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  • How to end a relationship with a client without pissing them off?

    - by thesam18888
    Here's my situation: I'm a freelancing student and I was working on a software project for a client over the summer holidays of 2010. At the time I completed the application, tested it on my machine, delivered it to the client and went back to University. However the client is not completely satisfied with the product and apparently has found a couple of bugs with it. Ever since I went back to Uni, they have been chasing me up and asking me to spend some time to fix the bugs. I have explained that this is simply not possible as I am extremely busy with my Uni work and cannot afford to spare my time for anything else. The client is getting increasingly pissed off and have been chasing me by calling during lectures at evenings and even asking me if I could go over to their place over the weekend to talk about this. This is in turn pissing me off as well because they're essentially asking me to give up my education so that I could help them out by fixing bugs. I go to Uni 5 days a week, 9-6 and feel it is unreasonable for them to call me during evenings and to ask me to work over weekends etc. I would like to end my relationship with this client but would like to do it amicably without pissing them off. How can I do this? I really wish they would just find someone else but I was charging them piss-poor rates so I think they don't want to go to anyone else because they would have to pay more. EDIT The application does not seem to work perfectly on their machine. I had tested it extensively on my machine and it seemed to work fine. I am not sure what exactly is causing it to not work. I was paid a very low amount and it was on an hourly basis. e.g. I would send an invoice saying I worked on this for x amount of hours and they would pay me for it. Apart from the work itself, I have not charged them for all the time spent sending e-mails back and forth, phone calls, visits to their place etc. I would really like to end all my dealings with this client right away.

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  • Homepage issue on Google [closed]

    - by nico
    We have recently updated our website www.blinds4uk.co.uk with a new homepage containing additional features and more on page content but since then we have lost primary keyword positions and the home page has disappeared completely. The only time it appears is for an exact search ‘blinds4uk’. Today I took snippets of 'unique content' from the homepage and put this into the 'google search' but our homepage was nowhere to be found. When I did the same in ‘Yahoo’ the homepage came up. Are we missing something? We ranked in the top 4 for primary kw terms 'blinds uk' & 'uk blinds' but now we don’t show anywhere for these terms. Our homepage has never ranked well for the primary kw 'blinds' yet our internal pages rank very well with many pages on page 1 of google uk. We employed an SEO firm for 9 months to help us establish issues with the homepage but they never could, so we got rid. We have been trying to get to the root cause of why the homepage ranks so poorly for a number of years and only yesterday we established that we had the meta tag directly below the tag and our title & meta description were further down the page; we have today corrected. Not sure what effect this would have on the way Google reads the homepage but we are trying everything to try and get the homepage ranking fro those primary kw's. Our current developers & ex SEO guys are all part of the same company and cannot pin-point anything other than saying carryon with their SEO team because it will take time but just comes across as a milking exercise. Another thing which I have found very strange is the data from our 'traffic audience'. We are a UK based website yet our traffic stats were showing as;- UK 36.6%, Denmark 35.8% and India 27.6%. – don’t make sense to me! Is there anybody out there that could simply point us in the right direction to the problem(s), so we can fix once and for all? Could there be anything within the code that is causing the home page not to display within google for our primary kw's terms such as blinds, window blinds etc. I would appreciate any advice at all that may help us in our quest to sort this homepage issue once and for all

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  • LINQ to Twitter v2.1.09 Released

    - by Joe Mayo
    Originally posted on: http://geekswithblogs.net/WinAZ/archive/2013/10/15/linq-to-twitter-v2.1.09-released.aspxToday, I released LINQ to Twitter v2.1.09. Here are important new changes. Bug Fixes This is primarily a bug fix release. Most notably, there were authentication problems in WinRT apps. This is now fixed. New Features One new feature is the addition of ApplicationOnlyAuthentication for WinRT. It is fully async.  Here’s how it works: var auth = new WinRtApplicationOnlyAuthorizer { Credentials = new InMemoryCredentials { ConsumerKey = "", ConsumerSecret = "" } }; if (auth == null || !auth.IsAuthorized) { await auth.AuthorizeAsync(); } var twitterCtx = new TwitterContext(auth); (from search in twitterCtx.Search where search.Type == SearchType.Search && search.Query == SearchTextBox.Text select search) .MaterializedAsyncCallback( async response => await Dispatcher.RunAsync( CoreDispatcherPriority.Normal, async () => { Search searchResponse = response.State.Single(); string message = string.Format( "Search returned {0} statuses", searchResponse.Statuses.Count); await new MessageDialog(message, "Search Complete").ShowAsync(); })); It’s called the WinRtApplicationOnlyAuthorizer. You only need two tokens, ConsumerKey and ConsumerSecret, which come from your Twitter API application settings page. Note: You need a Twitter Application, which you can create at https://dev.twitter.com/. The MaterializedAsyncCallback materializes your query and handles the response. I put everything together in a lambda for demonstration purposes, but you can always replace the callback with a handler of type Action<TwitterAsyncResponse<IEnumerable<T>>>, where T is Search for this example. On the Horizon The next version of LINQ to Twitter is in development. I discussed it at LINQ to Twitter Async. This isn’t complete, but you can download the source code at the LINQ to Twitter site on CodePlex. I’ve competed all the spikes for what I thought would be the hard parts and now have prototypes of queries and commands working. This would be a good time to provide feedback if there are features in the current version that you think could be improved. The current driving forces for the next version will be async and PCL.   @JoeMayo

