Search Results

Search found 87926 results on 3518 pages for 'deft code'.

Page 904/3518 | < Previous Page | 900 901 902 903 904 905 906 907 908 909 910 911  | Next Page >

  • Stylecop 4.7.37.0 has been released

    - by TATWORTH
    Stylecop  4.7.37.0 has been released at http://stylecop.codeplex.com/releases/view/79972The release notes follow:Add docs for new SA1650 spelling rule.Fix for 7395. Dont remove parenthesis around await expressions.Insert a returns element into docs within a see element.Update our tools folder StyleCop dll'sfix for 7392. Insert generic type docs for return types correctly.Fix for 7393. Allow documentation elements with attributes to end the string and still be valid.Make sure the MSBuild Task logs the warning id and type of exception. Unless the description field holds all this info VS cannot show the text in the Error List.Load custom dictionaries for multiple cultures. For a culture like en-GB; we load CustomDictionary.xml, then look for CustomDictionary.en-GB.xml and then CustomDictionary.en.xmlUpdate standard shipping dictionaries.Element documentation spelling fixes.Reduce the standard dictionaryUpdate our own devbuild StyleCop checks.Don't check spelling of xml documentation attributes are anything inside  <c> or <code> elements.Update StylingStyling update.Add timestamps for all the dependant files into the StyleCopResults.cache. Add a FileSystemWatcher to all custom dictionary files.Write out the full violation into the StyleCopResults.cache.Change a rules description text.Styling fixes.Styling fixes.NEW RULE: Check Spelling Of Element Documetation. Fix over 2000 spelling errors in our source code. Update the VS addin to show the rule violation in more detail. Add spelling checker to the deployment.Set our own Culture to en-USDocumentation spelling fixes.First draft of the documentation spelling checker.Fix for 7325. Don't throw 1126 in goto statements.Fix for 7090. Add TargetsDir to registry during install.Fix for 7060. Sort usings after moving them inside namespace.Fix FxCop issues.Fix for 7389. Detect CpuCount on Unix/MACFix for 6788. Allow opening curly brackets for scope. Added new tests.Updating constants.Fix for 7167. Show version number of StyleCop in VS Help window.Only output StyleCop excluded files if there are any.

    Read the article

  • Strategies for managing use of types in Python

    - by dave
    I'm a long time programmer in C# but have been coding in Python for the past year. One of the big hurdles for me was the lack of type definitions for variables and parameters. Whereas I totally get the idea of duck typing, I do find it frustrating that I can't tell the type of a variable just by looking at it. This is an issue when you look at someone else's code where they've used ambiguous names for method parameters (see edit below). In a few cases, I've added asserts to ensure parameters comply with an expected type but this goes against the whole duck typing thing. On some methods, I'll document the expected type of parameters (eg: list of user objects), but even this seems to go against the idea of just using an object and let the runtime deal with exceptions. What strategies do you use to avoid typing problems in Python? Edit: Example of the parameter naming issues: If our code base we have a task object (ORM object) and a task_obj object (higher level object that embeds a task). Needless to say, many methods accept a parameter named 'task'. The method might expect a task or a task_obj or some other construct such as a dictionary of task properties - it is not clear. It is them up to be to look at how that parameter is used in order to work out what the method expects.

    Read the article

  • How to remove the last character from Stringbuilder

    - by hmloo
    We usually use StringBuilder to append string in loops and make a string of each data separated by a delimiter. but you always end up with an extra delimiter at the end. This code sample shows how to remove the last delimiter from a StringBuilder. using System; using System.Collections.Generic; using System.Text; using System.Linq; class Program { static void Main() { var list =Enumerable.Range(0, 10).ToArray(); StringBuilder sb = new StringBuilder(); foreach(var item in list) { sb.Append(item).Append(","); } sb.Length--;//Just reduce the length of StringBuilder, it's so easy Console.WriteLine(sb); } } //Output : 0,1,2,3,4,5,6,7,8,9 Alternatively,  we can use string.Join for the same results, please refer to blow code sample. using System; using System.Collections.Generic; using System.Text; using System.Linq; class Program { static void Main() { var list = Enumerable.Range(0, 10).Select(n => n.ToString()).ToArray(); string str = string.Join(",", list); Console.WriteLine(str); } }

