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  • Convert VARCHAR() columns to NVARCHAR()

    - by ChrisD
    We recently underwent an upgrade that required us to change our database columns from varchar to NVarchar, to support unicode characters. Digging through the internet, I found a base script which I modified to handle reserved word table names, and maintain the NULL/NotNull constraint of the columns.   I Ran this script use NWOperationalContent – Your Catalog Name here GO SELECT 'ALTER TABLE ' + isnull(schema_name(syo.id), 'dbo') + '.[' +  syo.name +'] '     + ' ALTER COLUMN [' + syc.name + '] NVARCHAR(' + case syc.length when -1 then 'MAX'         ELSE convert(nvarchar(10),syc.length) end + ') '+         case  syc.isnullable when 1 then ' NULL' ELSE ' NOT NULL' END +';'    FROM sysobjects syo    JOIN syscolumns syc ON      syc.id = syo.id    JOIN systypes syt ON      syt.xtype = syc.xtype    WHERE      syt.name = 'varchar'     and syo.xtype='U'   which produced a series of ALTER statements which I could then execute the tables.  In some cases I had to drop indexes, alter the tables, and re-create the indexes.  There might have been a better way to do that, but manually dropping them got the job done.   use NWMerchandisingContent GO ALTER TABLE Locale Drop Constraint PK_Locale ALTER TABLE Country DROP CONSTRAINT PK_Country GO ALTER TABLE dbo.[Campaign]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[BundleLocalization]  ALTER COLUMN [Locale] NVARCHAR(8)  NOT NULL; ALTER TABLE dbo.[BundleLocalization]  ALTER COLUMN [UnitOfmeasure] NVARCHAR(200)  NULL; ALTER TABLE dbo.[BundleLocalization]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[BundleComponentLocalization]  ALTER COLUMN [Locale] NVARCHAR(8)  NOT NULL; ALTER TABLE dbo.[BundleComponentLocalization]  ALTER COLUMN [Imperative] NVARCHAR(MAX)  NULL; ALTER TABLE dbo.[BundleComponentLocalization]  ALTER COLUMN [Instructions] NVARCHAR(MAX)  NULL; ALTER TABLE dbo.[BundleComponentLocalization]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[BundleComponent]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[Bundle]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[Banner]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[Video]  ALTER COLUMN [Link] NVARCHAR(512)  NOT NULL; ALTER TABLE dbo.[Video]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[ProductUsage]  ALTER COLUMN [VideoLink] NVARCHAR(512)  NOT NULL; ALTER TABLE dbo.[ProductUsage]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[Thumbnail]  ALTER COLUMN [ActorKey] NVARCHAR(200)  NOT NULL; ALTER TABLE dbo.[SkuLocalization]  ALTER COLUMN [Locale] NVARCHAR(8)  NOT NULL; ALTER TABLE dbo.[SkuLocalization]  ALTER COLUMN [UnitOfMeasure] NVARCHAR(150)  NOT NULL; ALTER TABLE dbo.[SkuLocalization]  ALTER COLUMN [SwatchColor] NVARCHAR(50)  NOT NULL; etc.. GO ALTER TABLE Locale ADD CONSTRAINT PK_Locale PRIMARY KEY (LocaleId) ALTER TABLE Country ADD CONSTRAINT PK_Country PRIMARY KEY (CountryId) Note that this alter is non-destructive to the data.   Hope this helps.

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  • How to handle animations?

    - by Bane
    I am coding a simple 2D engine to be used with HTML5. I already have classes such as Picture, Scene, Camera and Renderer, but now I need to work on Animations. Picture is basocally a wrapper for a normal image object, with it's own draw method, but this is unrelated, I'm interested in how animation in 2D games is usually done. What I planned to do, is to have the Animation class as well act like a wrapper for a few image objects, and then have methods such as getCurrentImage, next and animate (which would use intervals to quickly change the current image). I meant to feed the animation a couple of PNG's at inicialisation. Is quickly swapping PNG images acceptable for 2D animation? Are there some standard ways of doing this, or are there flaws in my ways?

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  • What are the basic skills a beginner JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the beginner JavaScript skills that you would need to have to advance to the intermediate training? And so on.

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  • Multiple Vertex Buffers per Mesh

    - by Daniel
    I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs). All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size ( 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then... Any ideas? If necessary, a simple C++ code example is appreciated. Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).

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  • Week in Geek: Botnet Epidemic Fueled by Malware Toolkits Edition

    - by Asian Angel
    This week we learned how to stream media files from any PC to a PlayStation, enable user-specific wireless networks in Windows 7, monitor the bandwidth consumption of individual applications, configure the Linux Grub2 Boot Menu the easy way, “add Dropbox to the Start Menu, understand symbolic links, & rip TV Series DVDs into episode files”, and more Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar Reader for Android Updates; Now with Feed Widgets and More

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • problem on static link to libsmbclient.a

    - by Rex
    I've tried to develop a library using libsmbclient-dev to access net share folders. I wish to static link libsmbclient.a in my project , but a lot of error happens when I tried to static link it, it seems that the libsmbclient.a doesn't include some objects it needed , while everything goes well with libsmbclient.so. Because my project need to support various linux versions like centOS , Ubuntu ..., we wish not to install libsmbclient-dev everywhere. Can anybody tell me that if I can static link this libsmbclient.a in an easy way ? Or what kind of installation strategy should I take to cause less trouble to users? If anyone have use this library to develop projects before , can you tell me how you deal with this case? Thank you very much!!!

