Silverlight 3 Silverlight 4 RC For more information about installing the MVVM Light Toolkit V3, please visit this page. For cleaning up existing installation, see this page. New in V3 RTM The following features have been added after V3 alpha3: Project template for the Windows Phone 7 series (Silverlight) This new template allows you to create a new MVVM Light application in Visual Studio 2010 RC and to run it in the Windows Phone 7 series emulator. This template uses the Silverlight 3 version of the MVVM Light Toolkit V3. At this time, only the essentials features of the GalaSoft.MvvmLight.dll assembly are supported on the phone. New in V3 alpha3 The following features have been added after V3 alpha2: New logo An awesome logo has been designed for MVVM Light by Philippe Schutz. DispatcherHelper class (in GalaSoft.MvvmLight.Extras.dll) This class is useful when you work on multi-threaded WPF or Silverlight applications. Initializing: The DispatcherHelper class must be initialized in the UI thread. For example, you can initialize the class in a Silverlight application’s Application_Startup event handler, or in the WPF application’s static App constructor (in App.xaml). // Initializing in Silverlight (in App.xaml) private void Application_Startup( object sender, StartupEventArgs e) { RootVisual = new MainPage(); DispatcherHelper.Initialize(); } // Initializing in WPF (in App.xaml) static App() { DispatcherHelper.Initialize(); } Verifying if a property exists The ViewModelBase.RaisePropertyChanged method now checks if a given property name exists on the ViewModel class, and throws an exception if that property cannot be found. This is useful to detect typos in a property name, for example during a refactoring. Note that the check is only done in DEBUG mode. Replacing IDisposable with ICleanup The IDisposable implementation in the ViewModelBase class has been marked obsolete. Instead, the ICleanup interface (and its Cleanup method) has been added. Implementing IDisposable in a ViewModel is still possible, but must be done explicitly. IDisposable in ViewModelBase was a bad practice, because it supposes that the ViewModel is garbage collected after Dispose is called. instead, the Cleanup method does not have such expectation. The ViewModelLocator class (created when an MVVM Light project template is used in Visual Studio or Expression Blend) exposes a static Cleanup method, which should in turn call each ViewModel’s Cleanup method. The ViewModel is free to override the Cleanup method if local cleanup must be performed. Passing EventArgs to command with EventToCommand The EventToCommand class is used to bind any event to an ICommand (typically on the ViewModel). In this case, it can be useful to pass the event’s EventArgs parameter to the command in the ViewModel. For example, for the MouseEnter event, you can pass the MouseEventArgs to a RelayCommand<MouseEventArgs> as shown in the next listings. Note: Bringing UI specific classes (such as EventArgs) into the ViewModel reduces the testability of the ViewModel, and thus should be used with care. Setting EventToCommand and PassEventArgsToCommand: <Grid x:Name="LayoutRoot"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseEnter"> <cmd:EventToCommand Command="{Binding MyCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> </Grid> Getting the EventArgs in the command public RelayCommand<MouseEventArgs> MyCommand { get; private set; } public MainViewModel() { MyCommand = new RelayCommand<MouseEventArgs>(e => { // e is of type MouseEventArgs }); } Changes to templates Various changes have been made to project templates and item templates to make them more compatible with Silverlight 4 and to improve their visibility in Visual Studio and Expression Blend. Bug corrections When a message is sent through the Messenger class using the method Messenger.Default.Send<T>(T message, object token), and the token is a simple value (for example int), the message was not sent correctly. This bug is now corrected. New in V3 The following features have been added after V2. Sending messages with callback Certain classes have been added to the GalaSoft.MvvmLight.Messaging namespace, allowing sending a message and getting a callback from the recipient. These classes are: NotificationMessageWithCallback: Base class for messages with callback. NotificationMessageAction: A class with string notification, and a parameterless callback. NotificationMessageAction<T>: A class with string notification, and a callback with a parameter of type T. To send a message with callback, use the following code: var message = new NotificationMessageAction<bool>( "Hello world", callbackMessage => { // This is the callback code if (callbackMessage) { // ... } }); Messenger.Default.Send(message); To register and receive a message with callback, use the following code: Messenger.Default.Register<NotificationMessageAction<bool>>( this, message => { // Do something // Execute the callback message.Execute(true); }); Messenger.Default can be overriden The Messenger.Default property can also be replaced, for example for unit testing purposes, by using the Messenger.OverrideDefault method. All the public methods of the Messenger class have been made virtual, and can be overridden in the test messenger class. Sending messages to interfaces In V2, it was possible to deliver messages targeted to instances of a given class. in V3 it is still possible, but in addition you can deliver a message to instances that implement a certain interface. The message will not be delivered to other recipients. Use the overload Messenger.Default.Send<TMessage, TTarget>(TMessage message) where TTarget is, in fact, an interface (for example IDisposable). Of course the recipient must register to receive the type of message TMessage. Sending messages with a token Messages can now be sent through the Messenger with a token. To send a message with token, use the method overload Send<TMessage>(TMessage message, object token). To receive a message with token, use the methods Register<TMessage>(object recipient, object token, Action<TMessage> action) or Register<TMessage>(object recipient, object token, bool receiveDerivedMessagesToo, Action<TMessage> action) The token can be a simple value (int, string, etc…) or an instance of a class. The message is not delivered to recipients who registered with a different token, or with no token at all. Renaming CommandMessage to NotificationMessage To avoid confusion with ICommand and RelayCommand, the CommandMessage class has been renamed to NotificationMessage. This message class can be used to deliver a notification (of type string) to a recipient. ViewModelBase constructor with IMessenger The ViewModelBase class now accepts an IMessenger parameter. If this constructor is used instead of the default empty constructor, the IMessenger passed as parameter will be used to broadcast a PropertyChangedMessage when the method RaisePropertyChanged<T>(string propertyName, T oldValue, T newValue, bool broadcast) is used. In the default ViewModelBase constructor is used, the Messenger.Default instance will be used instead. EventToCommand behavior The EventToCommand behavior has been added in V3. It can be used to bind any event of any FrameworkElement to any ICommand (for example a RelayCommand located in the ViewModel). More information about the EventToCommand behavior can be found here and here. Updated the project templates to remove the sample application The project template has been updated to remove the sample application that was created every time that a new MVVM Light application was created in Visual Studio or Blend. This makes the creation of a new application easier, because you don’t need to remove code before you can start writing code. Bug corrections Some bugs that were in Version 2 have been corrected: In some occasions, an exception could be thrown when a recipient was registered for a message at the same time as a message was received. New names for DLLs If you upgrade an existing installation, you will need to change the reference to the DLLs in C:\Program Files\Laurent Bugnion (GalaSoft)\Mvvm Light Toolkit\Binaries. The assemblies have been moved, and the versions for Silverlight 4 and for WPF4 have been renamed, to avoid some confusion. It is now easier to make sure that you are using the correct DLL. WPF3.5SP1, Silverlight 3 When using the DLLs, make sure that you use the correct versions. WPF4, Silverlight 4 When using the DLLs, make sure that you use the correct versions.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • accessing c++ class members with luaplus

