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  • GNU/Linux interactive table content GUI editor?

    - by sdaau
    I often find myself in the need to gather data (say from the internet), into a table, for comparison reasons. I usually need the final table output in HTML or MediaWiki mostly, but often times also Latex. My biggest problem is that I often forget the correct table syntax for these markup languages, as well as what needs to be properly escaped in the inline data, for the table to render correctly. So, I often wish there was a GUI application, which provides a tabular framework - which I could stick "Always on Top" as a desktop window, and I could paste content into specific cells - before finally exporting the table as a code in the correct language. One application that partially allows this is Open/LibreOffice calc: The good thing here is that: I can drag and drop browser content into a specifically targeted table cell (here B2) "Rich" text / HTML code gets pasted For long content, the cell (column) width stays put as it originally was The bad thing is, that: when the cell height (due to content size) becomes larger than the calc window, it becomes nearly impossible to scroll calc contents up and down (at least with the mousewheel), as the view gets reset to top-right corner of the selected cell calc shows an "endless"/unlimited field of cells, so not exactly a "table" - which I find visually very confusing (and cognitively taxing) Can only export table to HTML What I would need is an application that: Allows for a limited size table, but with quick adding of rows and columns (e.g. via corresponding + buttons) Allows for quick setup of row and column height and width (as well as table size) Stays put at those sizes, regardless of size of content pasted in; if cell content overflows, cell scrollbars are shown (cell content could be possibly re-edited in a separate/new window); if table overflows over window size, window scrollbars are shown Exports table in multiple formats (I'd need both HTML and mediawiki), properly escaping cell content for each (possibility to strip HTML tags from content pasted in cells, to get plain text, is a plus) Targeting a specific cell in the table for the content paste operation is a must - it doesn't have to be drag'n'drop though, a right click over a cell with "Paste content" is enough. I'd also want the ability to click in a specific cell and type in (plain text) content immediately. So, my question is: is there an application out there that already does something like this? The reason I'm asking is that - as the screenshots show - for instance Libre/OpenOffice allows it, but only somewhat (as using it for that purpose is tedious). I know there exist some GUI editors for Linux (both for UI like guile or HTML like amaya); but I don't know them enough to pinpoint if any of them would offer this kind of functionality (and at least in my searches, that kind of functionality, if present in diverse software, seems not to be advertised). Note I'm not interested in styling an HTML table, which is why I haven't used "table designer" in the title, but "table editor" (in lack of better terms) - I'm interested in (quickly) adjusting row/column size of the table, and populating it with pasted data (which is possibly HTML) in a GUI; and finally exporting such a table as self-contained HTML (or other) code.

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  • Why isn't there a culture of paying for frameworks?

    - by Marty Pitt
    One of the side effects of the recent trend of "Lean" startups, and the app store era, is that consumers are more acclimatised to paying small prices for small games / products. Eg.: Online SAAS that charges ~$5 / month (the basecamp style of product) Games which are short, fun, and cheap ($0.99 from the app store This market has been defined by "doing one thing well, and charging people for it." DHH of Rails / 37 Signals fame argues that if your website isn't going to make money, don't bother making it. Why doesn't the same rule apply to frameworks? There are lots of software framework projects out there - many which are mature and feature-rich, which offer developers significant value, yet there doesn't seem to be a market or culture of paying for these. It seems that the projects which do charge money are often things like UI component toolsets, and are often marginalized in favour of free alternatives. Why is this? Surely programmers / businesses see the value in contributing back to projects such as Ruby, Rails, Hibernate, Spring, Ant, Groovy, Gradle, (the list goes on). I'm not suggesting that these frameworks should start charging for anyone who wants to use them, but that there must be a meaningful business model that would allow the developers to earn money from the time they invest developing the framework. Any thoughts as to why this model hasn't emerged / succeeded?

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  • Is committing/checking code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

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  • When creating an library published on CodePlex, how "bad" would it be for the unit-test projects to rely on commercial products?