    Read the article

  • Scrolling though objects then creating a new instace of this object

    - by gopgop
    In my game when pressing the right mouse button you will place an object on the ground. all objects have the same super class (GameObject). I have a field called selected and will be equal to one certain gameobject at a time. when clicking the right mouse button it checks whats the instance of selected and that how it determines which object to place on the ground. code exapmle: t is the "slot" for which the object will go to. if (selected instanceof MapleTree) { t = new MapleTree(game,highLight); } else if (selected instanceof OakTree) { t = new OakTree(game,highLight); } Now it has to be a "new" instance of the object. Eventually my game will have hundreds of GameObjects and I don't want to have a huge if else statement. How would I make it so it scrolls though the possible kinds of objects and if its the correct type then create a new instance of it...? When pressing E it will switch the type of selected and is an if else statement as well. How would I do it for this too? here is a code example: if (selected instanceof MapleTree) { selected = new OakTree(game); } else if (selected instanceof OakTree) { selected = new MapleTree(game); }

    Read the article

  • How can I tell if I am overusing multi-threading?

    - by exhuma
    NOTE: This is a complete re-write of the question. The text before was way too lengthy and did not get to the point! If you're interested in the original question, you can look it up in the edit history. I currently feel like I am over-using multi-threading. I have 3 types of data, A, B and C. Each A can be converted to multiple Bs and each B can be converted to multiple Cs. I am only interested in treating Cs. I could write this fairly easily with a couple of conversion functions. But I caught myself implementing it with threads, three queues (queue_a, queue_b and queue_c). There are two threads doing the different conversions, and one worker: ConverterA reads from queue_a and writes to queue_b ConverterB reads from queue_b and writes to queue_c Worker handles each element from queue_c The conversions are fairly mundane, and I don't know if this model is too convoluted. But it seems extremely robust to me. Each "converter" can start working even before data has arrived on the queues, and at any time in the code I can just "submit" new As or Bs and it will trigger the conversion pipeline which in turn will trigger a job by the worker thread. Even the resulting code looks simpler. But I still am unsure if I am abusing threads for something simple.

    Read the article

  • How to model the components of a non Information System?

    - by Adel C Kod
    So I am working on a project that's related to the Kernel code(specifically related to the TCP/IP stack of the kernel). I need to build some models to describe the functionality and components of my system. Initially I thought about Class Diagram, it can describe the general architecture of my system but it doesn't make sense since my code is VERY structured(written in standard C). I also thought about DFDs, they'd describe the processes of my system, and how the data is flowing. But they contain something which doesn't really fit in; data-storages. I have no databases here(at all). For the functionality, other team members suggested using Activity and Sequence diagrams, which is kinda okay with me, but what about the system components? So basically my question is; I want to describe the components of my system; what do you suggest as a meaningful diagram to follow? (Again, the project is a research low-level systems-oriented project with almost no user-interface at all)

    Read the article

  • Spherical to Cartesian Coordinates

    - by user1258455
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

    Read the article

  • Functions that only call other functions. Is this a good practice?

