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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • development server?

    - by ajsie
    for a project there will be me and one more programmer to develop a web service. i wonder how the development environment should be like. cause we need central storage (documents, pictures, business materials etc), file version handling, lamp (testing the web service) etc. i have never set up an environment for this before and want to have suggestions from experienced people which tools to use for effective collaboration. what crossed my mind: seperate applications: - google wave (for communication forth and back, setting up guide lines, other information) - team viewer (desktop sharing) - skype (calling) vps (ubuntu server): - svn (version tracking) - ftp (central storage) - lamp (testing the web service) - ssh (managing the vps) is this an appropriate programming environment? and regarding the vps, is it best practice to use ONE vps for all tasks listed up there? all suggestions and feedbacks are welcome!

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  • Eclipse And Linux: Keyboard unusable after gnome-screen-saver

    - by martijn-courteaux
    Hi, I know this is not programming related. But I can't find any topics on Google or UbuntuForums. So the problem is: When gnome-screensaver starts on the moment Eclipse has the focus and I wake up again my laptop, Eclipse doesn't listen to keyboard-events. To solve this I have to change the focus to another program and then back to Eclipse. Than it works again. This isn't a real problem, but it would be nice if someone can solve it. Thanks

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  • Beginning programming for real clients, what copyright should I put in the code?

    - by Igor Marvinsky
    Hello. So far, I've been writing projects for my friends and friends of my friends, which required no legal stuff. Now I've moved on to freelance programming on websites like vworker.com and I'm wondering what should I put in the comments on top of the code. I'm not doing big, serious serious projects, just frontends and scrapers/bots for what I gather is personal use. Would my usual // Written by Igor Marvinsky, 2011 be enough?

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  • How would you rank these programming skills in order of learning them? [closed]

    - by mumtaz
    As a general purpose programmer, what should you learn first and what should you learn later on? Here are some skills I wonder about... SQL Regular Expressions Multi-threading / Concurrency Functional Programming Graphics The mastery of your mother programming language's syntax/semantics/featureset The mastery of your base class framework libraries Version Control System Unit Testing XML Do you know other important ones? Please specify them... On which skills should I focus first?

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  • What is a recent programming language of choice for the AI?

    - by Eduard Florinescu
    For a few decades the programming language of choice for AI was either Prolog or LISP, and a few more others that are not so well known. Most of them were designed before the 70's. Changes happens a lot on many other domains specific languages, but in the AI domain it hadn't surfaced so much as in the web specific languages or scripting etc. Are there recent programming languages that were intended to change the game in the AI and learn from the insufficiencies of former languages?

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  • What is the usage of Spaly Trees in the real world?

    - by Meena
    I decided to learn about Balance search trees, so I picked 2-3-4 and splay trees. I'm wondering what are the examples of splay trees usage in the real world? In this Cornell: http://www.cs.cornell.edu/courses/cs3110/2009fa/recitations/rec-splay.html I read that splay trees are 'A good example is a network router'. But from rest of the explanation seams like network routers use hash tables and not splay trees since the lookup time is constant instead of O(log n). thanks!

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  • Answer programming for "What are your interests?" interview questions?

    - by Morgan Herlocker
    For interview questions that ask for personal hobbies, should you mention a bunch of tech activities you enjoy, like how "I love building java applets in my free time" or should you focus on non-programming activities to show you are well rounded? Does it show passion to say programming is a hobby, or does it sound disingenuous? I could see it going either way, so please back up your answer with some sound reasoning.

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  • Correct microdata and/or microformats for real estate listings?

    - by Ernests Karlsons
    Given I am running a real estate rentals listing website, what would be the correct microdata or microformats for the listing pages? There is the usual data: address, photos, price, start date, possible end date, person who is renting it out, list of amenities, description etc. Are there also microformats/microdata that can be used in the listing summary page (e.g., page that displays all listings in a particular city)?

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  • Can a 20 years old programmer who has been programming daily since 10 get a job that will pay for what he knows?

    - by Dokkat
    I'm a programmer who has been programming daily since I was 10-years-old. Is it possible to get a job with a salary that reflects my programming knowledge, or do I have to be in the same place as someone starting just now, as I've never had an actual job? I am not sure if this kind of question is allowed here and could not find out. If it is not, could you kindly suggest a place to ask this? Sorry for any inconveniences.

