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  • 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.

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  • Gathering IP address and workstation information; does it belong in a state class?

    - by p.campbell
    I'm writing an enterprisey utility that collects exception information and writes to the Windows Event Log, sends an email, etc. This utility class will be used by all applications in the corporation: web, BizTalk, Windows Services, etc. Currently this class: holds state given to it via public properties calls out to .NET Framework methods to gather information about runtime details. Included are call to various properties and methods from System.Environment, Reflection details, etc. This implementation has the benefit of allowing all those callers not to have to make these same calls themselves. This means less code for the caller to forget, screw up, etc. Should this state class (please what's the phrase I'm looking for [like DTO]?) know how to resolve/determine runtime details (like the IP address and machine name that it's running on)? It seems to me on second thought that it's meant to be a class that should hold state, and not know how to call out to the .NET Framework to find information. var myEx = new AppProblem{MachineName="Riker"}; //Will get "Riker 10.0.0.1" from property MachineLongDesc Console.WriteLine("full machine details: " + myEx.MachineLongDesc); public class AppProblem { public string MachineName{get;set;} public string MachineLongDesc{ get{ if(string.IsNullOrEmpty(this.MachineName) { this.MachineName = Environment.MachineName; } return this.MachineName + " " + GetCurrentIP(); } } private string GetCurrentIP() { return System.Net.Dns.GetHostEntry(this.MachineName) .AddressList.First().ToString(); } } This code was written by hand from memory, and presented for simplicity, trying to illustrate the concept.

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  • Run external application on markdown source in ikiwiki

    - by student
    Can I add a button to each wiki page in ikiwiki which launches an external application (on the client side) or script with the markdown code of the current page as input? Edit: I didn't realize that it might be complicated to do it on client side as Zenklys' answer suggested. So perhaps I should describe more concretely what I have in mind: I want to have two buttons: "Get LaTeX" and 2. "Get pdf". Clicking on "Get LaTeX should generate a LaTeX file and the browser should simply open or download that file. Analogously for the pdf. It would even be ok, to have a button "Generate LaTeX" instead, which generates the LaTeX code and changes after the generation to "Get LaTeX" which simply points to the LaTeX file. So it is not really necessary to do the generation of the files on client side. Would be ok, if this is done (on a temporary folder) on server side. For the LaTeX resp. pdf generation I want to use a custom wrapper script for pandoc, let's call it mymarkdown2latex resp. mymarkdown2pdf.

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  • Where did the notion of "one return only" come from?

    - by FredOverflow
    I often talk to Java programmers who say "Don't put multiple return statements in the same method." When I ask them to tell me the reasons why, all I get is "The coding standard says so." or "It's confusing." When they show me solutions with a single return statement, the code looks uglier to me. For example: if (blablabla) return 42; else return 97; "This is ugly, you have to use a local variable!" int result; if (blablabla) result = 42; else result = 97; return result; How does this 50% code bloat make the program any easier to understand? Personally, I find it harder, because the state space has just increased by another variable that could easily have been prevented. Of course, normally I would just write: return (blablabla) ? 42 : 97; But the conditional operator gets even less love among Java programmers. "It's incomprehensible!" Where did this notion of "one return only" come from, and why do people adhere to it rigidly?

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • Storing editable site content?

    - by hmp
    We have a Django-based website for which we wanted to make some of the content (text, and business logic such as pricing plans) easily editable in-house, and so we decided to store it outside the codebase. Usually the reason is one of the following: It's something that non-technical people want to edit. One example is copywriting for a website - the programmers prepare a template with text that defaults to "Lorem ipsum...", and the real content is inserted later to the database. It's something that we want to be able to change quickly, without the need to deploy new code (which we currently do twice a week). An example would be features currently available to the customers at different tiers of pricing. Instead of hardcoding these, we read them from database. The described solution is flexible but there are some reasons why I don't like it. Because the content has to be read from the database, there is a performance overhead. We mitigate that by using a caching scheme, but this also adds some complexity to the system. Developers who run the code locally see the system in a significantly different state compared to how it runs on production. Automated tests also exercise the system in a different state. Situations like testing new features on a staging server also get trickier - if the staging server doesn't have a recent copy of the database, it can be unexpectedly different from production. We could mitigate that by committing the new state to the repository occasionally (e.g. by adding data migrations), but it seems like a wrong approach. Is it? Any ideas how best to solve these problems? Is there a better approach for handling the content that I'm overlooking?