    - by Lasse V. Karlsen
    I have started a project on CodePlex for a WebDAV server implementation for .NET, so that I can host a WebDAV server in my own programs. This is both a learning/research project (WebDAV + server portion) as well as a project I think I can have much fun with, both in terms of making it and using it. However, I see a need to do mocking of types here in order to unit-testing properly. For instance, I will be relying on HttpListener for the web server portion of the WebDAV server, and since this type has no interface, and is sealed, I cannot easily make mocks or stubs out of it. Unless I use something like TypeMock. So if I used TypeMock in the unit-test projects on this library, how bad would this be for potential users? The projects are made in C# 3.5 for .NET 3.5 and 4.0, and the project files was created with Visual Studio 2010 Professional. The actual class libraries you would end up referencing in your software would of course not be encumbered with anything remotely like this, only the unit-test libraries. What's your thoughts on this? As an example, I have in my old code-base, which is private, the ability to just initiate a WebDAV server with just this: var server = new WebDAVServer(); This constructs, and owns, a HttpListener instance internally, and I would like to verify through unit-tests that if I dispose of this server object, the internal listener is disposed of. If, on the other hand, I use the overload where I hand it a listener object, this object should not be disposed of. Short of exposing the internal listener object to the outside world, something I'm a bit loath to do, how can I in a good way ensure that the object was disposed of? With TypeMock I can mock away parts of this object even though it isn't accessed through interfaces. The alternative would be for me to wrap everything in wrapper classes, where I have complete control.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • How would I go about measuring the impact an article has on the internet?

    - by Jimbo Mombasa
    For an application of mine, I analyze the sentiment of articles, using NLTK, to display sentiment trends. But right now all articles weigh the same amount. This does not show a very accurate picture because some articles have a higher impact on the internet than others. For example, a blog post from some unknown blog should not weigh the same amount as an article from the New York Times. How can I determine their impact?

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  • Last click counts link cookies

    - by user3636031
    I want to fix so my only the last click gets the cookie, here is my script: <script type="text/javascript"> document.write('<scr' + 'ipt type="text/javascript" src="' + document.location.protocol + '//sc.tradetracker.net/public/tradetracker/tracking/?e=dedupe&amp;t=js"></scr' + 'ipt>'); </script> <script type="text/javascript"> // The pixels. var _oPixels = { tradetracker: '<img id="tt" />', tradedoubler: '<img id="td" />', zanox: '<img id="zx" />', awin: '<img id="aw" />' }; // Run the dedupe. _ttDedupe( 'conversion', 'network' ); </script> <noscript> <img id="tt" /> <img id="td" /> <img id="zx" /> <img id="aw" /> </noscript> How can I get this right? Thanks!

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  • Which programming language do you think is the most beautiful and which the ugliest? [closed]

    - by user1598390
    I would like to hear opinions about what programming language do you consider to produce the most legible, self-documenting, intention-transparent, beautiful-looking code ? And which produces the most messy-looking, unintentionally obfuscated, ugly code, regardless of it being good code ? Let me clarify: I'm talking about the syntax, "noise vs signal", structure of the language. Assignment operators. De-referencing. Whether it's dot syntax or "-" syntax. What languages do you think are inherently harder to read than others, given all other things being equal like, say, code quality, absence of code smells, etc. ?

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  • Incremental Backup which also is imageable

    - by qwertymk
    I'm looking for a backup program that does incremental backups and that I can use to completely flush onto my main HD. For example I use the C:\ as my main drive and have E:\backups... as my backup, what I want is to be able to have it make incremental backups but such that if my computer becomes infested I can just choose an earlier snapshot and restore my entire HD to that image. I'm also looking for something that had auto scheduling but I'm guessing they all do. I really would like it if there is an open source option that does this, but everything I tried doesn't seem to have an "imaging" option. Is there any open source programs that does this (for windows 7 64bit)? If not I would also use any free non-open-source options

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  • Code structure for multiple applications with a common core

