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  • 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.

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  • Installing packages into local directory?

    - by Gili
    I'd like to install software packages, similar to apt-get install <foo> but: Without sudo, and Into a local directory The purpose of this exercise is to isolate independent builds in my continuous integration server. I don't mind compiling from source, if that's what it takes, but obviously I'd prefer the simplest approach possible. I tried apt-get source --compile <foo> as mentioned here but I can't get it working for packages like autoconf. I get the following error: dpkg-checkbuilddeps: Unmet build dependencies: help2man I've got help2man compiled in a local directory, but I don't know how to inform apt-get of that. Any ideas? UPDATE: I found an answer that almost works at http://askubuntu.com/a/350/23678. The problem with chroot is that it requires sudo. The problem with apt-get source is that I don't know how to resolve dependencies. I must say, chroot looks very appealing. Is there an equivalent command that doesn't require sudo?

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • Design Pattern for Skipping Steps in a Wizard

    - by Eric J.
    I'm designing a flexible Wizard system that presents a number of screens to complete a task. Some screens may need to be skipped based on answers to prompts on one or more previous screens. The conditions to skip a given screen need to be editable by a non-technical user via a UI. Multiple conditions need only be combined with and. I have an initial design in mind, but it feels inelegant. I wonder if there's a better way to approach this class of problem. Initial Design UI where The first column allows the user to select a question from a previous screen. The second column allows the user to select an operator applicable to the type of question asked. The third column allows the user to enter one or more values depending on the selected operator. Object Model public enum Operations { ... } public class Condition { int QuestionId { get; set; } Operations Operation { get; set; } List<object> Parameters { get; private set; } } List<Condition> pageSkipConditions; Controller Logic bool allConditionsTrue = pageSkipConditions.Count > 0; foreach (Condition c in pageSkipConditions) { allConditionsTrue &= Evaluate(previousAnswers, c); } // ... private bool Evaluate(List<Answers> previousAnswers, Condition c) { switch (c.Operation) { case Operations.StartsWith: // logic for this operation // etc. } }

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  • How to keep track of previous scenes and return to them in libgdx

    - by MxyL
    I have three scenes: SceneTitle, SceneMenu, SceneLoad. (The difference between the title scene and the menu scene is that the title scene is what you see when you first turn on the game, and the menu scene is what you can access during the game. During the game, meaning, after you've hit "play!" in the title scene.) I provide the ability to save progress and consequently load a particular game. An issue that I've run into is being able to easily keep track of the previous scene. For example, if you enter the load scene and then decide to change your mind, the game needs to go back to where you were before; this isn't something that can be hardcoded. Now, an easy solution off the top of my head is to simply maintain a scene stack, which basically keeps track of history for me. A simple transaction would be as follows I'm currently in the menu scene, so the top of the stack is SceneMenu I go to the load scene, so the game pushes SceneLoad onto the stack. When I return from the load scene, the game pops SceneLoad off the stack and initializes the scene that's currently at the top, which is SceneMenu I'm coding in Java, so I can't simply pass around Classes as if they were objects, so I've decided implemented as enum for eac scene and put that on the stack and then have my scene managing class go through a list of if conditions to return the appropriate instance of the class. How can I implement my scene stack without having to do too much work maintaining it?

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  • Move unity launcher to bottom of the screen

    - by argvar
    I have Ubuntu 13.04 DESKTOP version and for some odd reason I'm told that the Unity launcher cannot be moved to the bottom of the screen because of several reasons: 1. Canonical wants it there so it fits with their overall design goals, namely when it comes to touchscreen devices and netbooks. This in my mind totally ignores the fact that most Ubuntu users are DESKTOP users. No matter what Canonicals long term goal is, it surely mustn't be at the expense of needs of their core user base. 2. Most monitors are widescreen, the launcher is more compact where it is. This is not only taking away the users choice, but is also a wrong assessment. Widescreen monitors can sometimes be rotated on a pivot, giving it a portrait aspect. By displaying the Unity launcher on the left side it takes up a lot of space. Many desktop users have multiple monitors, and having the launcher on the left side of each monitor is very awkward. Also, many websites are catered to fit on a half 1920 display, so you can have two browser windows open side-by-side with all content visible. The placement of the Unity launcher takes away the horizontal space meaning there's less room for each browser window, and you'll see the right side of the web pages being occluded. Any suggestion to simply hide the Unity launcher, or "Canonical knows best" or "get used to it" are unwelcome and totally ignores the above points. Linux is about choice. Canonical's stubbornness with the Unity launcher placement is inconsistent with what Linux is about.