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • Code Design question, circular reference across classes?

    - by dsollen
    I have no code here, as this is more of a design question (I assume this is still the best place to ask it). I have a very simple server in java which stores a mapping between certain values and UUID which are to be used by many systems across multiple platforms. It accepts a connection from a client and creates a clientSocket which stores the socket and all the other relevant data unique to that connection. Each clientSocket will run in their own thread and will block on the socket waiting for a read. I expect very little strain on this system, it will rarely get called, but when it does get a call it will need to respond quickly and due to the risk of it having a peak time with multiple calls coming in at once threaded is still better. Each thread has a reference to a Mapper class which stores the mapping of UUID which it's reporting to others (with proper synchronization of course). This all works until I have to add a new UUID to the list. When this happens I want to report to all clients that care about that particular UUID that a new one was added. I can't multicast (limitation of the system I'm running on) so I'm having each socket send the message to the client through the established socket. However, since each thread only knows about the socket it's waiting on I didn't have a clear method of looking up every thread/socket that cares about the data to inform them of the new UUID. Polling is out mostly because it seems a little too convoluted to try to maintain a list of newly added UUID. My solution as of now is to have the 'parent' class which creates the mapper class and spawns all the threads pass itself as an argument to the mapper. Then when the mapper creates a new UUID it can make a call to the parent class telling it to send out updates to all the other sockets that care about the change. I'm concerned that this may be a bad design due to the use of a circular reference; parent has a reference to mapper (to pass it to new ClientSocket threads) and mapper points to parent. It doesn't really feel like a bad design to me but I wanted to check since circular references are suppose to be bad. Note: I realize this means that the thread associated with whatever socket originally received the request that spawned the creation of a UUID is going to pay the 'cost' of outputting to all the other clients that care about the new UUID. I don't care about this; as I said I suspect the client to receive only intermittent messages. It's unlikely for one socket to receive multiple messages at one time, and there won't be that many sockets so it shouldn't take too long to send messages to each of them. Perhaps later I'll fix the fact that I'm saddling higher work load on whatever unfortunate thread gets the first request; but for now I think it's fine.

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  • Is it appropriate to try to control the order of finalization?

    - by Strilanc
    I'm writing a class which is roughly analogous to a CancellationToken, except it has a third state for "never going to be cancelled". At the moment I'm trying to decide what to do if the 'source' of the token is garbage collected without ever being set. It seems that, intuitively, the source should transition the associated token to the 'never cancelled' state when it is about to be collected. However, this could trigger callbacks who were only kept alive by their linkage from the token. That means what those callbacks reference might now in the process of finalization. Calling them would be bad. In order to "fix" this, I wrote this class: public sealed class GCRoot { private static readonly GCRoot MainRoot = new GCRoot(); private GCRoot _next; private GCRoot _prev; private object _value; private GCRoot() { this._next = this._prev = this; } private GCRoot(GCRoot prev, object value) { this._value = value; this._prev = prev; this._next = prev._next; _prev._next = this; _next._prev = this; } public static GCRoot Root(object value) { return new GCRoot(MainRoot, value); } public void Unroot() { lock (MainRoot) { _next._prev = _prev; _prev._next = _next; this._next = this._prev = this; } } } intending to use it like this: Source() { ... _root = GCRoot.Root(callbacks); } void TransitionToNeverCancelled() { _root.Unlink(); ... } ~Source() { TransitionToNeverCancelled(); } but now I'm troubled. This seems to open the possibility for memory leaks, without actually fixing all cases of sources in limbo. Like, if a source is closed over in one of its own callbacks, then it is rooted by the callback root and so can never be collected. Presumably I should just let my sources be collected without a peep. Or maybe not? Is it ever appropriate to try to control the order of finalization, or is it a giant warning sign?