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  • Is the TCP protocol good enough for real-time multiplayer games?

    - by kevin42
    Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to implement their own reliability layer on top of UDP, or they used UDP for messages that could be dropped or received out of order, and used a parallel TCP connection for information that must be reliable. Given the average user has faster network connections now, can a real time game such as an FPS give good performance over a TCP connection?

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  • How would you price a dynamic real estate property management website? [closed]

    - by user1217550
    Imagine, hypothetically of course, that you are being commissioned to develop a full-fledged real estate website that includes: 1) a search engine with ajax/json autofill, 2) google maps and geolocation integration, google streetview, 3) user registration, login and account management 4) administrative panels to control data input 5) search results page 6) user statistics 7) property inquiry to allow internal messaging between users How much would you charge? Suppose you are developing the most advanced and specific system in PhP/MySQL, and your total development time is roughly 1500 hours? Any suggestions?

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  • How can I deal with the cargo-cult programming attitude?

    - by Aivar
    I have some computer science students in a compulsory introductory programming course who see programming language as a set of magic spells, which must be cast in order to achieve some effect (instead of seeing it as a flexible medium for expressing their idea of solution). They tend to copy-paste code from previous, similar-looking assignments without considering the essence of the problem. Can anyone recommend some exercises or analogies to make these students more confident that they can, and should, understand the structure and meaning of each piece of code they write?

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  • How Search Engine Optimization Will Bring You More Real Estate Leads!

    Most real estate agents out there today are struggling, weighed down in the quagmire that has burdened our financial system and driven many out of the business altogether. Nonetheless, marketing your services is still at a premium and many do not have the funds needed to receive this valuable service. Many agent are wondering if there is a way they can do their own SEO and achieve a higher search engine ranking to bring in more leads from their website, and the easy answer is yes!

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  • A new free book from Microsoft - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)

    - by TATWORTH
    At  http://borntolearn.mslearn.net/btl/b/weblog/archive/2012/09/12/turn-your-bright-ideas-into-applications-with-the-new-mcsd.aspx there is mention of a new free book from Microsoft Press - Programming Windows 8 Apps with HTML, CSS, and JavaScript (Second Preview)The actual download page is http://blogs.msdn.com/b/microsoft_press/archive/2012/08/20/free-ebook-programming-windows-8-apps-with-html-css-and-javascript-second-preview.aspx

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  • Is it OK to write a programming language in Jython? [closed]

    - by Christopher
    I've been looking at the tools for writing a programming language and I had a bizarre idea. What If I wrote a full blown programming language in Jython? Is that a practical solution? Will distribution and bundling be a problem? Can that make or break the language's success? In other words, I'm asking if writing a programing language written in Jython is a practical solution for production enviroments?

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  • Status of VB6/ Best Desktop Application Language with Native Compliation

    - by Sandeep Jindal
    Hi, I was looking for a Desktop Application Programming Language with one of the biggest constraint: - “ I need to output as native executable”. I explored multiple options: a) Java is not a very good option for desktop programming, but still you can use it. But Java to Exe is a problem. [Only GCJ and Excelsior-Jet provides this][1]. b) .Net platform does not support native compilation. Only very few expensive tools are available which can do the job. c) Python is not an option for native compilation. Right? d) VB6 is the option I am left with. From the above list, if I am correct, VB6 is the only and probably the best option I have. But VB6 itself has issues like: a) It is no more under development since 2003. b) There are questions on support of VB6 IDE with Vista. Thus my questions are: a) From the list of programming language options, do you want to add any more? b) If VB6 is good/best option, looking at its development status, would you suggest using VB6 in this era? Regards Sandeep Jindal

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  • What ever happened to APL?