    - by Azrael Seraphin
    I want to create two applications that will have a lot of common functionality. Basically, one system is a more advanced version of the other system. Let's call them Simple and Advanced. The Advanced system will add to, extend, alter and sometimes replace the functionality of the Simple system. For instance, the Advanced system will add new classes, add properties and methods to existing Simple classes, change the behavior of classes, etc. Initially I was thinking that the Advanced classes simply inherited from the Simple classes but I can see the functionality diverging quite significantly as development progresses, even while maintaining a core base functionality. For instance, the Simple system might have a Project class with a Sponsor property whereas the Advanced system has a list of Project.Sponsors. It seems poor practice to inherit from a class and then hide, alter or throw away significant parts of its features. An alternative is just to run two separate code bases and copy the common code between them but that seems inefficient, archaic and fraught with peril. Surely we have moved beyond the days of "copy-and-paste inheritance". Another way to structure it would be to use partial classes and have three projects: Core which has the common functionality, Simple which extends the Core partial classes for the simple system, and Advanced which also extends the Core partial classes for the advanced system. Plus having three test projects as well for each system. This seems like a cleaner approach. What would be the best way to structure the solution/projects/code to create two versions of a similar system? Let's say I later want to create a third system called Extreme, largely based on the Advanced system. Do I then create an AdvancedCore project which both Advanced and Extreme extend using partial classes? Is there a better way to do this? If it matters, this is likely to be a C#/MVC system but I'd be happy to do this in any language/framework that is suitable.

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Saving an interface instance into a Bundle

    - by user22241
    All I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle. When re-launching, I am restoring all my states and all is OK - however, I can't figure out how to save my 'Scene', thus when I return, it always starts at the default screen which is the 'Main Menu'. How would I go about saving my 'Scene' (into a Bundle)? Code import android.view.MotionEvent; public interface Scene{ void render(); void updateLogic(); boolean onTouchEvent(MotionEvent event); } I assume the interface is the relevant piece of code which is why I've posted that snippet. I set my scene like so: ('options' is an object of my Options class which extends MainMenu (Another custom class) which, in turn implements the interface 'Scene') SceneManager.getInstance().setCurrentScene(options); //Current scene is optionscreen

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  • App Development books for intermediate level

    - by 0cool
    This question seems to be asked previously on this site but the audience targeted are different. I am an Engineering student who knows Python, C and familiar with Java(learning now; good at fundamentals) & HTML. Now, I want to develop facebook & Android apps. I went through their respective documentations but couldn't really understand and thought to search for beginner books but they have been written from too basic. (There is an beginner's android book for from APress for people who have no idea of programming). My problem is, I am unable to find the right book to learn. Either they are for beginners or for experts... For guys like me, can anyone point out a good book?

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  • How to work with scenes in a 2D game

    - by Anearion
    I'm a java/android programmer, but I don't have any experience in game programming, I'm already reading proper books, like "Pro Android Games", but my concerns are more about the ideas behind game programming than the techniques themselves. I'm working on a 2D game, something like Cluedo to let you understand the genre. I would like to know how should I act with the "scenes", for example, a room with a desk, TV, windows and a lamp. I need to make some items tappable and others not. Is it common to use one image (invisible to the user) with every different item a different color, then call the getColor() method on the image? Or use one image as background, and separate images for all the items? If the latter, how can I set the positioning? and should I use imageView or imageButton? I'm sorry if those are really low quality questions, but as "outsider" ( I'm 23 and still finishing my university ) it's pretty hard learn alone.

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • using GNU GPL v2 software as pointers to solution to problem

    - by Patrick
    I am coding a PHP serial access class and have been taking pointers from the PHP-serial class on Google Code (here). That class is based on PHP 4 and I'm creating a PHP 5 class that allows more functionality and is specific to some business demands I have. There is no code copied and I have done all the coding. Does the class I'm writing fall under the Google Code's GPL or am I free to select a license that I feel is appropriate? I'm not sure of the standard that applies to licensing when you are only looking to another work for pointers.

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  • 3d point cloud reconstruction using in c++

    - by techie_db
    I've got a project which involves 3D reconstruction if point clouds from a 3D scanner. Being relatively new to the computer vision field I'm in the dark. The objective of the project is to implement this 3D reconstruction in C/C++ without using Matlab so that it can be further integrated with the ROS (for robots). Can anyone guide me with this issue so that I get enough idea regarding how to approach the problem?