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  • Problems syncing photos and strange effects of uploaded files from other devices

    - by Daniel
    I have a Galaxy Spica (GT-i5700) Android v2.1, rooted with Leshak dev 7 #123. But never mind the root info, the problem would be the same unrooted. The photos from this phone is stored in "sdcard/images", nevertheless the phone also creates a "sdcard/DCIM" but only stores some thumbnails there. Problem nr 1: U1 only reads the DCIM-folder for automatic photo-upload. So photos stored in this phone is not uploaded. If I move photos to "DCIM" folder, U1 recognises the photos and start uploading them. Possible solution: Could there be an option in the settings, to set preferred photo folder? Problem nr 2: Out of 74 pictures, 12 did not get uploaded. Pressing "Retry failed transfers" in Settings does nothing. Pressing the files where status is "Upload failed, tap to retry" only changes the status to "Uploading..." but nothing gets uploaded. If I upload another file to U1, it is uploaded directly without any problem. It has nothing to do with file size, 1,1 MB files has been uploaded fine whilst some failed are 0,8 MB. Problem nr 3: The photos from DCIM are in my case uploaded to a folder called "Pictures - GT-I5700" in U1. If I log in to the homepage and from there upload another photo in "Pictures - GT-I5700", it shows up in U1 on my phone fine. But when I tap it, U1 downloads the photo to "sdcard/U1/Pictures - GT-I5700". If it sync photos from "sdcard/DCIM" to a specific folder, why not also download files to the same folder from which it is synced? After a while of usage, syncing and uploading files from different clients it would be a mishmash of folders and places files are stored and considering that I see no use of U1 at all. Another question: If my SD card in some way breaks down/some folders cannot be read/card temporarly changed and U1 is running, does U1 consider that as files deleted and also delete from the cloud?

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  • With the outcome of the Oracle vs Google trial, does that mean Mono is now safe from Microsoft [closed]

    - by Evan Plaice
    According to the an article on ArsTechnica the judge of the case ruled that APIs are not patent-able. He referred to the structure of modules/methods/classes/functions as being like libraries/books/chapters. To patent an API would be putting a patent on thought itself. It's the internal implementations that really matter. With that in mind, Mono (C# clone for Linux/Mac) has always been viewed tentatively because, even though C# and the CLI are ECMA standards, Microsoft holds a patent on the technology. Microsoft holds a covenant not to sue open source developers based on their patents but has maintained the ability to pull the plug on the Mono development team if they felt the project was a threat. With the recent ruling, is Mono finally out of the woods. A firm precedent has been established that patents can't be applied to APIs. From what I understand, none of the Mono implementation is copied verbatim, only the API structure and functionality. It's a topic I have been personally interested in for years now as I have spent a lot of time developing cross-platform C# libraries in MonoDevelop. I acknowledge that this is a controversial topic, if you have opinions that's what commenting is for. Try to keep the answers factual and based on established sources.

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  • TechEd 2012: Windows Phone Exam Cram

    - by Tim Murphy
    Usually speakers take offence if you wear headphones in their talk.  For the exam cram session it was a requirement.  This was because it was a cubical walled room with an open top next to a study hall. While no-one was going to come out of this session ready to take a test, I am glad that I took the time to attend it.  There was a fair amount of material that you should know already if you have ever taken a certification test before.  This was packed around a mix of key concepts and some tidbits that marked where some of the pitfalls are for this particular test.  The biggest warning was that the test is based on Windows Phone 7.0 and not Mango meaning that you have to be careful that you don’t answer a question in the wrong context. I would suggest if you have a chance to take attend a free session grab it.  It is a good break from the other hard core talks and will get your mind into a mode for getting your next certification.  Good luck. del.icio.us Tags: TechEd,TechEd 2012,Windows Phone,Exam Cram,Certification

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Queueing up character actions