    - by Eric C.
    I'm currently working on a set of reports that have many different sections (all requiring different formatting), and I'm trying to figure out the best way to structure my code. Similar reports we've done in the past end up having very large (200+ line) functions that do all of the data manipulation and formatting for the report, such that the workflow looks something like this: DataTable reportTable = new DataTable(); void RunReport() { reportTable = DataClass.getReportData(); largeReportProcessingFunction(); outputReportToUser(); } I would like to be able to break these large functions up into smaller chunks, but I'm afraid that I'll just end up having dozens of non-reusable functions, and a similar "do everything here" function whose only job is to call all these smaller functions, like so: void largeReportProcessingFunction() { processSection1HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); processSection1SummaryTableData(); calculateSection1SummaryTableTotalRow(); formatSection1SummaryTableDisplay(); processSection1FooterData(); getSection1FooterSummaryTotals(); formatSection1FooterDisplay(); processSection2HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); calculateSection1HeaderAverages(); ... } Or, if we go one step further: void largeReportProcessingFunction() { callAllSection1Functions(); callAllSection2Functions(); callAllSection3Functions(); ... } Is this really a better solution? From an organizational point of view I suppose it is (i.e. everything is much more organized than it might otherwise be), but as far as code readability I'm not sure (potentially large chains of functions that only call other functions). Thoughts?

    Read the article

  • What's so great about Clojure?

    - by marco-fiset
    I've been taking a look at Clojure lately and I stumbled upon this post on Stackoverflow that indicates some projects following best practices, and overall good Clojure code. I wanted to get my head around the language after reading some basic tutorials so I took a look at some "real-world" projects. After looking at ClojureScript and Compojure (two the the aforementioned "good" projects), I just feel like Clojure is a joke. I don't understand why someone would pick Clojure over say, Ruby or Python, two languages that I love and have such a clean syntax and are very easy to pick up whereas Clojure uses so much parenthesis and symbols everywhere that it ruins the readability for me. I think that Ruby and Python are beautiful, readable and elegant. They are easy to read even for someone who does not know the language inside out. However, Clojure is opaque to me and I feel like I must know every tiny detail about the language implementation in order to be able to understand any code. So please, enlighten me! What is so good about Clojure? What is the absolute minimum that I should know about the language in order to appreciate it?

    Read the article

  • How to write regex in asp.net MVC 3 razor

    - by anirudha
    here is a small trick to write regex and exceptional code in MVC3. first trick is use @@ instead of @ it’s work don’ worry output goes @ not @@. second trick is that you can use <text></text> tag in MVC to use some code who give error because viewengine does not accept them. like var pattern = new RegExp(/^(("[\w-\s]+")|([\w-]+(?:\.[\w-]+)*)|("[\w-\s]+")([\w-]+(?:\.[\w-]+)*))(@((?:[\w-]+\.)*\w[\w-]{0,66})\.([a-z]{2,6}(?:\.[a-z]{2})?)$)|(@\[?((25[0-5]\.|2[0-4][0-9]\.|1[0-9]{2}\.|[0-9]{1,2}\.))((25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\.){2}(25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\]?$)/i);   this regex not work because it’s use @ so replace them to @@ e var pattern = new RegExp(/^(("[\w-\s]+")|([\w-]+(?:\.[\w-]+)*)|("[\w-\s]+")([\w-]+(?:\.[\w-]+)*))(@@((?:[\w-]+\.)*\w[\w-]{0,66})\.([a-z]{2,6}(?:\.[a-z]{2})?)$)|(@@\[?((25[0-5]\.|2[0-4][0-9]\.|1[0-9]{2}\.|[0-9]{1,2}\.))((25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\.){2}(25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\]?$)/i); now it will work. second way is that use text tag in MVC to make them work like <text> function isValidEmailAddress(emailAddress) { var pattern = new RegExp(/^(("[\w-\s]+")|([\w-]+(?:\.[\w-]+)*)|("[\w-\s]+")([\w-]+(?:\.[\w-]+)*))(@((?:[\w-]+\.)*\w[\w-]{0,66})\.([a-z]{2,6}(?:\.[a-z]{2})?)$)|(@\[?((25[0-5]\.|2[0-4][0-9]\.|1[0-9]{2}\.|[0-9]{1,2}\.))((25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\.){2}(25[0-5]|2[0-4][0-9]|1[0-9]{2}|[0-9]{1,2})\]?$)/i); return pattern.test(emailAddress); } </text>

    Read the article

  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

    Read the article

  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

    Read the article

  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

    Read the article

  • Thoughts on type aliases/synonyms?