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  • SIMPLEST way to set up password protection for a static site, with basic admin UI?

    - by Joseph Turian
    I have a static site. I would like the simplest approach to password protecting a directory, with a basic admin UI for adding/removing users. I will have so few users that I don't care about performance. I don't care if it's PHP or Django or whatever, I just want a complete software package. Apache basic auth isn't good, because you can't log out. Nor is there a UI for adding users. I tried throwing everything behind Django auth and serving the files through Django. However, Chrome treats all my text/css headers as text/plain, so I don't get any stylesheets showing. I can't use mod_xsendfile on my server because I can't reconfigure Apache to add new modules. I think this approach is overkill anyway. I can try configuring Nginx's X-Accel-Redirect, however that requires implementing all the Django code for auth myself, and I'd prefer an existing solution. However, this is my backup plan. Is there a code package that implements authentication with basic admin for a static site?

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  • Facebook Like javascript related to Time Spent Downloading a page Increase in GWT?

    - by donaldthe
    Hi, I installed the Facebook Like button Javascript version on my website on December 15th. Take a look at this report from Google Webmaster Central. Crawl stats Googlebot activity in the last 90 days The crawl stats are from Googlebot which as far as I know doesn't execute Javascript. Could the Facebook Like Javascript code, "The XFBML version" be related to large spike in Time spent downloading a page? (By the way the huge spike in November was caused by a mistake where every image request was getting a 301.) I'm not sure what caused the spike to go down by half somewhere in December. It may have been related to a faulty setting in web.config. I'm at a loss as to what I can do about this or even how to tell if this is my problem or Googlebots crawl problem. Here is the Facebook code I am using to create the like button. It is right after the opening body tag <div id="fb-root"></div> <script> window.fbAsyncInit = function() { FB.init({appId: 'xxxxx', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }()); ` and this creates the like box: <fb:like show_faces="false"></fb:like> If the Javascript can't be the problem any ideas on where to start looking would be appreciated.

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  • Any mobile-friendly Credit Card billing solutions for mobile sites similar to Bango?

    - by Programmer
    Are there any mobile-friendly Credit Card billing solutions for mobile sites similar to Bango? The advantages of Bango I have seen compared to regular Credit Card solutions that make it considerably "mobile-friendly" are: 1) It does not require the user to enter their full name and billing address to make a payment. The user is only required to enter their Credit Card number, expiration date, and CVC code (if they are in the U.S., they will also have to enter their Zip Code). That is significantly less input than is normally required for Credit Card payments, which is a big plus on small mobile key pads. After a user makes an initial Credit Card payment, their details are stored by Bango, and the next time the user needs to make a payment with the same Credit Card, they just have to click a single link and it processes the payment on their stored Credit Card. Needless to say, this is very convenient for mobile users as it is analogous to Direct Carrier Billing as far as the user is concerned since they won't need to input any details. The downside with Bango is that their fees are higher than others, all payments must be processed via their site and branding, there is a high minimum ($1.99) and a low maximum ($30) on how much you can charge users, and you need to pay a monthly fee on top of the high transaction costs. It is due to the downsides mentioned above that I am looking for an alternative solution that also does the advantages 1) and 2) above. Is there anything like that? I looked at JunglePay and they do neither 1) nor 2).

