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  • C4C - 2012

    - by Timothy Wright
    C4C, in Kansas City, is always a fun event. At points it gets to be a pressure cooker as you zone in trying to crank out some fantastic code in just a few hours, but it is always fun. A great challenge of your skill as a software developer and for a good cause. This year my team helped The United Cerebral Palsy of Greater Kansas City organization to add online job applications and a database for tracking internal training. I keep finding that there is one key rule to pulling off a successful C4C weekend project, and that is “Keep It Simple”. Each time you want to add that one cool little feature you have to ask yourself.. Is it really necessary? and Do I have time for that? And if you are going to learn something new you should ask yourself if you’re really going to be able to learn that AND finish the project in the given time. Sometimes the less elegant code is the better code if it works. That said… You get a great amount of freedom to build the solution the way you want. Typically, the software we build for the charities will save them a lot of money and time and make their jobs easier. You are able to build the software you know you are capable of creating from your own ideas. I highly recommend any developers in the area to signup next year and show off your skills. I know I will!

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  • VPN/AFP server for centralized TimeMachine backups

    - by Keith Johnson
    I am a sysadmin for a small group of about 7 people who prefer Apple machines for their work. These machines are currently either a) not backed up at all, or b) backed up using Retrospect(Which I'm not very fond of). I don't really have the budget for anything fancy, and I'd like to keep it as user friendly as possible. Ideally I am thinking of a VPN server they can connect to(to keep the traffic secure, and because they work from home frequently) along with an AFP server for use with TimeMachine. The goal would be to get better backup coverage, along with user-initiated restores and overall ease of use. Does this seem like a reasonable idea? Has anyone done this before? Are there any obvious problems I've overlooked?

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  • Windows Phone Developer Spotlight: Nikolai Joukov

    - by Lori Lalonde
    Originally posted on: http://geekswithblogs.net/lorilalonde/archive/2014/06/04/windows-phone-developer-spotlight-nikolai-joukov.aspxAs part of an ongoing series, I plan to include a spotlight post on people within the community that are stars in their field and area of expertise. For my first spotlight post, I interviewed Nikolai Joukov, who is a regular attendee at my local area .NET User Group (CTTDNUG), and has also participated in many of the Mobile and Cloud workshops we have hosted over the past few years. Nikolai stood out immediately, because of his passion for developing mobile apps, his interest in continuous learning, and his drive to publish quality apps that people will find useful and entertaining. Background: Nikolai immigrated to Canada in 1995, and has been working in IT since 1997. He moved on to become an independent contractor in 2005, and has worked at various large scale organizations over the course of his career, including BMO, Enbridge, Economical Insurance, Equitable Life, Manulife and Sun Life. Nikolai is an accomplished Windows Phone and Windows Store publisher, with 11 published Windows Phone apps, and 8 published Windows Store apps. He has almost 6000 downloads and favourable reviews. Q & A with Nikolai How many years have you been developing Windows Phone apps? 2 years When did you develop your very first Windows Phone app, and what was it about? Actually, the very first app I wrote was for the Microsoft “Smart Phone” back in 2004. This phone was given to me by Microsoft during the Developers Days Conference in Toronto. It was some kind of experimental model named Smart Phone, but you had to use VB 3 to develop the applications. Needless to say, this was not very successful at that time. My app was a Stock Trades Calculator. Very primitive, but it was working for me. The phone was heavy and the battery barely lasted 4 hours. Microsoft stopped supporting it few months later and the phone stopped working shortly after, but I still have it as a souvenir. For Windows Phone, my first app was “Trip Packing Assistant”. This is a simple trip packing check list that allows you to list items by category, set required quantity of items, and mark off the item in the list when it is packed. I designed it for me and my wife Galina, since we love to travel and this program helps manage our list for us. How did you get started in Windows Phone development? I have to say thanks to our .NET User Group for introducing me to Windows Phone development. I was intrigued and decided to give it a try. In October 2012 during a 2 day training event that ObjectSharp hosted in London, I met Bruce Johnson. On his advice, I registered for Developer Movement, and it is was a good push to actually complete the apps that I started. You have a great series of travel guide apps both for Windows Phone and Windows Store. Tell us about how you came up with the idea to develop those apps and what process you went through to put it all together. Like I said earlier, my wife and I love to travel. Before I created Trip Packing Assistant, every time we were planning to travel somewhere new, Galina would spend 3-4 weeks doing research. She would create a Word document with all of the information. We didn’t want to have to carry our laptop with us all the time, so we printed out the Word document she created, and would take it with us. After we returned from the trip, we would bring back tons of pictures and materials. Then our friends started to ask us about our materials before they planned their trips to the same places we had visited. So I decided to give it a try and started making apps for Windows Phone and for Windows 8. I hope these applications will help people who are planning to travel. So, all of the pictures used in the travel apps you created were actually taken by you during these amazing trips? Yes Do you have another Windows Store/Windows Phone project in development right now? If so, can you give us a hint at what it will be about? I want to stay with travel apps for now. But this time I will try to write an app for us (Galina and I). Usually we go on the trip, then I write the apps after we have all this beautiful pictures in our hands. We are planning a trip to Rome. This app will not have the pictures, but I want to add a map with points of interest and all information that can be useful for us. Then we will go on our trip and test it on location. As well I am planning to work on my existing apps to make them better. What learning resources would you recommend for other developers that want to get started in Window Store and Windows Phone development? I would start with dev.windowsphone.com to get all tools and samples, also links to training materials. I like MVA (Microsoft Virtual Academy). Their videos are really useful and it is free. Pluralsight is good too but it is not free and I do not have a subscription anymore. Our .NET User Group meetings give good insights too. I went to all meetings and full day training events. When you start to develop your app, you need to do research for specific questions that arise during development. The Developer Portal and Nokia Developer are good resources too. Wrap Up Thanks Nikolai for participating in my first Spotlight blog post! Shown below is Nikolai’s publisher page in the Windows Phone Store and his publisher page in the Windows Store. Simply click on it to be taken to there to check out his portfolio of apps. Be sure to download his apps and try them out! They are all free! Nikolai’s Windows Phone apps   Nikolai’s Windows Store Apps

