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  • What is a good rule for when to prepend members with 'this' (C#)?

    - by RichAmberale
    If I am accessing a member field, property, or method, I'm never sure when I should prepend it with 'this'. I am not asking about cases where it is required, like in the case where a local variable has the same name. I am talking about cases where the meaning is exactly the same. Which is more readable? Are there any standards, best practices, or rules of thumb I should be following? Should it just be consistent throughout a class, or an entire code base?

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  • Is it good practise to use meta refresh tags for redirects instead of header() function in php?

    - by Kent
    I have to use redirects a lot in my scripts, for example after a user logs in I need to redirect them to the admin area, etc. But I find it inconvenient to always have to have the header function at the very top. So if I use the meta refresh tags for my redirects, is that something that would be frowned upon according to best practices or is it acceptable? function redirect($location) { echo "<meta http-equiv='refresh' content='0; url=$location' />"; }

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  • debate: Is adding third party libraries to a war a good idea?

    - by Master Chief
    We have a debate going on . a. The "standard" way of assembling a web app. Create a WAR with all our app artifacts and all other components like hibernate and memcached etc are deployed in the tomcat/shared/lib area. b. Create a humongous war with everything included and nothing in tomcat/shared/lib. Pros for a - It keeps things modular and the war is small. Cons for a - dependency on shared/lib has to be managed especially by the deployment process. Pros for b - All dependencies are controlled by the build process removing any room for error. Cons for b - War is really, really big. If you are deploying over a network to a huge farm, then it might have an impact. want to see what thoughts others might have about this.

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  • c++: what is a good idea for a list of strings?

    - by John
    I simply want to build an RPG and make it as neat as possible, I wish to define a pile of strings which I may want to edit later, so I tried something like this: enum {MSG_INIT = "Welcome to ...", MSG_FOO = "bar"}; But I just get errors, such as that MSG_INIT is not an integer! Why must it not be a string, are that what enums are only for? What do you think is the best way to define a pile of strings? In a struct called msg or something? I'm kinda new to all this so I'd really appreciate small examples.

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  • Where is a good open source python project to be used as example? [closed]

    - by Andrea Francia
    I'm looking for a python project to use as example to learning python. The project should have these features: is almost fully unit tested use consistently the code convention recommended by PEP 8 it's elements are almost fully documented Extra point features are: building, assembling, and release automation EDIT: The Question is too generic. I prepared a more specific question about the unit-test part.

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  • Is checkdnsrr() function good enough to establish domain (in)availability?

    - by Stipe
    I want to create simple script to check domain availability. Can anybody tell me is this function enough to check domain availability before user can register: <?php $recordexists = checkdnsrr("www.google.com", "ANY"); if ($recordexists) echo "The domain name has been taken. Sorry!"; else echo "The domain name is available!"; ?> or should I go with some other whois script like http://www.mrscripts.co.uk/index.php?op=lite

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  • Is there a good Python library that can parse C++?

    - by csbrooks
    Google didn't turn up anything that seemed relevant. I have a bunch of existing, working C++ code, and I'd like to use python to crawl through it and figure out relationships between classes, etc. EDIT: Just wanted to point out: I don't think I need or want to parse every bit of C++; I just need something smart enough to pick up on class, function and member variable declarations, and to skip over function definitions.

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  • Is it good to create a usercontrol for Recursive code in xaml?

    - by user281947
    <Border BorderBrush="#C4C8CC" BorderThickness="0,0,0,1"> <TextBlock x:Name="SectionTitle" FontFamily="Trebuchet MS" FontSize="14" FontWeight="Bold" Foreground="#3D3D3D" /> </Border> I have to use the same above format at many places in a single xaml page, so for this i created a usercontrol and defined the above code inside it. So my question is, What i am doing is it right approach? Will it make the page to load slower then the above code used as it is without defining it in a new user control?

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  • Is it good to create a usercontrol for Recurrsive code in xaml?

    - by user281947
    <Border BorderBrush="#C4C8CC" BorderThickness="0,0,0,1"> <TextBlock x:Name="SectionTitle" FontFamily="Trebuchet MS" FontSize="14" FontWeight="Bold" Foreground="#3D3D3D" /> </Border> I have to use the same above format at many places in a single xaml page, so for this i created a usercontrol and defined the above code inside it. So my question is, what i am doing is it right approach ? Will it make the page to load slower then the above code used as it is without defining it in a new user control?

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  • What popular "best practices" are not always best, and why?

    - by SnOrfus
    "Best practices" are everywhere in our industry. A Google search on "coding best practices" turns up nearly 1.5 million results. The idea seems to bring comfort to many; just follow the instructions, and everything will turn out fine. When I read about a best practice - for example, I just read through several in Clean Code recently - I get nervous. Does this mean that I should always use this practice? Are there conditions attached? Are there situations where it might not be a good practice? How can I know for sure until I've learned more about the problem? Several of the practices mentioned in Clean Code did not sit right with me, but I'm honestly not sure if that's because they're potentially bad, or if that's just my personal bias talking. I do know that many prominent people in the tech industry seem to think that there are no best practices, so at least my nagging doubts place me in good company. The number of best practices I've read about are simply too numerous to list here or ask individual questions about, so I would like to phrase this as a general question: Which coding practices that are popularly labeled as "best practices" can be sub-optimal or even harmful under certain circumstances? What are those circumstances and why do they make the practice a poor one? I would prefer to hear about specific examples and experiences.