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  • Setting uniform value of a vertex shader for different sprites in a SpriteBatch

    - by midasmax
    I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. It's declared in my vertex shader as uniform vec2 u_random. I have two different kind of Sprites -- let's called them SpriteA and SpriteB. Both are drawn within the same SpriteBatch's begin()/end() calls. Prior to drawing each sprite in my scene, I check the type of the sprite. If sprite instance of SpriteA: I set the uniform u_random value to Vector2.Zero, meaning that I don't want any vertex changes for it. If sprite instance of SpriteB, I set the uniform u_random to Vector2(MathUtils.random(), MathUtils.random(). The expected behavior was that all the SpriteA objects in my scene won't experience any jittering, while all SpriteB objects would be jittering about their positions. However, what I'm experiencing is that both SpriteA and SpriteB are jittering, leading me to believe that the u_random uniform is not actually being set per Sprite, and being applied to all sprites. What is the reason for this? And how can I fix this such that the vertex shader correctly accepts the uniform value set to affect each sprite individually? passthrough.vsh attribute vec4 a_color; attribute vec3 a_position; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; uniform vec2 u_random; varying vec4 v_color; varying vec2 v_texCoord; void main() { v_color = a_color; v_texCoord = a_texCoord0; vec3 temp_position = vec3( a_position.x + u_random.x, a_position.y + u_random.y, a_position.z); gl_Position = u_projTrans * vec4(temp_position, 1.0); } Java Code this.batch.begin(); this.batch.setShader(shader); for (Sprite sprite : sprites) { Vector2 v = Vector2.Zero; if (sprite instanceof SpriteB) { v.x = MathUtils.random(-1, 1); v.y = MathUtils.random(-1, 1); } shader.setUniformf("u_random", v); sprite.draw(this.batch); } this.batch.end();

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  • Keep coding the wrong way to remain consistent? [closed]

    - by bwalk2895
    Possible Duplicate: Code maintenance: keeping a bad pattern when extending new code for being consistent, or not? To keep things simple let's say I am responsible for maintaining two applications, AwesomeApp and BadApp (I am responsible for more and no that is not their actual names). AwesomeApp is a greenfield project I have been working on with other members on my team. It was coded using all the fancy buzzwords, Multilayer, SOA, SOLID, TDD, and so on. It represents the direction we want to go as a team. BadApp is a application that has been around for a long time. The architecture suffers from many sins, namely everything is tightly coupled together and it is not uncommon to get a circular dependency error from the compiler, it is almost impossible to unit test, large classes, duplicate code, and so on. We have a plan to rewrite the application following the standards established by AwesomeApp, but that won't happen for a while. I have to go into BadApp and fix a bug, but after spending months coding what I consider correctly, I really don't want do continue perpetuate bad coding practices. However, the way AwesomeApp is coded is vastly different from the way BadApp is coded. I fear implementing the "correct" way would cause confusion for other developers who have to maintain the application. Question: Is it better to keep coding the wrong way to remain consistent with the rest of the code in the application (knowing it will be replaced) or is it better to code the right way with an understanding it could cause confusion because it is so much different? To give you an example. There is a large class (1000+ lines) with several functions. One of the functions is to calculate a date based on an enumerated value. Currently the function handles all the various calculations. The function relies on no other functionality within the class. It is self contained. I want to break the function into smaller functions (at the very least) and put them into their own classes and hide those classes behind an interface (at the most) and use the factory pattern to instantiate the date classes. If I just broke it out into smaller functions within the class it would follow the existing coding standard. The extra steps are to start following some of the SOLID principles.

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  • Security Alert for CVE-2012-4681 Released

    - by Eric P. Maurice
    Hi, this is Eric Maurice again! Oracle has just released Security Alert CVE-2012-4681 to address 3 distinct but related vulnerabilities and one security-in-depth issue affecting Java running in desktop browsers.  These vulnerabilities are: CVE-2012-4681, CVE-2012-1682, CVE-2012-3136, and CVE-2012-0547.  These vulnerabilities are not applicable to standalone Java desktop applications or Java running on servers, i.e. these vulnerabilities do not affect any Oracle server based software. Vulnerabilities CVE-2012-4681, CVE-2012-1682, and CVE-2012-3136 have each received a CVSS Base Score of 10.0.  This score assumes that the affected users have administrative privileges, as is typical in Windows XP.  Vulnerability CVE-20120-0547 has received a CVSS Base Score of 0.0 because this vulnerability is not directly exploitable in typical user deployments, but Oracle has issued a security-in-depth fix for this issue as it can be used in conjunction with other vulnerabilities to significantly increase the overall impact of a successful exploit. If successfully exploited, these vulnerabilities can provide a malicious attacker the ability to plant discretionary binaries onto the compromised system, e.g. the vulnerabilities can be exploited to install malware, including Trojans, onto the targeted system.  Note that this malware may in some instances be detected by current antivirus signatures upon its installation.  Due to the high severity of these vulnerabilities, Oracle recommends that customers apply this Security Alert as soon as possible.  Furthermore, note that the technical details of these vulnerabilities are widely available on the Internet and Oracle has received external reports that these vulnerabilities are being actively exploited in the wild.    Developers should download the latest release at http://www.oracle.com/technetwork/java/javase/downloads/index.html   Java users should download the latest release of JRE at http://java.com, and of course   Windows users can take advantage of the Java Automatic Update to get the latest release. For more information: The Advisory for Security Alert CVE-2012-4681 is located at http://www.oracle.com/technetwork/topics/security/alert-cve-2012-4681-1835715.html  Users can verify that they’re running the most recent version of Java by visiting: http://java.com/en/download/installed.jsp    Instructions on removing older (and less secure) versions of Java can be found at http://java.com/en/download/faq/remove_olderversions.xml   