    - by Rei Miyasaka
    I'm going to try my best to frame this question in a way that doesn't result in a language war or list, because I think there could be a good, technical answer to this question. Different languages support type aliases to varying degrees. C# allows type aliases to be declared at the beginning of each code file, and they're valid only throughout that file. Languages like ML/Haskell use type aliases probably as much as they use type definitions. C/C++ are sort of a Wild West, with typedef and #define often being used seemingly interchangeably to alias types. The upsides of type aliasing don't invoke too much dispute: It makes it convenient to define composite types that are described naturally by the language, e.g. type Coordinate = float * float or type String = [Char]. Long names can be shortened: using DSBA = System.Diagnostics.DebuggerStepBoundaryAttribute. In languages like ML or Haskell, where function parameters often don't have names, type aliases provide a semblance of self-documentation. The downside is a bit more iffy: aliases can proliferate, making it difficult to read and understand code or to learn a platform. The Win32 API is a good example, with its DWORD = int and its HINSTANCE = HANDLE = void* and its LPHANDLE = HANDLE FAR* and such. In all of these cases it hardly makes any sense to distinguish between a HANDLE and a void pointer or a DWORD and an integer etc.. Setting aside the philosophical debate of whether a king should give complete freedom to their subjects and let them be responsible for themselves or whether they should have all of their questionable actions intervened, could there be a happy medium that would allow the benefits of type aliasing while mitigating the risk of its abuse? As an example, the issue of long names can be solved by good autocomplete features. Visual Studio 2010 for instance will alllow you to type DSBA in order to refer Intellisense to System.Diagnostics.DebuggerStepBoundaryAttribute. Could there be other features that would provide the other benefits of type aliasing more safely?

    Read the article

  • Advice on designing web application with a 40+ year lifetime

    - by user2708395
    Scenario Currently, I am apart of a health care project whose main requirement is to capture data with unknown attributes using user generated forms by health care providers. The second requirement is that data integrity is key and that the application will be used for 40+ years. We are currently migrating the client's data from the past 40 years from various sources (Paper, Excel, Access, etc...) to the database. Future requirements are: Workflow management of forms Schedule management of forms Security/Role based management Reporting engine Mobile/Tablet support Situation Only 6 months in, the current (contracted) architect/senior programmer has taken the "fast" approach and has designed a poor system. The database is not normalized, the code is coupled, the tiers have no dedicated purpose and data is starting to go missing since he has designed some beans to perform "deletes" on the database. The code base is extremely bloated and there are jobs just to synchronize data since the database is not normalized. His approach has been to rely on backup jobs to restore missing data and doesn't seem to believe in re-factoring. Having presented my findings to the PM, the architect will be removed when his contract ends. I have been given the task to re-architect this application. My team consists of me and one junior programmer. We have no other resources. We have been granted a 6-month requirement freeze in which we can focus on re-building this system. I suggested using a CMS system like Drupal, but for policy reasons at the client's organization, the system must be built from scratch. This is the first time that I will be designing a system with a 40+ lifespan. I have only worked on projects with 3-5 year lifespans, so this situation is very new, yet exciting. Questions What design considerations will make the system more "future proof"? What experiences have you had in designing such systems - both failures and successes? What questions should be asked to the client/PM to make the system more "future proof"?

    Read the article

  • Data recovery on Ubuntu 11.10?! (after crashing with Seagate 320GB)

    - by Sam
    Just installed 11.10 last week and decided to transfer iTunes music (from Windows dual boot) to my Seagate 320GB. I left it in, restarted, clicked Ubuntu at the boot screen, and then it froze after a few lines of code! I think I got to 3.7086 or something before I pressed CTRL+ALT+DEL and the system restarted after another few lines of code. I am completely new to Ubuntu so after Googling, I made a live CD with 10.04, the most stable release I've heard, and I'm typing this from there now. However, when I go to mount my partition, only the Windows Vista partition (308GB) is there! It has all my Windows files but my Ubuntu 11.10 ones are nowhere to be found. I need to restore these pictures I transferred from my camera using Shotwell the other day... any help is appreciated! p.s. 11.10 has never crashed on me in my trial week, so I'm guessing it's the Seagate hard drive's fault. However, now I'm running it on 10.04 and it works fine.