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  • How representative is Ohloh?

    - by gerrit
    My colleague recently pointed me to Ohloh, a website providing statistics on FOSS based on versioning repositories. It's quite a fun procrastination tool, e.g. to compare programming languages by active projects: Which makes me wonder: how representative is such a comparison? Can we draw conclusions from this such as "Javascript is the most used programming language in FOSS, followed closely by Python, Java and C++"? Or are there some big caveats to take into account?

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  • Family History Website

    - by Joshua Slocum
    I want to develop a website that has family history information. Something like Ancestry.com but much simpler. I want to display photos, family tree, have logins and allow members to upload family photos,documents,stories and comments and have tags for the docs and photos and maybe a message board and blog. Also, this is not for the general public but just my extended family. I'd like each person to have their own page with a bio, pics and information. Is there anything that already does something like this? I don't want to waste time writing this if it already exists. thank you I'm familiar with asp.net and php.

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  • Licensing a collaborative research project

    - by Marcus Jones
    I am involved with an international research project which involves many different universities, national labs, and companies. The project is developed by national grants and in-kind support. One task in the project is to develop code to streamline workflow in our domain (energy simulation) by scripting common pre- and post-processing tasks for different tools. We want this code to be freely distributable to the simulation community. How can we ensure that this effort is digestible by the legal departments of these different parties such that the people involved can freely code?

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  • How to avoid being forked into oblivion by a more powerful contributor?

    - by Den
    As recently reported here: Xamarin has forked Cocos2D-XNA, a 2D/3D game development framework, creating a cross-platform library that can be included in PCL projects. However the founder of the project that was forked says: The purpose of the MIT license is to unencumber your fair use. Not to encourage you to take software, rebrand it as your own, and then "take it in a new direction" as you say. While not illegal, it is unethical. It seems that the GitHub page of the new project doesn't even indicate that it's a fork in a typical GitHub manner, opting for an easily-removable History section instead (see bottom). So my questions are: Was Xamarin's action and the way the action was done ethical or not? Is it possible to avoid such a situation if you are a single developer or a small unfunded group of developers? I am hoping this could be either a wiki question or there will be some objective answers grounded on modern OSS ethics/philosophy.

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  • Shouldn't we count characters of code and comments instead of lines of code and comments? [closed]

    - by Gabriel
    Counting lines of code and comments is sometimes bogus, since most of what we write may be written in one or more lines, depending column count limitations, screen size, style and so forth. Since the commonly used languages (say C, C++, C# and Java) are free-form, wouldn't it be more clever to count characters instead? Edit: I'm not considering LOC-oriented programming where coders try to artificially match requirements by adding irrelevant comments or using multiple lines where less would be enough (or the opposite). I'm interested in better metrics that would be independent of coding style, to be used by honest programmers.

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  • Is committing/checking in code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? Edit: I guess I should have clarified that I meant "commit" in the CVS meaning of it (aka "push") since that is likely what Fowler would have meant in 2006 when he wrote this. ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

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  • Good way to manage blog/news? [closed]

    - by DavidScherer
    I really don't want to undertake handling blog/news posts within a site I'm working on and would much rather use some other software that's fairly bare-bones that will manage the posts and then I can just pull posts from the DB or an API. Does anyone have any experience with a nice, lightweight OS Blog type software that has either an API or is basic enough to simply pull Data from the database? I really only need the software for managing, I plan to display all the posts programatically through MVC.

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  • Architecture for a site "blog"/"news reel"

    - by DavidScherer
    I really don't want to undertake handling blog/news posts within a site I'm working on and would much rather use some other software that's fairly bare-bones that will manage the posts and then I can just pull posts from the DB or an API. Does anyone have any experience with a nice, lightweight OS Blog type software that has either an API or is basic enough to simply pull Data from the database? I really only need the software for managing, I plan to display all the posts programatically through MVC.

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