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  • HTG Projects: How to Create Your Own Custom Papercraft Toy

    - by Eric Z Goodnight
    Graphics programs aren’t simply for just editing your photos—they can have whatever fun application you can think of. For a fun, geeky project, here’s a simple papercraft toy you can make with a printer and simple household tools Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video] Convert or View Documents Online Easily with Zoho, No Account Required Build a Floor Scrubbing Robot out of Computer Fans and a Frisbee Serene Blue Windows Wallpaper for Your Desktop 2011 International Space Station Calendar Available for Download (Free) Ultimate Elimination – Lego Black Ops [Video]

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  • how to transform child elements position into a world position

    - by MrGreg
    So Im making a 2d space game and I have a bunch of spaceships that have turrets. Objects have a position and orientation, the ships being in world coordinates while the turrets are children and coordinates are relative to their parents. How do I efficiently calculate the position of a turret in world coordinates (i.e. when it fires and I need to know where to place a bullet in the world)? Calculating the turrets orientation is trivial - I just add the turrets relative angle to its parents. For position though, I guess I could do a bunch of trigonometry but this MUST be a common problem with a good/fast general solution? Should I be relearning how to do matrix math again? :) btw - Im creating the game in javascript+canvas but its the math/algorithm im interested in here Cheers, Greg

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  • Having a generic data type for a database table column, is it "good" practice?

    - by Yanick Rochon
    I'm working on a PHP project where some object (class member) may contain different data type. For example : class Property { private $_id; // (PK) private $_ref_id; // the object reference id (FK) private $_name; // the name of the property private $_type; // 'string', 'int', 'float(n,m)', 'datetime', etc. private $_data; // ... // ..snip.. public getters/setters } Now, I need to perform some persistence on these objects. Some properties may be a text data type, but nothing bigger than what a varchar may hold. Also, later on, I need to be able to perform searches and sorting. Is it a good practice to use a single database table for this (ie. is there a non negligible performance impact)? If it's "acceptable", then what could be the data type for the data column?

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • How to Inspect Javascript Object

    - by Madhan ayyasamy
    You can inspect any JavaScript objects and list them as indented, ordered by levels.It shows you type and property name. If an object property can't be accessed, an error message will be shown.Here the snippets for inspect javascript object.function inspect(obj, maxLevels, level){  var str = '', type, msg;    // Start Input Validations    // Don't touch, we start iterating at level zero    if(level == null)  level = 0;    // At least you want to show the first level    if(maxLevels == null) maxLevels = 1;    if(maxLevels < 1)             return '<font color="red">Error: Levels number must be > 0</font>';    // We start with a non null object    if(obj == null)    return '<font color="red">Error: Object <b>NULL</b></font>';    // End Input Validations    // Each Iteration must be indented    str += '<ul>';    // Start iterations for all objects in obj    for(property in obj)    {      try      {          // Show "property" and "type property"          type =  typeof(obj[property]);          str += '<li>(' + type + ') ' + property +                  ( (obj[property]==null)?(': <b>null</b>'):('')) + '</li>';          // We keep iterating if this property is an Object, non null          // and we are inside the required number of levels          if((type == 'object') && (obj[property] != null) && (level+1 < maxLevels))          str += inspect(obj[property], maxLevels, level+1);      }      catch(err)      {        // Is there some properties in obj we can't access? Print it red.        if(typeof(err) == 'string') msg = err;        else if(err.message)        msg = err.message;        else if(err.description)    msg = err.description;        else                        msg = 'Unknown';        str += '<li><font color="red">(Error) ' + property + ': ' + msg +'</font></li>';      }    }      // Close indent      str += '</ul>';    return str;}Method Call:function inspect(obj [, maxLevels [, level]]) Input Vars * obj: Object to inspect * maxLevels: Optional. Number of levels you will inspect inside the object. Default MaxLevels=1 * level: RESERVED for internal use of the functionReturn ValueHTML formatted string containing all values of inspected object obj.

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  • Should I just always Convert.ToInt32 my integers to account for potential nullable integers?

    - by Rowan Freeman
    If my MSSQL database contains a data type that is NULL (i.e. null is allowed) then ORMs, such as EntityFramework in my case, create .NET objects that are nullable. This is great, and the way I use nullables is like this: C# int? someInt = 5; int newInt = someInt.Value; // woot VB.NET Dim someInt As Integer? Dim newInt As Integer = someInt.Value ' hooray However, recently I had to make a change to the database to make an Id field no longer NULL (nullable). This means that .Value is now broken. This is a nuisance if the Id property is used a lot. One solution that I thought of is to just use Convert.ToInt32 on Id fields so it doesn't matter if an int is nullable or not. C# int newInt = Convert.ToInt32(someInt); // always compiles VB.NET Dim newInt As Integer = Convert.ToInt32(someInt) ' always compiles Is this a bad approach and are there any alternatives?