    Read the article

  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

    Read the article

  • Java enum pairs / "subenum" or what exactly?

    - by vemalsar
    I have an RPG-style Item class and I stored the type of the item in enum (itemType.sword). I want to store subtype too (itemSubtype.long), but I want to express the relation between two data type (sword can be long, short etc. but shield can't be long or short, only round, tower etc). I know this is wrong source code but similar what I want: enum type { sword; } //not valid code! enum swordSubtype extends type.sword { short, long } Question: How can I define this connection between two data type (or more exactly: two value of the data types), what is the most simple and standard way? Array-like data with all valid (itemType,itemSubtype) enum pairs or (itemType,itemSubtype[]) so more subtype for one type, it would be the best. OK but how can I construct this simplest way? Special enum with "subenum" set or second level enum or anything else if it does exists 2 dimensional "canBePairs" array, itemType and itemSubtype dimensions with all type and subtype and boolean elements, "true" means itemType (first dimension) and itemSubtype (second dimension) are okay, "false" means not okay Other better idea Thank you very much!

    Read the article

  • "TDD is about design, not verification"; concretely, what does that mean?

    - by sigo
    I've been wondering about this. What do we exactly mean by design and verification. Should I just apply TDD to make sure my code is SOLID and not check if it's external behaviour is correct? Should I use BDD for verifying the behaviour is correct? Where I get confused also is regarding TDD code Katas, to me they looked like more about verification than design; shouldn't they be called BDD Katas instead of TDD Katas? I reckon that for example the Uncle Bob bowling Kata leads in the end to a simple and nice internal design but I felt that most of the process was centred more around verification than design. Design seemed to be a side effect of testing the external behaviour incrementally. I didn't feel so much that we were focusing most of our efforts on design but more on verification. While normally we are told the contrary, that in TDD, verification is a side effect, design is the main purpose. So my question is what should I focus on exactly, when I do TDD: SOLID, external API usability, or something else? And how can I do that without being focused on verification? What do you guys focus your energy on when you are practising TDD?

    Read the article

  • JAVA - multirow array

    - by user51447
    Here is my situation: a company has x number of employees and x number of machines. When someone is sick, the program have to give the best possible solution of people on the machines. But the employees can't work on every machine. I need a code for making little groups of possible solutions. this is a static example private int[][] arrayCompetenties={{0,0,1,0,1},{1,0,1,0,1},{1,1,0,0,1},{1,1,1,1,1},{0,0,0,0,1}}; = row is for the people and columns are for machines m1 m2 m3 m4 m5 m6 m7 p1 1 1 p2 1 1 1 1 p3 1 1 1 p4 1 1 1 p5 1 1 1 1 p6 1 1 1 1 p7 1 1 1 1 1 1 my question = with what code do i connect all the people to machine in groups (all the posibilities) like: p1 - m1 , p2-m2 , p3 - m3 , p4-m4 , p5 - m5 , p6-m6 p1 - m1 , p2-m3 , p3 - m3 , p4-m4 , p5 - m5 , p6-m6 p1 - m1 , p2-m4 , p3 - m5 , p4-m4 , p5 - m5 , p6-m6 p1 - m1 , p2-m5 , p3 - m3 , p4-m4 , p5 - m5 , p6-m6 p1 - m1 , p2-m2 , p3 - m3 , p4-m4 , p5 - m5 , p6-m6 .... i need a loop buth how? =D thanks!

    Read the article

  • Open Source Project all dressed up but nowhere to go...