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  • When NOT to use a framework

    - by Chris
    Today, one can find a framework for just about any language, to suit just about any project. Most modern frameworks are fairly robust (generally speaking), with hour upon hour of testing, peer reviewed code, and great extensibility. However, I think there is a downside to ANY framework in that programmers, as a community, may become so reliant upon their chosen frameworks that they no longer understand the underlying workings, or in the case of newer programmers, never learn the underlying workings to begin with. It is easy to become specialized to a degree that you are no longer a 'PHP programmer' (for example), but a "Drupal programmer", to the exclusion of anything else. Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right? The result of this loss of basic skills (sometimes to the extent that programmers who don't use frameworks are viewed as "outdated") is that it becomes common practice to use a framework where it is not required or appropriate. The features the framework facilitates wind up confused with what the base language is capable of. Developers start using frameworks to accomplish even the most basic of tasks, so that what once was considered a rudimentary process now involves large libraries with their own quirks, bugs, and dependencies. What was once accomplished in 20 lines is now accomplished by including a 20,000 line framework AND writing 20 lines to use the framework. Conversely, one does not want to reinvent the wheel. If I'm writing code to accomplish some basic, common little task, I might feel like I am wasting my time when I know that framework XYZ offers all the features I am after, and a whole lot more. The "whole lot more" part still has me worried, but it doesn't seem that many even consider it anymore. There has to be a good metric to determine when it is appropriate to use a framework. What do you consider the threshold to be, how do you decide when to use a framework, or, when not.

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  • How to stay creative when going through tough emotional times (divorce, family death, etc)? [closed]

    - by gaearon
    Hi everyone. I believe this is not a duplicate of motivation question because I want to especially emphasize the emotional breakdown. You may conquer lack of motivation by working harder and getting through the dip, however this was not the case when I was separating with my girlfriend. I actually liked the project, it was (and it still is!) my first programming job at an amazing workplace and I wasn't being pressured in any way but I found myself absolutely unable to code, blankly staring at the screen, my thoughts disorganized, the feeling of emptiness all in my chest. I could perform some straightforward coding but anything that involves creative thinking, designing abstractions, solving new problems and, worst of all, fixing bugs in legacy code, completely wiped out my brain to the point I started avoiding work, which I never have done before. Coffee only used to make it worse. Eventually I got over that, and I remember the happy day I solved a problem elegantly and thought—hell, first time in a month! Thankfully the project wasn't top priority and I had the time to catch up. I wonder now, was there any other way to boost my productivity back then? I bet people would say I should've taken a break—and I think I really should have—but what if I needed the money? Didn't want to lose my job? Are there any ways to trick your brain into being creative despite emotional losses? From your experience, would it be worth talking to my boss, collegues?

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  • "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?

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  • How to plan/manage multi-platform (mobile) products?

    - by PhD
    Say I've to develop an app that runs on iOS, Android and Windows 8 Mobile. Now all three platforms are technically in different program languages. The only 'reuse' that I can see is that of the boxes-and-lines drawings (UML :) charts and nothing else. So how do companies/programmers manage the variation of the same product across different platforms especially since the implementation languages differ? It's 'easier' in the desktop world IMO given the plethora of languages and cross-platform libraries to make your life easier. Not so in the mobile world. More so, product line management principles don't seem to be all that applicable - what is same and variant doesn't really matter - the application is the same (conceptually) and the implementation is variant. Some difficulties that come to mind: Bug Fixing: Applications maybe designed in a similar manner but the bug identification and fixing would be radically different. A bug on iOS may/may-not be existent for that on Android. Or a bug fix approach on one platform may not be the same on another (unless it's a semantic bug like a!=b instead of a==b which would require the same 'approach' to fixing in essence Enhancements: Making a change on one platform would be radically different than on another Code-Design Divergence: They way the code is written/organized, the class structures etc., could be very different given the different implementation environments - leading to further reuse of the (above) UML models. There are of course many others - just keeping the development in sync and making sure all applications are up to the same version with the same set of features etc. Seems the effort is 3x that of a single application. So how exactly does one manage this nightmarish situation? Some thoughts: Split application to client/server to minimize the effect to client side only (not always doable) Use frameworks like Unity-3D that could take care of the cross-platform problem (mostly applicable to games and probably not to other applications etc.) Any other ways of managing a platform line? What are some proven approaches to managing/taming the effects?

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  • Is this the correct approach to an OOP design structure in php?