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • SharePoint 2010 HierarchicalConfig Caching Problem

    - by Damon
    We've started using the Application Foundations for SharePoint 2010 in some of our projects at work, and I came across a nasty issue with the hierarchical configuration settings.  I have some settings that I am storing at the Farm level, and as I was testing my code it seemed like the settings were not being saved - at least that is what it appeared was the case at first.  However, I happened to reset IIS and the settings suddenly appeared.  Immediately, I figured that it must be a caching issue and dug into the code base.  I found that there was a 10 second caching mechanism in the SPFarmPropertyBag and the SPWebAppPropertyBag classes.  So I ran another test where I waited 10 seconds to make sure that enough time had passed to force the caching mechanism to reset the data.  After 10 minutes the cache had still not cleared.  After digging a bit further, I found a double lock check that looked a bit off in the GetSettingsStore() method of the SPFarmPropertyBag class: if (_settingStore == null || (DateTime.Now.Subtract(lastLoad).TotalSeconds) > cacheInterval)) { //Need to exist so don't deadlock. rrLock.EnterWriteLock(); try { //make sure first another thread didn't already load... if (_settingStore == null) { _settingStore = WebAppSettingStore.Load(this.webApplication); lastLoad = DateTime.Now; } } finally { rrLock.ExitWriteLock(); } } What ends up happening here is the outer check determines if the _settingStore is null or the cache has expired, but the inner check is just checking if the _settingStore is null (which is never the case after the first time it's been loaded).  Ergo, the cached settings are never reset.  The fix is really easy, just add the cache checking back into the inner if statement. //make sure first another thread didn't already load... if (_settingStore == null || (DateTime.Now.Subtract(lastLoad).TotalSeconds) > cacheInterval) { _settingStore = WebAppSettingStore.Load(this.webApplication); lastLoad = DateTime.Now; } And then it starts working just fine. as long as you wait at least 10 seconds for the cache to clear.

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • MySQL Connector/Net 6.6.4 RC1 has been released

    - by fernando
    MySQL Connector/Net 6.6.4, a new version of the all-managed .NET driver  for MySQL has been released.  This is the Release Candidate intended to introduce users to the new features in the release.  This release is feature complete it should be stable enough for users to understand the new features and how we expect them to work.  As is the case with all non-GA releases, it should not be used in any production environment.  It is appropriate for use with MySQL server versions 5.0-5.6 It is now available in source and binary form from http://dev.mysql.com/downloads/connector/net/#downloads and mirror sites (note that not all mirror sites may be up to date at this point-if you can't find this version on some mirror, please try again later or choose another download site.) The 6.6 version of MySQL Connector/Net brings the following new features:   * Stored routine debugging   * Entity Framework 4.3 Code First support   * Pluggable authentication (now third parties can plug new authentications mechanisms into the driver).   * Full Visual Studio 2012 support: everything from Server Explorer to Intellisense&  the Stored Routine debugger. The following specific fixes are addressed in this version: - Fixed Entity Framework + mysql connector/net in partial trust throws exceptions (MySql bug #65036, Oracle bug #14668820). - Added support in Parser for Datetime and Time types with precision when using Server 5.6 (No bug Number). - Fix for bug TIMESTAMP values are mistakenly represented as DateTime with Kind = Local (Mysql bug #66964, Oracle bug #14740705). The release is available to download athttp://dev.mysql.com/downloads/connector/net/6.6.html Documentation ------------------------------------- You can view current Connector/Net documentation at http://dev.mysql.com/doc/refman/5.5/en/connector-net.html For specific topics: Stored Routine Debugger:http://dev.mysql.com/doc/refman/5.5/en/connector-net-visual-studio-debugger.html Authentication plugin:http://dev.mysql.com/doc/refman/5.5/en/connector-net-programming-authentication-user-plugin.html You can find our team blog at http://blogs.oracle.com/MySQLOnWindows. You can also post questions on our forums at http://forums.mysql.com/. Enjoy and thanks for the support!