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  • Why use try … finally without a catch clause?

    - by Nick Rosencrantz
    The classical way to program is with try / catch but when is it appropriate to use try without catch? In Python the following appears legal and can make sense: try: #do work finally: #do something unconditional But we didn't catch anything. Similarly one could think in Java it would be try { //for example try to get a database connection } finally { //closeConnection(connection) } It looks good and suddenly I don't have to worry about exception types etc. But if this is good practice, when is it good practice? Or reasons why this is not good practice or not legal (I didn't compile the source I'm asking about and it could be a syntax error for Java but I checked that the Python surely compiles.) A related problem I've run into is that I continue writing the function / method and at the end I must return something and I'm in a place which should not be reached and it must be a return point so even if I handle the exceptions above I'm still returning null or an empty string at some point in the code which should not be reached, often the end of the method / function. I've always managed to restructure to code so that I don't have to return null since that absolutely appears to look like less than good practice.

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  • Beginning with first project on game development [closed]

    - by Tsvetan
    Today is the day I am going to start my first real game project. It will be a Universe simulator. Basically, you can build anything from tiny meteor to quazars and universes. It is going to be my project for an olympiad in IT in my country and I really want to make it perfect(at least a bronze medal). So, I would like to ask some questions about organization and development methodologies. Firstly, my plan is to make a time schedule. In it I would write my plans for the next month or two(because that is the time I have). With this exact plan I hope to make my organisation at its best. Of course, if I am doing sth faster than the schedule I would involve more features for the game and/or continue with the tempo I have. Also, for the organisation I would make a basic pseudocode(maybe) and just rewrite it so it is compilable. Like a basic skeleton of everything. The last is an idea I tought of in the moment, but if it is good I will use it. Secondly, for the development methodologies, obviously, I think of making object-oriented code and make everything perfect(a lot of testing, good code, documentation etc.). Also, I am going to make my own menu system(I read that OpenGL hasn't got very good one). Maybe I would implement it with an xml file, holding the info about position of buttons, text boxes, images and everything. Maybe I would do a specific CSS for it and so on. I think that is very good way of doing the menu system, because it makes the presentation layer separate of the logic. But, if there is a better way, I would do it the better way. For the logic, well, I don't have much to say. OO code, testing, debuging, good and fast algorithms and so on. Also, a good documentation must be written and this is the area I need to make some research in. I think that is for now. I hope I have been enough descriptive. If more questions come on my mind, I will ask them. Edit: I think of blogging every part of the project, or at least writing down everything in a file or something like that. My question is: Is my plan of how to do everything around the project good? And if not, what is necessary to be improved and what other things I can involve for making the project good.

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  • What to use C++ for?

    - by futlib
    I really love C++. However, I'm struggling to find good uses for it lately. It is still the language to use if you're building huge systems with huge performance requirements. Like backend/infrastructure code at Google and Facebook, or high-end games. But I don't get to do stuff like that. It's also a good choice for code that runs close to the hardware. I'd like to do more low-level stuff, but it isn't part of my job, and I can't think of useful private projects that would involve that. Traditionally, C++ was also a good choice for rich client applications, but those are mostly written in C# and Obj-C lately - and aren't really that important anymore, with everything being a web app. Or a mobile app, which are mostly written in Obj-C and Java. And of course, web-based desktop and mobile apps are quite prominent, too. At my job, I work mostly on web applications, using Java, JavaScript and Groovy. Java is a good/popular choice for non-Google-scale backends, Groovy (or Python, or Ruby or Node.js) is pretty good for the server-side of web apps and JavaScript is the only real choice for the client-side. Even the little games I'm writing in my spare time are lately mostly written in JavaScript, so they can run in the browser. So what would you suggest I could use C++ for? I'm aware that this question is very similar. However, I don't want to learn C++, I was a professional C++ programmer for years. I want to keep doing it and find good new use cases for it. I know that I can use C++ for web apps/games. I could even compile C++ to JavaScript with Emscripten. However, it doesn't seem like a good idea. I'm looking for something C++ is really good at to stay competent in the language. If your answer is: Just give up and forget C++, you'll probably never need it again, so be it.

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  • Is It More Efficient To Make Games In Languages I Like?

    - by Dsfsdfsdfsdfsd Fsdf
    Is it more "efficiant" to develop games with languages your good with and like best rather then the "best" language? A example is like I like C# (It's My First Language) and I'm really good at it and used to how it works, I'm not as good with C++ but I'm kinda slow at it because I don't prefer how you systems work like I think int a[] is not as good as int[] a. Would it be better to go with what I know best or what's the "best" available? Thanks For Reading!

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