    - by TheBroodian
    I'm developing a 2D platformer with action-fighter elements. Currently things are working relatively smoothly but I'm having difficulty sorting something out. For the time, keeping my character's states and actions separated and preventing them from stepping on each others' toes is working out well and properly, but I would like to add a feature to my character to get him to behave a little bit more fluidly for the player. At the moment, he has numerous attacks and abilities that he can execute, all of them being executed with button presses. Here lies the problem: Being as everything is executed through button presses, while an action is in progress I flag the game to disregard further button presses until the action has completed. Therefore, consecutive actions cannot be performed until after the previous action has completed entirely. In runtime this behavior feels very icky, and very ungamelike. In games that rest most memorably at the forefront of my mind the player is able to execute button commands during the process of actions, and at the end of the current action, the following action is executed (seems like some sort of a queue system or something) Can anybody offer any guidance with this?

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  • Disabling monitor reconfiguration when closing lid

    - by Tomas
    I often need to move my laptop from one working place to another. When I do this, there are two events Ubuntu responds to by changing the monitor set up: Removing/attaching the VGA cable Closing/opening the lid of the laptop While removing the VGA cable gives me what I need (single screen, highest native resolution on the external screen if connected; otherwise highest resolution on the laptop), the laptop close/open lid response is not as good. Every time I close or open the lid, Ubuntu reconfigures the monitor set up. When I close the lid now... the screen goes black for a few seconds and it switches to clone, with my laptop screen disabled. Reopening results in... briefly a black screen, then the external monitor being used as desktop extension. Ubuntu thinks too much. My first and foremost question: Is there any way to let Ubuntu ignore lid close events? Ideally (or when there's no way to solve above question) I'd want to change how it deals with the screen reconfiguration. Why does Ubuntu toggle the screen configuration between external, clone and single display? Can't I just configure it to always use the external monitor, when present, in single screen mode? Note that similar questions have been asked before (most notably this one), but these have been closed perhaps wrongly. Any ideas are very welcome, I don't mind playing around a bit to see if something works.

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  • Clouds Aroud the World

    - by user12608550
    At the NIST Cloud Computing Workshop this week; representatives from Canada, China, and Japan presented on their cloud computing efforts. Some interesting points made: Canada: Building "Service Canada" cloud for all citizen services, but raised the issue of data location...cloud data must be within Canada border, so they will not focus on public clouds where they don't know or can't control data location. Japan: In response to the massive destruction of the Great East Japan Earthquake, Japan is building nation-wide cloud services to support disaster relief, data recovery, and support for rebuilding new communities. US Ambassador Philip Verveer discussed the need for international cooperation and standards development to enable interoperability of cloud services, keeping in mind cultural and political differences. Additionally, an industry panel reported on cloud standards development, including some actual interoperability testing at http://www.cloudplugfest.org. Much of the first two days of the workshop covered progress and action plans around the 10 High-Priority Requirements to Further USG Agency Cloud Computing Adoption. Thursday's sessions will cover the work of the various NIST Cloud Computing Working Groups on Reference Architecture and Taxonomy Standards Acceleration to Jumpstart the Adoption of Cloud Computing (SAJACC) Cloud Security Standards Roadmap Business Use Cases (see Working Groups of NIST Cloud Computing )

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  • Customer Experience Management for Retail 2.0 - part 2 / 2

    - by Sanjeev Sharma
    In the previous post, i discussed some of the key trends shaping up in the retail industry, their implications and the challenges facing retailers seeking to regain control of the buyer-seller relationship. Is Customer Experience Management the panacea for the ailing retailers who are now awakening to the power of the consumer? Quite honestly, customer acquisition, retention and satisfaction have been top of mind for retailers for quite some time now. The missing piece of this puzzle is bringing all those countless hours of strategy and planning to fruition. This is more of an execution gap than anything else. Although technology has made consumers more informed, more mobile and more social, customer experience is still largely defined by delivering on the following: Consistent experiences, whether shopping online or offline Personalize-able interaction ("mass market" sounds good as an internal strategy but not when you are a buyer!) Timely order fulfillment, if not pro-active notification of delays Below is a concept architecture for streamlining front-end, mid-office and back-end interfaces through shared process to achieve consistency and efficiency in managing the customer experience from order capture to order provisioning.

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  • How are objects modelled in a functional programming language?