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • Hierachies....from the Top Down

    - by Joe G
    I've been struggling with how to write on the topic of the importance of hierarchy design.  It's not so much that hierarchies haven't always been important, it's more of that with Fusion, the timing of when the hierarchies are designed should take a higher priority.    I will attempt to explain..... When I was implementing applications, back in the day, we had the list of detailed account values to enter with the obvious parent accounts. Then, after the setup was complete and things were functioning, the reporting phase started.  Users explained the elements that they want on the reports, what totals should be included, and how things should be compared.  Frequently, there was at least one calculation that became a nightmare either because it was based on very specific things that didn't relate to anything else or because it was "hardcoded" so that when something changed, someone need to "fix" the report. With Fusion, the process changes slightly.  You still want to enter all of the detailed accounts, but before you start adding parent values, you should investigate the reporting requirements from the top-down.  It's better to build hierarchies based on the reporting requirements than it is to build reports based on random hierarchies. Build reports based on hierarchies that resemble the reports themselves, and maintain the hierarchies without rework of the reports. For example, if you look at an income statement, you may have line items for Material Costs, Employee Costs, Travel & Entertainment, and Total Operating Expenses.  In your hierarchy, you have detail values that roll up to Material Costs, Employee Costs, and Travel & Entertainment which roll up to Total Operating Expenses. Balances are stored automatically in the cube for each of these.  When you define the report, you pick each of these members - no calculations required.  If a new detail value is added, you simply add it to the hierarchy, and there is no need to modify the report. I realize that there are always exceptions that require special handling, but I am confident that you will end up with much fewer exceptions if you make reporting a priority and design your hierarchies from the top-down.

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Is it reasonable to insist on reproducing every defect before diagnosing and fixing it?

    - by amphibient
    I work for a software product company. We have large enterprise customers who implement our product and we provide support to them. For example, if there is a defect, we provide patches, etc. In other words, It is a fairly typical setup. Recently, a ticket was issued and assigned to me regarding an exception that a customer found in a log file and that has to do with concurrent database access in a clustered implementation of our product. So the specific configuration of this customer may well be critical in the occurrence of this bug. All we got from the customer was their log file. The approach I proposed to my team was to attempt to reproduce the bug in a similar configuration setup as that of the customer and get a comparable log. However, they disagree with my approach saying that I should not need to reproduce the bug (as that is overly time-consuming and will require simulating a server cluster on VMs) and that I should simply "follow the code" to see where the thread- and/or transaction-unsafe code is and put the change working off of a simple local development, which is not a cluster implementation like the environment from which the occurrence of the bug originates. To me, working out of an abstract blueprint (program code) rather than a concrete, tangible, visible manifestation (runtime reproduction) seems like a difficult working environment (for a person of normal cognitive abilities and attention span), so I wanted to ask a general question: Is it reasonable to insist on reproducing every defect and debug it before diagnosing and fixing it? Or: If I am a senior developer, should I be able to read (multithreaded) code and create a mental picture of what it does in all use case scenarios rather than require to run the application, test different use case scenarios hands on, and step through the code line by line? Or am I a poor developer for demanding that kind of work environment? Is debugging for sissies? In my opinion, any fix submitted in response to an incident ticket should be tested in an environment simulated to be as close to the original environment as possible. How else can you know that it will really remedy the issue? It is like releasing a new model of a vehicle without crash testing it with a dummy to demonstrate that the air bags indeed work. Last but not least, if you agree with me: How should I talk with my team to convince them that my approach is reasonable, conservative and more bulletproof?

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  • From 20,663 issues to 1 issue&ndash;style-copping C5.Tests

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2014/05/28/from-20663-issues-to-1-issuendashstyle-copping-c5.tests.aspxI recently became interested in the potential of the C5 Collections solution from http://www.itu.dk/research/c5/, however I was dismayed at the state of the code in the unit test project, so I set about fixing the 20,663 issues detected by StyleCop. The tools I used were the latest versions of: My 64-bit development PC running Windows 8 Update with 8Gb RAM Visual Studio 2013 Ultimate with SP2 ReSharper GhostDoc Pro My first attempt had to be abandoned due to collision of class names which broke one of the unit tests. So being aware of this duplication of class names, I started again and planned to prepend the class names with the namespace name. In some cases I additionally prepended the item of the C5 collection that was being tested. So what was the condition of code at the start? Besides the sprawl of C# code not written to style cop standard, there was: 1) Placing of many classes within one physical file. 2) Namespace within name space that did not follow the project structure. 3) As already mentioned, duplication of class names across namespaces. 4) A copyright notice that spawled but had to be preserved. 5) Project sub-folders were all lower case instead of initial letter capitalised. The first step was to add a stylecop heading plus the original heading contained within a region, to every file. The next step was to run GhostDoc Pro using its “Document File” option on every file but not letting it replace the headers, I had added. This brought the number of issues down to 18,192. I then went through each file collapsing each class and prepending names as appropriate. At each step, I saved the changes to my local Git. The step was to move each class to its own file and to style-cop each file. ReSharper provides a very useful feature for doing this which also fixes missing “this.” and moves using statements inside the namespace. Some classes required minimal work whereas others required extensive work to reach the stylecop standard. The unit tests were run at each split and when each class was completed. When all was done, one issue remained which I will need to submit to stylecop team for their advice (and possibly a fix to stylecop). The updated solution has been made available at https://c5stylecopped.codeplex.com/releases/view/122785.