    - by cppanda
    i've implemented LuaPlus in my engine eventmanager successfully and really like the flexibility i gained. but i'm still not exactly where i want to by, because i can't link my c++ classes to a lua class. for example i have a Actor class in c++, and i want to be able to create the same class in lua and gain access to members with luaplus, but i can't figure how i can achieve that. Is this actually luaplus built in functionality, or do i have to write my own interface that exchanges data tables between c++ and lua? my current approach would be to fire an event in luascript that creates an new actor class in c++ code, and transfer its id and the data i need to back to lua. when i modify the data i send the modifications back to c++ code again, but i actually thought there's something in luaplus that exposes this functionality already.

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Combining Multiple Queries and Parameters into One Operation

    - by shay.shmeltzer
    This question came up twice this week and while the solution is explained in a couple of previous blog entries I did, I thought that showing off the complete solution in a single video would be nice. The scenario is that you have two VOs with queries that are based on a parameter, I showed in the past how to create a parameter form that executes the query - and you can do this for both. But what if you actually need just one value to drive both queries? How do you combine two parameter forms and two buttons into one? This is what this video shows you. The steps are: Creating two parameter forms Setting the value of a parameter in the binding tab Creating a backing bean to execute the code for one button Adding the code to execute another operation Remarking the parts that can be dropped from the screen Check it out here:

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  • What are the arguments against parsing the Cthulhu way?