    - by Giorgio
    In an answer to this question (written by Pete) there are some considerations about OOP versus FP. In particular, it is suggested that FP languages are not very suitable for modelling (persistent) objects that have an identity and a mutable state. I was wondering if this is true or, in other words, how one would model objects in a functional programming language. From my basic knowledge of Haskell I thought that one could use monads in some way, but I really do not know enough on this topic to come up with a clear answer. So, how are entities with an identity and a mutable persistent state normally modelled in a functional language? EDIT Here are some further details to clarify what I have in mind. Take a typical Java application in which I can (1) read a record from a database table into a Java object, (2) modify the object in different ways, (3) save the modified object to the database. How would this be implemented e.g. in Haskell? I would initially read the record into a record value (defined by a data definition), perform different transformations by applying functions to this initial value (each intermediate value is a new, modified copy of the original record) and then write the final record value to the database. Is this all there is to it? How can I ensure that at each moment in time only one copy of the record is valid / accessible? One does not want to have different immutable values representing different snapshots of the same object to be accessible at the same time.

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  • Is it better to specialize in a single field I like, or expand into other fields to broaden my horizons?

    - by Oak
    This is a dilemma about which I have been thinking for quite a while. I'm a graduate student and my topics of interest are programming language design, code analysis, compilation, etc. So far, this field has been very interesting and rewarding for me, so I was thinking about finding a job in that field and continuing to specialize in it. I feel like it's a relatively solid field which won't "get out of style" anytime soon. I've always thought that in such complex fields it's better to be a real expert than just another guy who superficially understand what the experts are talking about. On the other hand, I feel that by specializing this way I really limit my future option. I have always been a strong believer in multidisciplinary approaches to problems. Maybe I should go search for a general programming job in which I could gain experience in other fields, as well as occasionally apply my favorite field for solving problems. Specializing in only one or two fields can prevent me from thinking outside the box and cause stagnation. I would really like to hear more opinions about this choice. The truth is I'm already leaning towards one of the choices, so basic psychology says nothing will change my mind, but I would still love to hear some feedback.

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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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  • Modular Architecture for Processing Pipeline

    - by anjruu
    I am trying to design the architecture of a system that I will be implementing in C++, and I was wondering if people could think of a good approach, or critique the approach that I have designed so far. First of all, the general problem is an image processing pipeline. It contains several stages, and the goal is to design a highly modular solution, so that any of the stages can be easily swapped out and replaced with a piece of custom code (so that the user can have a speed increase if s/he knows that a certain stage is constrained in a certain way in his or her problem). The current thinking is something like this: struct output; /*Contains the output values from the pipeline.*/ class input_routines{ public: virtual foo stage1(...){...} virtual bar stage2(...){...} virtual qux stage3(...){...} ... } output pipeline(input_routines stages); This would allow people to subclass input_routines and override whichever stage they wanted. That said, I've worked in systems like this before, and I find the subclassing and the default stuff tends to get messy, and can be difficult to use, so I'm not giddy about writing one myself. I was also thinking about a more STLish approach, where the different stages (there are 6 or 7) would be defaulted template parameters. Can anyone offer a critique of the pattern above, thoughts on the template approach, or any other architecture that comes to mind?

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  • How exactly does app ranking work?

    - by qweasdzxc1
    So I've been in the app industry for around half a year and I still don't know how exactly ranking higher for your app will help increase downloads. That sounds like a question with an obvious answer but this is what's going through my mind so hear me out: Unless your app is ranked within the top 100, no one can see it in the featured categories. So even if my app jumped from 400th to 300th place, would there really even be a difference in downloads? And I'm saying 400th to 300th in ranking in my specific category. Indie developers like me don't even come close to ranking for the overall category. So far, the only usefulness of trying to get a higher rank is to get featured or something like that, but big companies have tons of money to throw on marketing...so the chances of any indie developer getting featured is rare. The only thing that I can see ranking being good for is to rank for your keywords so that when someone searches for that word, your app will hopefully appear in the top 10-25 results. Can anyone confirm my thoughts or add anything else that I might have missed out on? How exactly do users find your app if you're not in the top 100 app in your category?