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  • Multiple Problems Installing 12.04, now can't use Windows

    - by user87997
    First I tried using the 32-bit wubi.exe installer from the main Ubuntu website. It worked fine, dual booted with Windows 7 and all. I tried installing several applications and got errors. After searching for a little while for a fix, I found that someone else had solved the problem by uninstalling the 32-bit version and installing 64-bit Ubuntu. Apparently there is no wubi.exe installer for the 64-bit version, so I used LinuxLive to put the iso file onto a USB drive. I changed my the boot order in BIOS to check the USB first. It did, and I got into the Ubuntu installer just fine. Everything was working fine, but then I got an error that GRUB could not be installed. I chose "install manually later" or something like that. Immediately, the installer said it was done and ready for a reboot. At this point, my USB is still in the computer. The computer reboots...and it's back at the installer for the USB. I look up what's going on here, and someone says in a thread they solved it by selecting "Try Ubuntu" then installing it via a shortcut on the desktop. I assumed that Ubuntu simply hadn't installed and it would be safe to try again, so I did. It finished installing, this time I chose a different partition that wasn't being used. The thread also said to reinstall grub to the mounted drive, so I did that. Next I took out my USB and rebooted. I get stuck on the GRUB GNU loader, v.1.99 or something I believe it says at the top. I can't do anything, and it doesn't detect Windows 7 OR Ubuntu. When I check partitions, I have two 43 GB partitions that both have the same files in them (I'm assuming those are the two Ubuntu installations), and can only run Ubuntu off of my USB-- and can't run Windows 7 at all, however from within Ubuntu the windows 7 filesystem and files can still be seen. I have no idea what to do now. I used Ubuntu in the past (9.xx) and never had these sorts of problems! Please help. And sorry for the wall of text.

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  • How to set up an rsync backup to Ubuntu securely?

    - by ws_e_c421
    I have been following various other tutorials and blog posts on setting up a Ubuntu machine as a backup "server" (I'll call it a server, but it's just running Ubuntu desktop) that I push new files to with rsync. Right now, I am able to connect to the server from my laptop using rsync and ssh with an RSA key that I created and no password prompt when my laptop is connected to my home router that the server is also connected to. I would like to be able to send files from my laptop when I am away from home. Some of the tutorials I have looked at had some brief suggestions about security, but they didn't focus on them. What do I need to do to let my laptop with send files to the server without making it too easy for someone else to hack into the server? Here is what I have done so far: Ran ssh-keygen and ssh-copy-id to create a key pair for my laptop and server. Created a script on the server to write its public ip address to a file, encrypt the file, and upload to an ftp server I have access to (I know I could sign up for a free dynamic DNS account for this part, but since I have the ftp account and don't really need to make the ip publicly accessible I thought this might be better). Here are the things I have seen suggested: Port forwarding: I know I need to assign the server a fixed ip address on the router and then tell the router to forward a port or ports to it. Should I just use port 22 or choose a random port and use that? Turn on the firewall (ufw). Will this do anything, or will my router already block everything except the port I want? Run fail2ban. Are all of those things worth doing? Should I do anything else? Could I set up the server to allow connections with the RSA key only (and not with a password), or will fail2ban provide enough protection against malicious connection attempts? Is it possible to limit the kinds of connections the server allows (e.g. only ssh)? I hope this isn't too many questions. I am pretty new to Ubuntu (but use the shell and bash scripts on OSX). I don't need to have the absolute most secure set up. I'd like something that is reasonably secure without being so complicated that it could easily break in a way that would be hard for me to fix.

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  • Is it unusual for a small company (15 developers) not to use managed source/version control?