    - by smarmy53
    I have been assigned the task of implementing a Domain Specific Language for a tool that may become quite important for the company. The language is simple but not trivial, it already allows nested loops, string concatenation, etc. and it is practically sure that other constructs will be added as the project advances. I know by experience that writing a lexer/parser by hand -unless the grammar is trivial- is a time consuming and error prone process. So I was left with two options: a parser generator à la yacc or a combinator library like Parsec. The former was good as well but I picked the latter for various reasons, and implemented the solution in a functional language. The result is pretty spectacular to my eyes, the code is very concise, elegant and readable/fluent. I concede it may look a bit weird if you never programmed in anything other than java/c#, but then this would be true of anything not written in java/c#. At some point however, I've been literally attacked by a co-worker. After a quick glance at my screen he declared that the code is uncomprehensible and that I should not reinvent parsing but just use a stack and String.Split like everybody does. He made a lot of noise, and I could not convince him, partially because I've been taken by surprise and had no clear explanation, partially because his opinion was immutable (no pun intended). I even offered to explain him the language, but to no avail. I'm positive the discussion is going to re-surface in front of management, so I'm preparing some solid arguments. These are the first few reasons that come to my mind to avoid a String.Split-based solution: you need lot of ifs to handle special cases and things quickly spiral out of control lots of hardcoded array indexes makes maintenance painful extremely difficult to handle things like a function call as a method argument (ex. add( (add a, b), c) very difficult to provide meaningful error messages in case of syntax errors (very likely to happen) I'm all for simplicity, clarity and avoiding unnecessary smart-cryptic stuff, but I also believe it's a mistake to dumb down every part of the codebase so that even a burger flipper can understand it. It's the same argument I hear for not using interfaces, not adopting separation of concerns, copying-pasting code around, etc. A minimum of technical competence and willingness to learn is required to work on a software project after all. (I won't use this argument as it will probably sound offensive, and starting a war is not going to help anybody) What are your favorite arguments against parsing the Cthulhu way?* *of course if you can convince me he's right I'll be perfectly happy as well

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  • Sales Manager: "Why is time-estimation so complex?"

    - by Tim
    A few days ago a sales manager asked me that question. But at this moment I didn't know a answer which he can understand. He isn't a programmer! At the moment I work on a product which is over 8 years old. Nobody thought about architecture or evolvability. I have a swamp of code in front of me every day which is not tested. Because of that, time estimates are very difficult for me. How I can describe that problem to an salesman? Not only my swamp-code-problem, but general!

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  • Is there a good book to grok C++?

    - by Paperflyer
    This question got me thinking. I would say I am a pretty experienced C++ programmer. I use it a lot at work, I had some courses on it at the university, I can understand most C++ code I find out there without problems. Other languages you can pretty much learn by using them. But every time I use a new C++ library or check out some new C++ code by someone I did not know before, I discover a new set of idioms C++ has to offer. Basically, this has lead me to believe that there is a lot of stuff in C++ that might be worth knowing but that is not easily discoverable. So, is there a good book for a somewhat experienced C++ programmer to step up the game? You know, to kind of 'get' that language the way you can 'get' Ruby or Objective-C, where everything just suddenly makes sense and you start instinctively knowing 'that C++ way of thing'?

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • ODI 11g - Cleaning control characters and User Functions

    - by David Allan
    In ODI user functions have a poor name really, they should be user expressions - a way of wrapping common expressions that you may wish to reuse many times - across many different technologies is an added bonus. To illustrate look at the problem of how to remove control characters from text. Users ask these types of questions over all technologies - Microsoft SQL Server, Oracle, DB2 and for many years - how do I clean a string, how do I tokenize a string and so on. After some searching around you will find a few ways of doing this, in Oracle there is a convenient way of using the TRANSLATE and REPLACE functions. So you can convert some text using the following SQL; replace( translate('This is my string'||chr(9)||' which has a control character', chr(3)||chr(4)||chr(5)||chr(9), chr(3) ), chr(3), '' ) If you had many columns to perform this kind of transformation on, in the Oracle database the natural solution you'd go to would be to code this as a PLSQL function since you don't want the code splattered everywhere. Someone tells you that there is another control character that needs added equals a maintenance headache. Coding it as a PLSQL function will incur a context switch between SQL and PLSQL which could prove costly. In ODI user functions let you capture this expression text and reference it many times across your mappings. This will protect the expression from being copy-pasted by developers and make maintenance much simpler - change the expression definition in one place. Firstly define a name and a syntax for the user function, I am calling it UF_STRIP_BAD_CHARACTERS and it has one parameter an input string;  We then can define an implementation for each technology we will use it, I will define Oracle's using the inputString parameter and the TRANSLATE and REPLACE functions with whatever control characters I want to replace; I can then use this inside mapping expressions in ODI, below I am cleaning the ENAME column - a fabricated example but you get the gist.  Note when I use the user function the function name remains in the text of the mapping, the actual expression is not substituted until I generate the scenario. If you generate the scenario and export the scenario you can have a peak at the code that is processed in the runtime - below you can see a snippet of my export scenario;  That's all for now, hopefully a useful snippet of info.