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • Printer monitoring script (PowerShell)

    - by HannesFostie
    I am going to write a script of some sort to check event viewer in a windows server 2003 for all printjobs, and then write them to a comma delimited textfile like printername_floor_room.txt I am wondering what the best way is to do this realtime, and keep checking the event viewer constantly. Any caveats I need to be aware of? Thanks EDIT: Okay, so I will most likely go for PowerShell and use Get-EventLog and then edit the "table" data. Problems I'm having: if I were to save all this data to a text file, how do I get the data out of it? A comma-separated file I could work with, but this, I'm not really sure. And once that is sorted out, I'm still not sure how to keep the file updated more or less real-time. Can I make this service-like, without hogging up all resources? Run it every x seconds for example?

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  • What math should all game programmers know?

    - by Tetrad
    Simple enough question: What math should all game programmers have a firm grasp of in order to be successful? I'm not specifically talking about rendering math or anything in the niche areas of game programming, more specifically just things that even game programmers should know about, and if they don't they'll probably find it useful. Note: as there is no one correct answer, this question (and its answers) is a community wiki. Also, if you would like fancy latex math equations, feel free to use http://mathurl.com/.

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  • Where can I ask web design questions of a more amateur nature?

    - by Warren van Rooyen
    I don't want to bother pro web designers with simple questions as I see most of the questions here are quite technical. An example would be, 'I have a template I've downloaded. The folder contains a css folder and PHP files. How would I bring this into Dreamweaver?' It's unfortunately in a space between what I'd be able to find on Google and asking here without feeling like a hinderance for those who don't want to answer such simple questions. Thanks, Warren.