    - by lkessler
    When I was at University 30 years ago, I used a programming language called APL. I believe the acronym stood for "A Programming Language", This language was interpretive and was especially useful for array and matrix operations with powerful operators and library functions to help with that. Did you use APL? Is this language still in use anywhere? Is it still available, either commercially or open source? I remember the combinatorics assignment we had. It was complex. It took a week of work for people to program it in PL/1 and those programs ranged from 500 to 1000 lines long. I wrote it in APL in under an hour. I left it at 10 lines for readability, although I should have been a purist and worked another hour to get it into 1 line. The PL/1 programs took 1 or 2 minutes to run on the IBM mainframe and solve the problem. The computer charge was $20. My APL program took 2 hours to run and the charge was $1,500 which was paid for by our Computer Science Department's budget. That's when I realized that a week of my time is worth way more than saving some $'s in someone else's budget. I got an A+ in the course. p.s. Don't miss this presentation entitled: "APL one of the greatest programming languages ever"

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  • Why is the Clojure Hello World program so slow compared to Java and Python?

    - by viksit
    Hi all, I'm reading "Programming Clojure" and I was comparing some languages I use for some simple code. I noticed that the clojure implementations were the slowest in each case. For instance, Python - hello.py def hello_world(name): print "Hello, %s" % name hello_world("world") and result, $ time python hello.py Hello, world real 0m0.027s user 0m0.013s sys 0m0.014s Java - hello.java import java.io.*; public class hello { public static void hello_world(String name) { System.out.println("Hello, " + name); } public static void main(String[] args) { hello_world("world"); } } and result, $ time java hello Hello, world real 0m0.324s user 0m0.296s sys 0m0.065s and finally, Clojure - hellofun.clj (defn hello-world [username] (println (format "Hello, %s" username))) (hello-world "world") and results, $ time clj hellofun.clj Hello, world real 0m1.418s user 0m1.649s sys 0m0.154s Thats a whole, garangutan 1.4 seconds! Does anyone have pointers on what the cause of this could be? Is Clojure really that slow, or are there JVM tricks et al that need to be used in order to speed up execution? More importantly - isn't this huge difference in performance going to be an issue at some point? (I mean, lets say I was using Clojure for a production system - the gain I get in using lisp seems completely offset by the performance issues I can see here). The machine used here is a 2007 Macbook Pro running Snow Leopard, a 2.16Ghz Intel C2D and 2G DDR2 SDRAM. BTW, the clj script I'm using is from here and looks like, #!/bin/bash JAVA=/System/Library/Frameworks/JavaVM.framework/Versions/1.6/Home/bin/java CLJ_DIR=/opt/jars CLOJURE=$CLJ_DIR/clojure.jar CONTRIB=$CLJ_DIR/clojure-contrib.jar JLINE=$CLJ_DIR/jline-0.9.94.jar CP=$PWD:$CLOJURE:$JLINE:$CONTRIB # Add extra jars as specified by `.clojure` file if [ -f .clojure ] then CP=$CP:`cat .clojure` fi if [ -z "$1" ]; then $JAVA -server -cp $CP \ jline.ConsoleRunner clojure.lang.Repl else scriptname=$1 $JAVA -server -cp $CP clojure.main $scriptname -- $* fi

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  • Are there any prototype-based languages with a whole development cycle?

    - by Kaveh Shahbazian
    Are there any real-world prototype-based programming languages with a whole development cycle? "A whole development cycle" like Ruby and Python: web frameworks, scripting/interacting with the system, tools for debugging, profiling, etc. Thank you A brief note on PBPLs: (let's call these languages PBPL : prototype-based programming language) There are some PBPLs out there. Some are being widely used like JavaScript (which Node.js may bring it into the field - or may not!). One other language is ActionScript which is also a PBPL but tightly bound to Flash VM (is it correct to say so?). From less known ones I can speak of Lua which has a strong reputation in game development (mostly spread by WOW) but never took off as a full language. Lua has a table concept which can provide you some sort of prototype based programming facility. There is also JScript (Windows scripting tool) which is already pointless by the newcomer PowerShell (I have used JScript to manipulate IIS but I never understood what is JScript!). Others can be named like io (indeed very very neat, you will fall in love with it; absolutely impossible to use) and REBOL (What is this all about? A proprietary scripting tool? You must be kidding!) and newLISP (Which is actually a full language, but no one ever heard about it). For sure there are much more to list here but either I do not remember or I did not understood them as a real world thing, like Self).