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  • Would a professional, self taught programmer benefit from reading an algorithms book?

    - by user65483
    I'm a 100% self taught, professional programmer (I've worked at a few web startups and made a few independent games). I've read quite a few of the "essential" books (Clean Code, The Pragmatic Programmer, Code Complete, SICP, K&R). I'm considering reading Introduction to Algorithms. I've asked a few colleagues if reading it will improve my programming skills, and I got very mixed answers. A few said yes, a few said no, and a one said "only if you spend a lot of time implementing these algorithms" (I don't). So, I figured I'd ask Stack Exchange. Is it worth the time to read about algorithms if you're a professional programmer who seldom needs to use complex algorithms? For what it's worth, I have a strong mathematical background (have a 2 year degree in Mathematics; took Linear Algebra, Differential Equations, Calc I-III).

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  • "continue" and "break" for static analysis

    - by B. VB.
    I know there have been a number of discussions of whether break and continue should be considered harmful generally (with the bottom line being - more or less - that it depends; in some cases they enhance clarity and readability, but in other cases they do not). Suppose a new project is starting development, with plans for nightly builds including a run through a static analyzer. Should it be part of the coding guidelines for the project to avoid (or strongly discourage) the use of continue and break, even if it can sacrifice a little readability and require excessive indentation? I'm most interested in how this applies to C code. Essentially, can the use of these control operators significantly complicate the static analysis of the code possibly resulting in additional false negatives, that would otherwise register a potential fault if break or continue were not used? (Of course a complete static analysis proving the correctness of an aribtrary program is an undecidable proposition, so please keep responses about any hands-on experience with this you have, and not on theoretical impossibilities) Thanks in advance!

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  • Lvalue required error [migrated]

    - by ankur.trapasiya
    While working with pointers i wrote the following code, int main() { int a[]={10,20,30,40,50}; int i; for(i=0;i<5;i++) { printf("\n%d",*a); a++; } return 0; } Now as per my understanding array name itself is an address in c and the pointer arithmetic done is here is correct as per my knowledge. But when i try to run the code it is giving me "Lvalue Required" error. So what is the exact reason for occuring Lvalue required error because before this also i have come across situations where this error is there. Secondly why the arithmetic on the pointer is not legal here in this case?

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  • SDL Fullscreen and Gnome-panel

    - by Daniel
    On Ubuntu 10.10, the following SDL code cause Gnome-panel to cease updating its drawing, however it does still function (ie windows on the panel open where they should be, but you just have to know where they 'would be' on instinct/memory). Gnome-panel also leaves a "Untitled window" box in the panel. #include <SDL.h> int main() { SDL_Surface* Screen; if(SDL_Init(SDL_INIT_VIDEO) < 0) { return 1; } Screen = SDL_SetVideoMode(1280, 1024, 32, SDL_OPENGL | SDL_FULLSCREEN); SDL_FreeSurface(Screen); SDL_Quit(); return 0; } Is this something wrong with SDL? Something wrong with the code? Something wrong with Gnome-panel? Hopefully we can find out :) Note: SDL tag request? Seeing as it is quite popular when searched: http://askubuntu.com/search?q=SDL

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  • How do you update copyright notices?

    - by James
    So now it's 2011, and as I carry on coding on our active projects it's time to update some copyright notices. eg. Copyright Widgets Ltd 2010 to Copyright Widgets Ltd 2010, 2011 My question is when do you update the copyright notices? Do you change the notice in the head of a file the first time you work on that file? Since a module is one piece of code consisting of many files that work together, do you update all notices in that module when you change a single file in that module? Since a program is one piece of code (maybe consisting of many modules), do you update all notices in that program when you change a single file in that program? Or do you just go through and change en-mass over your morning coffee on the grounds your about to start programming and updateing things?