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  • Quanta Plus review

    <b>Linux User and Developer:</b> "Pros: Quanta Plus is fast, stable, and filled with very useful features. It&#8217;s probably the best web IDE for Linux available today"

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • Nokia présente son smartphone sous MeeGo, le N9 sera commercialisé dans le courant de l'année

    Nokia présente son smartphone sous MeeGo Le N9 sera commercialisé dans le courant de l'année Pour une bonne surprise, c'est une bonne surprise. Même si le bruit courrait depuis quelques jours. Nokia vient d'annoncer son premier (et certainement unique) smartphone sous MeeGo : le N9. [IMG]http://ftp-developpez.com/gordon-fowler/N9/N93.png[/IMG] La présentation a eu lieu lors du Nokia Connections, le salon de l'entreprise qui se tient actuellement à Singapour. Le N9 se veut « beau et simple » avec des « possibilités infinies ». Simple, il l'est puisque la navigation se fait ex...

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  • CSS just for most basic HTML

    - by Gerenuk
    I've read that my note system Wikidpad, which exports to very simple HTML, can use CSS (http://wikidpad.sourceforge.net/help/HtmlCss.html) The elements in the output are not more than basic headings, bullet points and tables. I'd like to try some kind of improved style, but I as I have no knowledge about CSS, so the best I can do is to save some Myfile.css to a directory :) However if I google "CSS template" I get all sorts of complicating results that I cannot make sense of :( Am I using wrong terminology? Can you suggest what I should search for or maybe you even know a ressource where a get a simple CSS file with some decent standard HTML elements. I do not wish to make custom adjustments.

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  • Installing Windows 8 over Windows 7 with Ubuntu installed using wubi (both on `C:\`)

    - by peat-ar
    Current state I'm using both - Ubuntu (installed via Wubi on the same drive as Windows) and Windows 7 - quite frequently. I just bought the upgrade to Windows 8 and was curious to try it out, however I'm quite insecure whether Windows 8's "secure boot" will exclude my current Ubuntu installation and if it's even possible to keep it. So... is there any way to upgrade to Windows 8 without overwriting Ubuntu? (I really don't want to reinstall it, as a lot of customization has been done here and taking backups and all would get pretty wearing (same case for Windows 7 - if possible, I'd like to keep my files)) This is not a dublicate of Installing Windows 8 over Windows 7 with Ubuntu installed using wubi? because this question only deals with the case when Ubuntu has been installed on (e.g.) D:\ (while Windows is being installed on C:\)

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  • Looking for a comfortable Laptop Cooling Pad? Repurpose a pillow as a Laptop Cooling Pad

    - by Gopinath
    Update: This idea sucks as using a pillow blocks laptop cooling fans and air flow, which in turn would damage the laptop. Thanks Vijay I’ve a HP Pavilion laptop which turns hot quickly and most of the time I would not be able to keep it on my lap after 30 minutes of usage. It’s the same case with my DELL laptop and not to blame any specific brand or model. Most of the budget laptops generate lot of heat and tough to keep them on laps for a long time. They burn skin and the irritation sense leaves me with no option other than throwing them away. While searching for options to beat the heat I found Laptop Cooling Pads on Amazon.They attach to the base of laptops and act like a heat shield/sink to protect thighs from the heat generated by laptops. They are available from around $7 and goes up to $100 depending on the features they offer. After reading reviews I selected a trendy looking and comfortable laptop cooling pad and it was around $25 before shipping and taxes. I’m going to buy one of the cooling pads from Amazon. On a second thought I started searching for options to repurpose any of the house hold items as a laptop cooling pad and save money. The option suggested by wife is to repurpose an old pillow as a laptop cooling pad.  Here is my laptop cooling pad Wow! That is a nice suggestion which saved my thighs from laptop heat as well my wallet from spending $25. Even if I’ve to buy a new pillow I would be able to pickup cheap one from Wal-Mart store for as low as $2.  Also I find it is very comfortable to use a pillow as a Laptop Cooling Pad as they are flexible and automatically adjust to the shape of my body.