    - by Calanus
    Over the past 2 years myself and a colleague have built an online statistical analysis application using a mixture of silverlight, wcf and R. I (a c# programmer) wrote all the silverlight and wcf stuff whilst my colleague (a statistician) came up with the stats algorithms and wrote the R code. Now we think that this app is fairly unique - a rich gui online statistics application that is much more intuitive than all the other online stat apps that I've seen. But despite this we don't really know where to go with the project, mainly for the following reasons: 1) Its fairly complicated stuff - without the mix of programing and stats skills it would be difficult for anyone to "get into" the project and contribute. 2) We are stalled by a lack of a proper place to host the site. Currently it sits on the family windows 7 media centre, not exactly the best place to host it as it could interfere with the missus trying to watch Corrie/Friends/Oprah etc. Soo, anyone got any ideas on how to move forward with this? I guess that my strength is programing not marketing so despite working hard at this for the past couple of years I feel that I've reached a dead end! Also, does anyone know of any free windows hosting for open source projects? If I could find a proper place to put the app I might feel re-energised about the whole thing. The source code is on codeplex at: http://silverstats.codeplex.com, whilst the app is currently hosted at http://silverstats.co.uk

    Read the article

  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

    Read the article

  • Should I care about Junit redundancy when using setUp() with @Before annotation?

    - by c_maker
    Even though developers have switched from junit 3.x to 4.x I still see the following 99% of the time: @Before public void setUp(){/*some setup code*/} @After public void tearDown(){/*some clean up code*/} Just to clarify my point... in Junit 4.x, when the runners are set up correctly, the framework will pick up the @Before and @After annotations no matter the method name. So why do developers keep using the same conventional junit 3.x names? Is there any harm keeping the old names while also using the annotations (other than it makes me feel like devs do not know how this really works and just in case, use the same name AND annotate as well)? Is there any harm in changing the names to something maybe more meaningful, like eachTestMethod() (which looks great with @Before since it reads 'before each test method') or initializeEachTestMethod()? What do you do and why? I know this is a tiny thing (and may probably be even unimportant to some), but it is always in the back of my mind when I write a test and see this. I want to either follow this pattern or not but I want to know why I am doing it and not just because 99% of my fellow developers do it as well.

    Read the article

  • Picking Core Language For Large Scale Web Platform

    - by ryanzec
    Now I have work with PHP and ASP.NET quite a bit and also played around few other language for web development. I am now at a point where need to start building a backend platform that will have the ability to support a large set of applications and I am trying to figure out which language I want to choose as my core language. When I say core language I mean the language that the majority of the backend code is going to be in. This is not to say that other languages won't be used because my guess is that they will but I want a large majority of the code (90%-98%) to be in 1 language. While I see to benefit of using the language that is best for the job, having 15% in php, 15% in ASP.NET, 5% in perl, 10% in python, 15% in ruby, etc… seems like a very bad idea to me (not to mention integrating everything seamlessly would probably add a bit of overhead). If you were going to be building a large scale web platform that need to support multiple applications from scratch, what would you choose as your core language and why?

    Read the article

  • Weird behavior when using pointers [migrated]

    - by Kinan Al Sarmini
    When I run this code on MS VS C++ 2010: #include <iostream> int main() { const int a = 10; const int *b = &a; int *c = (int *)b; *c = 10000; std::cout << c << " " << &a << std::endl; std::cout << *c << " " << a << " " << *(&a) << std::endl; return 0; } The output is: 0037F784 0037F784 10000 10 10 The motivation for writing that code was this sentence from "The C++ Programming Language" by Stroustrup: "It is possible to explicitly remove the restrictions on a pointer to const by explicit type conversion". I know that trying to modify a constant is conceptually wrong, but I find this result quite weird. Can anyone explain the reason behind it?

    Read the article

< Previous Page | 900 901 902 903 904 905 906 907 908 909 910 911  | Next Page >