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • Release build vs nightly build

    - by Tuomas Hietanen
    Hi! A typical solution is to have a CI (Continuous Integration) build running on a build server: It will analyze the source code, make build (in debug) and run tests, measure test coverage, etc. Now, another build type usually known is "Nightly build": do slow stuff like create code documents, make a setup package, deploy to test environment, and run automatic (smoke or acceptance) tests against the test environment, etc. Now, the question: Is it better to have a third separate "Release build" as release build? Or do "Nightly build" in release mode and use it as a release? What are you using in your company? (The release build should also add some kind of tag to source control of potential product version.)

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  • A Generic Boolean Value Converter

    - by codingbloke
    On fairly regular intervals a question on Stackoverflow like this one:  Silverlight Bind to inverse of boolean property value appears.  The same answers also regularly appear.  They all involve an implementation of IValueConverter and basically include the same boilerplate code. The required output type sometimes varies, other examples that have passed by are Boolean to Brush and Boolean to String conversions.  Yet the code remains pretty much the same.  There is therefore a good case to create a generic Boolean to value converter to contain this common code and then just specialise it for use in Xaml. Here is the basic converter:- BoolToValueConverter using System; using System.Windows.Data; namespace SilverlightApplication1 {     public class BoolToValueConverter<T> : IValueConverter     {         public T FalseValue { get; set; }         public T TrueValue { get; set; }         public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             if (value == null)                 return FalseValue;             else                 return (bool)value ? TrueValue : FalseValue;         }         public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)         {             return value.Equals(TrueValue);         }     } } With this generic converter in place it easy to create a set of converters for various types.  For example here are all the converters mentioned so far:- Value Converters using System; using System.Windows; using System.Windows.Media; namespace SilverlightApplication1 {     public class BoolToStringConverter : BoolToValueConverter<String> { }     public class BoolToBrushConverter : BoolToValueConverter<Brush> { }     public class BoolToVisibilityConverter : BoolToValueConverter<Visibility> { }     public class BoolToObjectConverter : BoolToValueConverter<Object> { } } With the specialised converters created they can be specified in a Resources property on a user control like this:- <local:BoolToBrushConverter x:Key="Highlighter" FalseValue="Transparent" TrueValue="Yellow" /> <local:BoolToStringConverter x:Key="CYesNo" FalseValue="No" TrueValue="Yes" /> <local:BoolToVisibilityConverter x:Key="InverseVisibility" TrueValue="Collapsed" FalseValue="Visible" />

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  • Timeouts in WCF and their default values

      There are a lot of timeouts in WCF. let us summarize it here. Timeouts on binding These are the most well known timeouts. SendTimeout, ReceiveTimeout, OpenTimeout and CloseTimeout. They can be set easily either through config or code on the Binding. The default value for those are 1 minute.  E.g in code Binding binding = new NetTcpBinding(SecurityMode.Transport) { SendTimeout = TimeSpan.FromMinutes(10), ReceiveTimeout = TimeSpan.FromMinutes(10), OpenTimeout...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • OWB 11gR2 &ndash; Parallel DML and Query

    - by David Allan
    A quick post illustrating conventional (non direct path) parallel inserts and query using OWB following on from some recent posts from Jean-Pierre and Randolf on this topic. The mapping configuration properties is where you can define these hints in OWB, taking JP’s simplistic illustration, the parallel query hints in OWB are defined on the ‘Extraction hint’ property for the source, and the parallel DML hints are defined on the ‘Loading hint’ property on the target table operator. If we then generate the code you can see the intermediate code generated below… Finally…remember the parallel enabled session for this all to fly… Anyway, hope this helps join a few dots….

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  • Is the copy/paste approach professionally viable when working with the Google Maps API?

    - by Ian Campbell
    I find that I understand much of the Javascript concepts used in the Google Maps API code, but then again there is quite a bit that is way over my head in syntax. For example, the geocoder syntax seems to be of Ajax form, though I don't understand what is happening under the hood (especially with lines like results[0].geometry.location). I am able to modify the body of if (status == google.maps.GeocoderStatus.OK) for different purposes though. So, being that I am able to take various code from the Developer's Guide and rework it to an extent for my own purposes, all the while not fully understanding what Google Maps is actually doing, does this make me a copy-paste programmer? Is this a bad practice, or is this professionally viable? I am, of course, interested in learning as much as I can, but what if time-constraints outweigh the learning process?

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