    - by Silver89
    I'm converting a procedural based site to an OOP design to allow more easily manageable code in the future and so far have created the following structure: /classes /templates index.php With these classes: ConnectDB Games System User User -Moderator User -Administrator In the index.php file I have code that detects if any $_GET values are posted to determine on which page content to build (it's early so there's only one example and no default): function __autoload($className) { require "classes/".strtolower($className).".class.php"; } $db = new Connect; $db->connect(); $user = new User(); if(isset($_GET['gameId'])) { System::buildGame($gameId); } This then runs the BuildGame function in the system class which looks like the following and then uses gets in the Game Class to return values, such as $game->getTitle() in the template file template/play.php: function buildGame($gameId){ $game = new Game($gameId); $game->setRatio(900, 600); require 'templates/play.php'; } I also have .htaccess so that actual game page url works instead of passing the parameters to index.php Are there any major errors of how I'm setting this up or do I have the general idea of OOP correct?

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • How do I develop database-utilizing application in an agile/test-driven-development way?

    - by user39019
    I want to add databases (traditional client/server RDBMS's like Mysql/Postgresql as opposed to NoSQL, or embedded databases) to my toolbox as a developer. I've been using SQLite for simpler projects with only 1 client, but now I want to do more complicated things (ie, db-backed web development). I usually like following agile and/or test-driven-development principles. I generally code in Perl or Python. Questions: How do I test my code such that each run of the test suite starts with a 'pristine' state? Do I run a separate instance of the database server every test? Do I use a temporary database? How do I design my tables/schema so that it is flexible with respect to changing requirements? Do I start with an ORM for my language? Or do I stick to manually coding SQL? One thing I don't find appealing is having to change more than one thing (say, the CREATE TABLE statement and associated crud statements) for one change, b/c that's error prone. On the other hand, I expect ORM's to be a low slower and harder to debug than raw SQL. What is the general strategy for migrating data between one version of the program and a newer one? Do I carefully write ALTER TABLE statements between each version, or do I dump the data and import fresh in the new version?

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  • My Sprite comes out the screen

    - by IlNero
    If i an action moves the sprite,how can i keep the CCSprite on the screen???? this is my code: [enemy runAction:[CCSequence actions:[CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*0.4, 0)], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(winSize.width*0.2, -winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.3,winSize.width*0.3), randomValueBetween(winSize.height*0.3, -winSize.height*0.3))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:randomValueBetween(1.0, 0.3) position:ccp(randomValueBetween(-winSize.width*0.2,winSize.width*0.2), randomValueBetween(winSize.height*0.2, -winSize.height*0.2))], [CCDelayTime actionWithDuration:0.5], [CCMoveBy actionWithDuration:2.0 position:ccp(-winSize.width*1.5, 0)], [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]]; but whit this code the sprite sometimes comes out the screen, i need the sprite moves randomly in the screen without comes out..

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  • creative & complex vs simple and readable

    - by Shirish11
    Which is a better option? Its not always that when you have something creative your code is going to look ugly. But at times it does go a bit ugly. e.g. if ( (object1(0)==object2(0) && (object1(1)==object2(1) && (object1(2)==object2(2) && (object1(3)==object2(3)){ retval = true; else retval = false; is simple and readable bool retValue = (object1(0)==object2(0)) && (object1(1)==object2(1)) && (object1(2)==object2(2)) && (object1(3)==object2(3)); but having something like this will make some newbies scratch their heads. So what do I go for? including simple code everywhere might sometime hamper my performance. what I could think of was commenting wherever necessary but at times u get too curious to know what is actually happening. Any suggestions are welcome.

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  • Did C++11 address concerns passing std lib objects between dynamic/shared library boundaries? (ie dlls and so)?

    - by Doug T.
    One of my major complaints about C++ is how hard in practice it is to pass std library objects outside of dynamic library (ie dll/so) boundaries. The std library is often header-only. Which is great for doing some awesome optimizations. However, for dll's, they are often built with different compiler settings that may impact the internal structure/code of a std library containers. For example, in MSVC one dll may build with iterator debugging on while another builds with it off. These two dlls may run into issues passing std containers around. If I expose std::string in my interface, I can't guarantee the code the client is using for std::string is an exact match of my library's std::string. This leads to hard to debug problems, headaches, etc. You either rigidly control the compiler settings in your organization to prevent these issues or you use a simpler C interface that won't have these problems. Or specify to your clients the expected compiler settings they should use (which sucks if another library specifies other compiler settings). My question is whether or not C++11 tried to do anything to solve these issues?