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  • The Windows 8 and Ubuntu 12.04 Dual Boot NIghtmare

    - by Steve
    I have done some research as to how to go about this dual-boot, and I am close, but I need some guidance with booting into Windows 8 (Ubuntu is installed). I have a Lenovo Ideapad y510p. I will go over what I have done to dual-boot this laptop, with windows 8 pre-installed, with Ubuntu 12.04: I followed every instruction to the letter for the 97-vote response here, and everything worked fine up until after the repair boot section: Installing on a Pre-Installed Windows 8 System (UEFI Supported) I ran into the following error upon restarting after the repair boot section: error: invalid arch independent elf magic. This error (a grub issue) disabled me from booting into Ubuntu :( After a little googling, I followed the instructions in the reactivating grub 2 section to resolve the error: http://kb.acronis.com/content/1686 I found a possible solution to fixing the Windows 8 boot issue, and tried it: http://webcache.googleusercontent.com/search?q=cache:i9JMyXzzRpYJ:askubuntu.com/questions/279275/dual-boot-problem-windows-8-ubuntu-12-04+&cd=1&hl=en&ct=clnk&gl=us&client=ubuntu I thought the above solution worked, but when I attempt to boot into Windows 8, I get the following missing file error: File: \Boot\BCD Status: 0xc000000e Info: The Boot Configuration Data for your PC is missing or contains errors. Here is some other information that may be useful: I have 3 partitions devoted to Ubuntu. The first, sda8, has a flag bios_grub (1049 kb). The second, sda9, is where everything else is (96.6 GB). The last, sda10, is for swap (8299 MB). My question is: How do I fix the boot configuration for Windows 8? Any help would be greatly appreciated :) Update 1: When I attempt to boot into UEFI mode, I get the following error: invalid arch independent elf magic (the same error I saw in step 2). Update 2: A useful link here I found: Dual booting Ubuntu 12.04: UEFI and Legacy So, this is my 4th time installing Ubuntu on the laptop, and it looks like I need to install it in UEFI mode. Should I scrap it all again, and reinstall? Or is there ANY way of salvaging my installation? At this point, I can't even boot into Windows (although I have an installation cd to fix the windows boot issue, that would ultimately screw over ubuntu). Update 3: After doing a little more browsing around, I found a cool way around this messy grub stuff, using rEFInd. Rod Smith's post here saved me! Installing ubuntu 12.04.02 in uefi mode Now, I am able to dual-boot Windows 8 and Ubuntu and boot into both operating systems :) I have another issue (relating to the boot configuration in the bios) that I will post as a separate question :)

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  • Good and easy way to share files on local machine

    - by jb
    I would like to have a directory that has following properties: Many users can copy files into it These files can be deleted/changed by these users (user A can delete/modify file that was copied into this directory) it cant be done using normal file permissions (because permissions are retained on copy). Here is what I found on the net: brainstorm idea blueprint Some use cases: Sharing music on local machine Simple git repository sharing (just make a bare repository writeable to many people) --- i know that there are solutions like gitosis Allow many developers to modify test instance of php app without giving them root (i guess they would copy files) --- I'm leading a team of nonprofit junior developers and I need to keep that one simple! EDIT AFAIK setting SGID bit is not enugh, it only affects newly created files --- and basic workflow for these use cases ivnolves copying and other operations (which cleave file's gid unchanged)

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  • Learning how to integrate JavaScript with other languages

    - by beacon
    After learning JavaScript syntax, what are some good resources for learning about integrating JavaScript with other languages (HTML, XML, CSS, PHP) to create real, useful applications? I'm most interested in reading articles or other people's code - not so interested in books. Basically, I'm looking to move from programming puzzle-solvers to programming complex applications and could use some advice.

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  • SCOM, 90 Days In, II. Noise.

    - by merrillaldrich
    Once you get past the basic architecture of a SCOM implementation, and build the servers, and so on, the first real problem is … well, noise. Suddenly (depending on how you deploy) the system will reach out, like marching army ants or a some very clever cybernetic spider and find, and then proceed to yell at you about, every single problem on every server you didn’t know you had. That, of course, is the point. Still, a tool like this is not useful if it doesn’t surface the real problems from the...(read more)

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  • Some new free tools enter the SQL marketplace

    - by AaronBertrand
    A while back, I started collecting links for free SQL Server resources available to everyone in the community. I created a blog post called " Useful, free resources for SQL Server " to serve as a launching point for the links I'd been collecting. I'm in the process of going back and updating that post, but in the meantime, I wanted to highlight a couple of big events that happened in the past week. Atlantis Interactive Last week Matt Whitfield ( blog | twitter ) announced that his company's commercial...(read more)

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  • What is the *correct* term for a program that makes use of multiple hardware processor cores?