    - by LordScree
    It's not really a technical question, but there are several other questions here about source control and best practice. The company I work for (which will remain anonymous) uses a network share to host its source code and released code. It's the responsibility of the developer or manager to manually move source code to the correct folder depending on whether it's been released and what version it is and stuff. We have various spreadsheets dotted around where we record file names and versions and what's changed, and some teams also put details of different versions at the top of each file. Each team (2-3 teams) seems to do this differently within the company. As you can imagine, it's an organised mess - organised, because the "right people" know where their stuff is, but a mess because it's all different and it relies on people remembering what to do at any one time. One good thing is that everything is backed up on a nightly basis and kept indefinitely, so if mistakes are made, snapshots can be recovered. I've been trying to push for some kind of managed source control for a while, but I can't seem to get enough support for it within the company. My main arguments are: We're currently vulnerable; at any point someone could forget to do one of the many release actions we have to do, which could mean whole versions are not stored correctly. It could take hours or even days to piece a version back together if necessary We're developing new features along with bug fixes, and often have to delay the release of one or the other because some work has not been completed yet. We also have to force customers to take versions that include new features even if they just want a bug fix, because there's only really one version we're all working on We're experiencing problems with Visual Studio because multiple developers are using the same projects at the same time (not the same files, but it's still causing problems) There are only 15 developers, but we all do stuff differently; wouldn't it be better to have a standard company-wide approach we all have to follow? My questions are: Is it normal for a group of this size not to have source control? I have so far been given only vague reasons for not having source control - what reasons would you suggest could be valid for not implementing source control, given the information above? Are there any more reasons for source control that I could add to my arsenal? I'm asking mainly to get a feel for why I have had so much resistance, so please answer honestly. I'll give the answer to the person I believe has taken the most balanced approach and has answered all three questions. Thanks in advance

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  • Is Ubuntu recognizing and/or using my NVIDIA graphics card?

    - by user212860
    This is my first post here, and I'm pretty new to Ubuntu/Linux. I currently have no other OS except for Ubuntu 13.10. (I used to have Win7 until i got a new terabyte hard drive). My current PC build, if any of this helps: CPU: Intel i5 quad-core Graphics: NVIDIA GeForce GTX 650 RAM: 8 GB HDD: 1 TB SATA 3 Motherboard: MSi Z77 A-G41 OS Ubuntu 13.10 So I recently installed Ubuntu 13.10 and put Steam on it, and I'm seeing that my games run a lot slower than they did when I had Win7. I figured it was a graphics problem, so I checked System Settings Details Overview. It says in "Graphics" that I have "Gallium 0.4 on NVE7" (don't really know what that is). Does this mean that Ubuntu is not using my graphics card? In System Settings Software & Updates Additional Drivers, it clearly shows like this: NVIDIA Corporation: GK107 [GeForce GTX 650] -This device is using an alternative driver (And then it shows a list of drivers that I can switch back and forth to) So this is a bit confusing. In Software and Updates, it clearly shows that I have my NVIDIA card installed, and that I have a driver selected for it. But in System Settings, it shows I have some Gallium 0.4 thing. I had done a bit of research, and ended up typing command: "lspci|grep VGA" in the Terminal. It showed this in response: VGA compatible controller: NVIDIA Corporation GK107 [GeForce GTX 650] (rev a1) The Terminal seems to recognize my graphics card. What it looks like to me, is that I don't have the proper driver, and I might be using my CPU's integrated graphics. When I switch around which driver I am using in that list, it still does not see my card in System Settings. Some of the drivers in the list give me some sort of OpenGL error when I try to run a game. It might just be that my games are running slow because the game developers have not optimized it for Ubuntu that well. However, that still doesn't take away from the fact that System Settings is not showing my NVIDIA card. TL;DR Version: How do I know if my video card is being recognized/used? If my video card is not being used, what is the best way fix that? Please make your answers easy to understand. I do not mind wordy responses, as long as I can follow what you're saying. Any help would be greatly appreciated! Thanks, Jabber5

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  • stuck in busybox after update