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  • Microsoft Solver Foundation constraint

    - by emaster70
    Hello, I'm trying to use Microsoft Solver Foundation 2 to solve a fairly complicated situation, however I'm stuck with an UnsupportedModelException even when I dumb down the model as much as possible. Does anyone have an idea of what I'm doing wrong? Following is the least example required to reproduce the problematic behavior. var ctx = SolverContext.GetContext(); var model = ctx.CreateModel(); var someConstant = 1337.0; var decisionA = new Decision(Domain.Real, "decisionA"); var decisionB = new Decision(Domain.Real, "decisionB"); var decisionC = new Decision(Domain.Real, "decisionC"); model.AddConstraint("ca", decisionA <= someConstant); model.AddConstraint("cb", decisionB <= someConstant); model.AddConstraint("cc", decisionC <= someConstant); model.AddConstraint("mainConstraint", Model.Equal(Model.Sum(decisionA, decisionB, decisionC), someConstant)) model.AddGoal("myComplicatedGoal", GoalKind.Minimize, decisionC); var solution = ctx.Solve(); solution.GetReport().WriteTo(Console.Out); Console.ReadKey(); Please consider that my actual model should include, once complete, a few constraints in the form of a*a+b*a <= someValue, so if what I'm willing to do ultimately isn't supported, please let me know in advance. If that's the case I'd also appreciate a suggestion of some other solver with a .NET friendly interface that I could use (only well-known commercial packages, please). Thanks in advance

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  • Which language should I use to program a GUI application?

    - by Roman
    I would like to write a GUI application for management of information (text documents). In more details, it should be similar to the TiddlyWiki. I would like to have there some good visual effects (like nice representation for three structures, which you can rotate, some sound). I also would like to include some communication via Internet (for sharing and collaboration). In should include some features of such applications as a web browser, word processor, Skype. Which programming language should I use? I like the idea of usage of JavaScripts (like TddlyWiki). The good thing about that, is that user should not install anything. They open a file in a browser and it works! The bad thing is that JavaScript cannot communicate via internet with other applications. I think the choice of the programming language, in my case, id conditioned by 2 things: What can be done with this programming language (which restrictions are there). How easy to program. I would like to have "block" which can do a lot of things (rather than to program then and, in this way, to "rediscover a bicycle") ADDED: I would like to make it platform independent.

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  • Is this a good job description? What title would you give this position?

    - by Zack Peterson
    Department: Information Technology Reports To: Chief Information Officer Purpose: Company's ________________ is specifically engaged in the development of World Wide Web applications and distributed network applications. This person is concerned with all facets of the software development process and specializes in software product management. He or she contributes to projects in an application architect role and also performs individual programming tasks. Essential Duties & Responsibilities: This person is involved in all aspects of the software development process such as: Participation in software product definitions, including requirements analysis and specification Development and refinement of simulations or prototypes to confirm requirements Feasibility and cost-benefit analysis, including the choice of architecture and framework Application and database design Implementation (e.g. installation, configuration, customization, integration, data migration) Authoring of documentation needed by users and partners Testing, including defining/supporting acceptance testing and gathering feedback from pre-release testers Participation in software release and post-release activities, including support for product launch evangelism (e.g. developing demonstrations and/or samples) and subsequent product build/release cycles Maintenance Qualifications: Bachelor's degree in computer science or software engineering Several years of professional programming experience Proficiency in the general technology of the World Wide Web: Hypertext Transfer Protocol (HTTP) Hypertext Markup Language (HTML) JavaScript Cascading Style Sheets (CSS) Proficiency in the following principles, practices, and techniques: Accessibility Interoperability Usability Security (especially prevention of SQL injection and cross-site scripting (XSS) attacks) Object-oriented programming (e.g. encapsulation, inheritance, modularity, polymorphism, etc.) Relational database design (e.g. normalization, orthogonality) Search engine optimization (SEO) Asynchronous JavaScript and XML (AJAX) Proficiency in the following specific technologies utilized by Company: C# or Visual Basic .NET ADO.NET (including ADO.NET Entity Framework) ASP.NET (including ASP.NET MVC Framework) Windows Presentation Foundation (WPF) Language Integrated Query (LINQ) Extensible Application Markup Language (XAML) jQuery Transact-SQL (T-SQL) Microsoft Visual Studio Microsoft Internet Information Services (IIS) Microsoft SQL Server Adobe Photoshop

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