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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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  • Am I the only one this anal / obsessive about code? [closed]

    - by Chris
    While writing a shared lock class for sql server for a web app tonight, I found myself writing in the code style below as I always do: private bool acquired; private bool disposed; private TimeSpan timeout; private string connectionString; private Guid instance = Guid.NewGuid(); private Thread autoRenewThread; Basically, whenever I'm declaring a group of variables or writing a sql statement or any coding activity involving multiple related lines, I always try to arrange them where possible so that they form a bell curve (imagine rotating the text 90deg CCW). As an example of something that peeves the hell out of me, consider the following alternative: private bool acquired; private bool disposed; private string connectionString; private Thread autoRenewThread; private Guid instance = Guid.NewGuid(); private TimeSpan timeout; In the above example, declarations are grouped (arbitrarily) so that the primitive types appear at the top. When viewing the code in Visual Studio, primitive types are a different color than non-primitives, so the grouping makes sense visually, if for no other reason. But I don't like it because the right margin is less of an aesthetic curve. I've always chalked this up to being OCD or something, but at least in my mind, the code is "prettier". Am I the only one?

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  • For a large website developed in PHP, is it necessary to have a framework?

    - by Martin
    I am wondering if it is necessary to have a framework or if it is a must-have if I plan to make a large website. Large website could mean a lot of things: in other words, multiple dynamic web pages (40-50 dynamic pages, mysql content) and a lot of visitors (+- a million hits per month). The site will be hosted in a dedicated server environment. I know that it could simplify coding for a developer team, that it includes libraries and a lot of advantages. But I just feel that I don't need that. I think that learning how it works, managing it and installing it would take more time and I could use that time to code. I write PHP the simplest way I could (with performance in mind) and I try to reuse my code/functions/classes most of the time and I make sure that if another developer joins the team, that he won't be lost in the code. I am also planning to use MemCached or another Cache for PHP. As I said, the site will be hosted in a dedicated server environment but will be entirely managed by the hosting company. I am pretty sure the control panel for me to control the basic stuff will be Cpanel. For a developer like me that only knows PHP, Javascript, HTML, CSS, MYSQL and really basic server management, I feel that it seems to complicated to have a framework. Am I wrong? Is it worth the time to learn all about it? Thank you for your opinions and suggestions.

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Performance impact of Zones.

    - by nospam(at)example.com (Joerg Moellenkamp)
    I was really astonished when i saw this question. Because this question was a old acquaintance from years ago, that i didn't heard for a long time. However there was it again. The question: "What's the overhead of Zones?". Sun was and Oracle is not saying "zero". We saying saying minimal. However during all the performance analysis gigs on customer systems i made since the introduction of Zones i failed to measure any overhead caused by zones. What i saw however, was additional load intoduced by processes that wouldn't be there when you would use only one zone Like additional monitoring daemons, like additional daemons having a controlling or supervising job for the application that resulted in slighly longer runtimes of processes, because such additional daemons wanted some cycles on the CPU as well. So i ask when someone wants to tell me that he measured a slight slowdown, if he or she has really measured the impact of the virtualization layer or of a side effect described above. It seems to be a little bit hard to believe, that a virtualisation technology has no overhead, however keep in mind that there is no hypervisor and just one kernel running that looks and behaves like many operating system instances to apps and users. While this imposes some limits to the technology (because there is just one kernel running you can't have zones with different kernels versions running ... obvious even to the cursory observer), but that is key to it's lightweightness and thus to the low overhead. Continue reading "Performance impact of Zones."

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  • Algorithms for Data Redundancy and Failover for distributed storage system?

    - by kennetham
    I'm building a distributed storage system that works with different storage sizes. For instance, my storage devices have sizes of 50GB, 70GB, 150GB, 250GB, 1000GB, 5 storage systems in one system. My application will store any files to the storage system. Question: How can I build a distributed storage with the idea of data redundancy and fail-over to store documents, videos, any type of files at the same time ensuring that should one of any storage devices fail, there would be another copy of these files on another storage device. However, the concern is, 50GB of storage can only store this maximum number of files as compared to 70GB, 150GB etc. With one storage in mind, bringing 5 storage systems like a cloud storage, is there any logical way to distribute or store the files through my application? How do I ensure data redundancy through different storage sizes? Is there any algorithm to collate multiple blob files into a single file archive? What is the best solution for one cloud storage with multiple different storage sizes? I open this topic with the objective of discussing the best way to implement this idea, assuming simplicity, what are the issues of this implementation, performance measurements and discussion of the limitations.

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