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  • Where I'll Be At JavaOne 2012

    - by Geertjan
    Fun and games for me at JavaOne 2012. Below are the sessions/BOFs/tutorials I'll be attending. The items in red are the sessions and BOFs where I'll be speaking, either as the main/only speaker or as a supporting speaker in someone else's presentation, while the other items (except for the NetBeans booth duties and mini presentations, which are included below) are items I'm interested in and so will be sitting in the audience: Sunday: NetBeans Day Monday: 10:00 - 12:00 TUT4801: Make Your Clients Richer: JavaFX and the NetBeans Platform 12:20 - 12:30 Mini Presentation in OTN Lounge: What's New in NetBeans IDE? 13:00 - 14:00 CON7050: How My Life Would Have Been So Much Better If We Had Used the NetBeans Platform 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans and Java EE 15:00 - 16:00 CON4038: Project EASEL: Developing and Managing HTML5 in a Java World 16:30 - 17:15 BOF6151: NetBeans.Next: The Roadmap Ahead 17:30 - 18:15 BOF3332: Lessons Learned in Writing a PDF-to-JavaFX Converter for NetBeans 18:30 - 19:15 BOF4920: Runtime Class Reloading for Dummies Tuesday: 9:30 - 11:30 NetBeans Booth 11:30 - 12:30 CON6139: Lessons Learned in Building Enterprise and Desktop Applications with the NetBeans IDE 13:00 - 14:00 CON4387: Bringing Mylyn to NetBeans and OSGi, Bridging Their Worlds 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Java Editor 15:30 - 17:30 NetBeans Booth 17:30 - 18:15 BOF3665: Custom Static Code Analysis 18:30 - 19:15 BOF5806: Doing JSF Development in the NetBeans IDE  Wednesday: 8:30 - 9:30 CON5132: NetBeans Plug-in Development: JRebel Experience Report 10:00 - 11:00 CON2987: Unlocking the Java EE 6 Platform 11:30 - 12:30 CON10140: Delivering Bug-Free, More Efficient Code for the Java Platform 13:00 - 14:00 CON3826: Patterns for Modularity: What Modules Don’t Want You to Know 14:30 - 14:40 Mini Presentation in OTN Lounge: NetBeans Platform 15:00 - 16:00 CON3160: Dynamic Class Reloading in the Wild with Javeleon Thursday: 12:30 - 13:30 CON4952: NetBeans Platform Panel Discussion 14:00 - 15:00 CON11879: Getting Started with the NetBeans Platform There are several sessions/BOFs I would have liked to be able to attend, but because of clashes with other sessions that I need to see slightly more urgently, I won't be able to attend those, unfortunately. Will be a busy but interesting time, as always! The entire list of NetBeans-oriented sessions can be found here: http://netbeans.org/community/articles/javaone/2012/index.html

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  • How do you QA and release software quickly (some call it agile) with a large team?

    - by sadadasd
    My work used to be a smaller team. We had less than 13 devs for a while. We are now growing rapidly, and are over 20 with plans to be over 30 in a few months (triple dev size!!!) Our process for QA'ing and releasing each build is no longer working. We currently have everyone develop the new code, and stick it onto a staging environment. A few days before our weekly release, we would freeze the staging environement and QA everything new / old. By our normal release time everything was usually deemed acceptable and pushed out the door to the main site. We reached a point where our code got too big so we could no longer regress the entire site each week in QA. We were ok with that, we jsut made a list of everything important and only covered that and the new stuff. Now we are reaching a point where all the new stuff each week is becoming too big and too unstable. Our staging environment is really buggy week after week, and we are usually 1-2 hrs behind the normal release time. As the team is growing further, we are going to drown with this same process. We are re-evaluating everything, and I personally am looking for suggestions / success stories. Many companies have been where before and progressed beyond, we need to do the same

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  • When decomposing a large function, how can I avoid the complexity from the extra subfunctions?