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • How do we know to favour composition over generalisation is always the right choice?

    - by Carnotaurus
    Whether an object physically exists or not, we can choose to model it in different ways. We could arbitarily use generalisation or composition in many cases. However, the GoF principle of "favour composition over generalisation [sic]" guides us to use composition. So, when we model, for example, a line then we create a class that contains two members PointA and PointB of the type Point (composition) instead of extending Point (generalisation). This is just a simplified example of how we can arbitarily choose composition or inheritance to model, despite that objects are usually much more complex. How do we know that this is the right choice? It matters at least because there could be a ton of refactoring to do if it is wrong?

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Data-tier Applications in SQL Server 2008 R2

    - by BuckWoody
    I had the privilege of presenting to the Adelaide SQL Server User Group in Australia last evening, and I covered the Data Access Component (DAC) and the Utility Control Point (UCP) from SQL Server 2008 R2. Here are some links from that presentation:   Whitepaper: http://msdn.microsoft.com/en-us/library/ff381683.aspx Tutorials: http://msdn.microsoft.com/en-us/library/ee210554(SQL.105).aspx From Visual Studio: http://msdn.microsoft.com/en-us/library/dd193245(VS.100).aspx Restrictions and capabilities by Edition: http://msdn.microsoft.com/en-us/library/cc645993(SQL.105).aspx    Glen Berry's Blog entry on scripts for UCP/DAC: http://www.sqlservercentral.com/blogs/glennberry/archive/2010/05/19/sql-server-utility-script-from-24-hours-of-pass.aspx    Objects supported by a DAC: http://msdn.microsoft.com/en-us/library/ee210549(SQL.105).aspx   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • How do you navigate and refactor code written in a dynamic language?

    - by Philippe Beaudoin
    I love that writing Python, Ruby or Javascript requires so little boilerplate. I love simple functional constructs. I love the clean and simple syntax. However, there are three things I'm really bad at when developing a large software in a dynamic language: Navigating the code Identifying the interfaces of the objects I'm using Refactoring efficiently I have been trying simple editors (i.e. Vim) as well as IDE (Eclipse + PyDev) but in both cases I feel like I have to commit a lot more to memory and/or to constantly "grep" and read through the code to identify the interfaces. As for refactoring, for example changing method names, it becomes hugely dependent on the quality of my unit tests. And if I try to isolate my unit tests by "cutting them off" the rest of the application, then there is no guarantee that my stub's interface stays up to date with the object I'm stubbing. I'm sure there are workarounds for these problems. How do you work efficiently in Python, Ruby or Javascript?

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  • What use is a Business Logic Layer (BLL)?

    - by Andrew S. Arnold
    In reading up on good practice for database applications I've frequently come across advocates of so-called "business logic layers" and I'm trying to decide if it's best for my project to use one (it's a small personal project). My issue lies in the fact that I can't think of anything for the BLL to do that the DAL can't already handle (executing queries and mapping results to objects), so my BLL just calls the DAL without doing anything itself. Maybe I'm wrong about exactly what the DAL should be doing too. But regardless, what sorts of functionality should be expected of a BLL in a database management application?

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  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

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  • Diagramming software with API allowing high customisation of shapes and actions

    - by jenson-button-event
    I am after something like Visio or Lucid. A relatively simple charting/diagramming tool, to build tree-like structures from (my) pre-defined nodes (squares), but with a powerful API. Requirements: limit the type of objects allowed to be dropped on the diagram validate a model (e.g. node of type A must precede node of type B; must enter node Title) export a model import a model Our domain is very specific, and its a tool we'd want to offer to some of our power users. The $500 Visio licence isn't really within the business model. I'll put no constraints on framework or deployment (web or desktop) - is there anything out there?

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  • Enchanted Swing in the Forest Wallpaper

    - by Asian Angel
    Magic [DesktopNexus] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Recordings Available - Features & Functions Forms Module

    - by MHundal
    ETPM provides robust Forms functionality that allows implementations to configure Registration & Tax Forms, configure Form Rules and process the Forms.  The Forms Definition allows for defining the Form Sections and Form Lines.  The Forms Generator uses the Forms Definition details to create the necessary Business Objects, Application Security and User Interfaces to allow interaction with the Forms.  Form Rules are used for validation of the Form Line details and creating entities in the system (creating taxpayers, accounts, financial transactions, etc...). The following recordings provide an overview of the Forms Definition Process, Form Rules and other important concepts part of the Forms Module. Forms Module Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66851417&rKey=7de22df4978e7974 Forms Configuration Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66964342&rKey=ea564cfd701bb32d Form Rules Overview:  https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=66966652&rKey=2e02c1e28e058d70  

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