    - by Ryan Thompson
    I want to say that my program is capable of splitting some work across multiple CPU cores on a single system. What is the simple term for this? It's not multi-threaded, because that doesn't automatically imply that the threads run in parallel. It's not multi-process, because multiprocessing seems to be a property of a computer system, not a program. "capable of parallel operation" seems too wordy, and with all the confusion of terminology, I'm not even sure if it's accurate. So is there a simple term for this?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Solid principles vs YAGNI

    - by KeesDijk
    When do the SOLID principles become YAGNI. As programmers we make trade-off's all the time, between complexity, maintainabillity, time to build and so forth.Amongst others. two of the smartest guidelines for making choices are in my mind the SOLID principles and YAGNI. If you don't need it, dont build it and keep it clean. Now for example when i watch the dimecast series on SOLID I see it start out as a fairly simple programm and ending up prettty complex (end yes complexity is also in the eye of the beholder) but it still makes me wonder, when do SOLID principles turn into something you don't need. All solid principles are ways of working that enable use te make changes at a later stage. But what if the problem to solve is a pretty simple one and it's a through away application, than what ? Or are the SOLID principles something that apply always ?

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  • Review: Backbone.js Testing

    - by george_v_reilly
    Title: Backbone.js Testing Author: Ryan Roemer Rating: $stars(4.5) Publisher: Packt Copyright: 2013 ISBN: 178216524X Pages: 168 Keywords: programming, testing, javascript, backbone, mocha, chai, sinon Reading period: October 2013 Backbone.js Testing is a short, dense introduction to testing JavaScript applications with three testing libraries, Mocha, Chai, and Sinon.JS. Although the author uses a sample application of a personal note manager written with Backbone.js throughout the book, much of the material would apply to any JavaScript client or server framework. Mocha is a test framework that can be executed in the browser or by Node.js, which runs your tests. Chai is a framework-agnostic TDD/BDD assertion library. Sinon.JS provides standalone test spies, stubs and mocks for JavaScript. They complement each other and the author does a good job of explaining when and how to use each. I've written a lot of tests in Python (unittest and mock, primarily) and C# (NUnit), but my experience with JavaScript unit testing was both limited and years out of date. The JavaScript ecosystem continues to evolve rapidly, with new browser frameworks and Node packages springing up everywhere. JavaScript has some particular challenges in testing—notably, asynchrony and callbacks. Mocha, Chai, and Sinon meet those challenges, though they can't take away all the pain. The author describes how to test Backbone models, views, and collections; dealing with asynchrony; provides useful testing heuristics, including isolating components to reduce dependencies; when to use stubs and mocks and fake servers; and test automation with PhantomJS. He does not, however, teach you Backbone.js itself; for that, you'll need another book. There are a few areas which I thought were dealt with too lightly. There's no real discussion of Test-driven_development or Behavior-driven_development, which provide the intellectual foundations of much of the book. Nor does he have much to say about testability and how to make legacy code more testable. The sample Notes app has plenty of testing seams (much of this falls naturally out of the architecture of Backbone); other apps are not so lucky. The chapter on automation is extremely terse—it could be expanded into a very large book!—but it does provide useful indicators to many areas for exploration. I learned a lot from this book and I have no hesitation in recommending it. Disclosure: Thanks to Ryan Roemer and Packt for a review copy of this book.

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  • ArchBeat Link-o-Rama for 2012-04-04

    - by Bob Rhubart
    Is This How the Execs React to Your Recommendations? blogs.oracle.com "Well then, do your homework next time!" advises Rick Ramsey, and offers a list of Oracle Solaris 11 resources that just might make your next encounter a little less humiliating. WebLogic Server Performance and Tuning: Part I - Tuning JVM | Gokhan Gungor blogs.oracle.com A detailed how-to post from Gokhan Gungor. How to deal with transport level security policy with OSB | Jian Liang blogs.oracle.com Jian Liang shares "a use case for Oracle Service Bus (OSB) 11gPS4 to consume a Web Service which is secured by HTTP transport level security policy." Thought for the Day "Simple things should be simple and complex things should be possible." — Alan Kay

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