    - by missingno
    Say I have a large function like the following: function do_lots_of_stuff(){ { //subpart 1 ... } ... { //subpart N ... } } a common pattern is to decompose it into subfunctions function do_lots_of_stuff(){ subpart_1(...) subpart_2(...) ... subpart_N(...) } I usually find that decomposition has two main advantages: The decomposed function becomes much smaller. This can help people read it without getting lost in the details. Parameters have to be explicitly passed to the underlying subfunctions, instead of being implicitly available by just being in scope. This can help readability and modularity in some situations. However, I also find that decomposition has some disadvantages: There are no guarantees that the subfunctions "belong" to do_lots_of_stuff so there is nothing stopping someone from accidentally calling them from a wrong place. A module's complexity grows quadratically with the number of functions we add to it. (There are more possible ways for things to call each other) Therefore: Are there useful convention or coding styles that help me balance the pros and cons of function decomposition or should I just use an editor with code folding and call it a day? EDIT: This problem also applies to functional code (although in a less pressing manner). For example, in a functional setting we would have the subparts be returning values that are combined in the end and the decomposition problem of having lots of subfunctions being able to use each other is still present. We can't always assume that the problem domain will be able to be modeled on just some small simple types with just a few highly orthogonal functions. There will always be complicated algorithms or long lists of business rules that we still want to correctly be able to deal with. function do_lots_of_stuff(){ p1 = subpart_1() p2 = subpart_2() pN = subpart_N() return assembleStuff(p1, p2, ..., pN) }

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  • I need help with a timer for a text based game, i need to include a mysql query to it, but not sure how.

    - by Hijumper
    i would like to add a mysql query somewhere in my timer code so that everytime it restarts then 1 item would be added to the database, i can get it to show how many items you have gotten since the timer has been running, but im not quite sure how to add it into a mysql database, any help would be appreciated :D heres my timer code thus far: <head> <script type="text/javascript"> var c=10; var mineCount = 0; var t; var timer_is_on=0; function timedCount() { document.getElementById('txt').value = c; c = c - 1; if (c <= -1) { mineCount++; var _message = "You have mined " + mineCount + " iron ore" + (((mineCount > 1) ? "s" : "") + "!"); document.getElementById('message').innerHTML = _message; startover(); } } function startover() { c = 10; clearTimeout(t); timer_is_on=0; doMining(); } function doMining() { if (!timer_is_on) { timer_is_on = true; t = setInterval(function () { timedCount(); }, 1000); } } </script> <SPAN STYLE="float:left"> <form> <input type="button" value="Mining" onClick="doMining()"> <input type="text" id="txt"> </form> </SPAN> <html> <center> <div id='message'></div>

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  • How to deal with elimination of duplicate logic vs. cost of complexity increase?

    - by Gabriel
    I just wrote some code that is very representative of a recurring theme (in my coding world lately): repeated logic leads to an instinct to eliminate duplication which results in something that is more complex the tradeoff seems wrong to me (the examples of the negative side aren't worth posting - but this is probably the 20th console utility I've written in the past 12 months). I'm curious if I'm missing some techniques or if this is really just on of those "experience tells you when to do what" type of issues. Here's the code... I'm tempted to leave it as is, even though there will be about 20 of those if-blocks when I'm done. static void Main(string[] sargs) { try { var urls = new DirectTrackRestUrls(); var restCall = new DirectTrackRestCall(); var logger = new ConsoleLogger(); Args args = (Args)Enum.Parse(typeof(Args), string.Join(",", sargs)); if (args.HasFlag(Args.Campaigns)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.Advertisers)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.CampaignGroups)) { var getter = new ResourceGetter(logger, urls.ListCampaignGroups, restCall); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } } catch (Exception e) { Console.WriteLine(e.InnerException); Console.WriteLine(e.StackTrace); }

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  • 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.

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