    - by Lyra500
    I should start out by saying that I am not very tech savvy and have done my best to understand what is going on here from reading other people's posts and have fumbled my way through several attempted fixes without getting anywhere... I run ubuntu 12.04 on an admittedly cheap laptop from ebuyer and in spite of being cheap and not a brand laptop I have never had any major problems with it. Since updating to 12.04 when it was released the boot-up process has always been slow. Logging in takes about 30secs longer than it used to and if I closed my laptop and opened it again instead of being met with a login screen I'd be met with a black screen with a white mouse. As all of these problems had a behavior-changing fix (don't close laptop, patiently wait for login, etc.) I didn't think of reporting any of the issues. Last night when the update manager prompted me that there were updates available I duly did them as I usually do. At the time a bug report came up and I cannot remember what it said but I reported the bug as I was prompted to do. Then this morning when I started up my laptop it went through the usual sequence, GRUB, purple screen with 'ubuntu' etc. and then when it tried to boot up it went into BusyBox and I have not been able to do anything to solve this. I have tried going into the GRUB menu and starting previous versions but I come to the same point - busybox. I have borrowed another rather elderly laptop with Windows Vista to try and download Boot Repair and Ubuntu and burn them onto CD. I tried downloading boot repair five times, to laptop, CD and USB. Every time it would download and burn fine but then the windows laptop would tell me that 1% did not download properly and my laptop would not run the USB or CD upon booting. I then tried to download ubuntu and make a livecd, twice, but again was told that 1% did not download properly and again my laptop will not run ubuntu from the CD upon booting even if/when I went into the f2 menu and changed the menu priority (if that's what you call it) for booting up to make sure it was definitely trying the USB/CD first. This is the message I get from busybox: BusyBox v1.18.5 (Ubuntu 1:1.18.5-1ubuntu4) built-in shell (ash) Enter 'help' for a list of built-in commands I have tried 'exit' but it mentions things about 'kernal panic' and 'tried to quit init!' and 'can't find /root/dev/console : no such file'. I know that the problem is probably caused by a problem with a kernal caused by the update last night, but I couldn't honestly tell you exactly what was updated and without being able to boot from a livecd I'm not sure how to go about fixing this. As I said, I am not tech savvy and have done what I can to try and find a solution to the problem but I'm starting to feel like I'm out of options. Does anyone have any ideas?

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  • Why do I have to divide the origin of a quad by 4 instead of 2?

    - by vinzBad
    I'm currently transitioning from C#/XNA to C#/OpenTK but I'm getting stuck at the basics. So I have this Sprite-Class: public static bool EnableDebugDraw = true; public float X; public float Y; public float OriginX = 0; public float OriginY = 0; public float Width = 0.1f; public float Height = 0.1f; public Color TintColor = Color.Red; float _layerDepth = 0f; public void Render() { Vector2[] corners = { new Vector2(X-OriginX,Y-OriginY), //top left new Vector2(X +Width -OriginX,Y-OriginY),//top right new Vector2(X +Width-OriginX,Y+Height-OriginY),//bottom rigth new Vector2(X-OriginX,Y+Height-OriginY)//bottom left }; GL.Color3(TintColor); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) GL.Vertex3(corners[i].X,corners[i].Y,_layerDepth); } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X + OriginX, Y + OriginY); GL.End(); } With the following setup I try to set the origin of the quad to the middle of the quad. _sprite.OriginX = _sprite.Width / 2; _sprite.OriginY = _sprite.Height / 2; but this sets the origin to the upper right corner of the quad, so i have to _sprite.OriginX = _sprite.Width / 4; _sprite.OriginY = _sprite.Height / 4; However this is not the intended behaviour, could you advise me how I fix this?

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  • Should we persist with an employee still writing bad code after many years?

    - by user94986
    I've been assigned the task of managing developers for a well-established company. They have a single developer who specialises in all their C++ coding (since forever), but the quality of the work is abysmal. Code reviews and testing have revealed many problems, one of the worst being memory leaks. The developer has never tested his code for leaks, and I discovered that the applications could leak many MBs with only a minute of use. User's were reporting huge slowdowns, and his take was, "it's nothing to do with me - if they quit and restart, it's all good again." I've given him tools to detect and trace the leaks, and sat down with him for many hours to demonstrate how the tools are used, where the problems occur, and what to do to fix them. We're 6 months down the track, and I assigned him to write a new module. I reviewed it before it was integrated into our larger code base, and was dismayed to discover the same bad coding as before. The part that I find incomprehensible is that some of the coding is worse than amateurish. For example, he wanted a class (Foo) that could populate an object of another class (Bar). He decided that Foo would hold a reference to Bar, e.g.: class Foo { public: Foo(Bar& bar) : m_bar(bar) {} private: Bar& m_bar; }; But (for other reasons) he also needed a default constructor for Foo and, rather than question his initial design, he wrote this gem: Foo::Foo() : m_bar(*(new Bar)) {} So every time the default constructor is called, a Bar is leaked. To make matters worse, Foo allocates memory from the heap for 2 other objects, but he didn't write a destructor or copy constructor. So every allocation of Foo actually leaks 3 different objects, and you can imagine what happened when a Foo was copied. And - it only gets better - he repeated the same pattern on three other classes, so it isn't a one-off slip. The whole concept is wrong on so many levels. I would feel more understanding if this came from a total novice. But this guy has been doing this for many years and has had very focussed training and advice over the past few months. I realise he has been working without mentoring or peer reviews most of that time, but I'm beginning to feel he can't change. So my question is, would you persist with someone who is writing such obviously bad code?

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