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Me too. That is why I often prefer Sublime than VS.
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Gurigraphics wrote: Me too. That is why I often prefer Sublime than VS. Brilliant text-editor, but not a IDE.
Gurigraphics wrote: Yeah. The same problem solved by Stencyl, Scratch, Google Blockly, Game Maker, Unreal Engine and others visual editors. Problem is that those were not more efficient 'solutions' than the already existing ones.
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
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In many ways they are more efficient. But, as I said, I'm not interested in comparisons, better and worse, and that kind of teen discussion.
P.s: That answer was for another question. This forum is lag.
modified 31-Dec-16 15:40pm.
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Gurigraphics wrote: In many ways they are more efficient Name one.
Gurigraphics wrote: I'm not interested in comparisons, better and worse, and that kind of teen discussion. Happy new year
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
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http://imgur.com/TtN3zzK.png
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That's the spam-filter. Most important part of the game is the engine, not the IDE.
..unless you are a 3D designer :p
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
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I like the idea of having boxes rather than flowing text. Although, this strongly reminds me of smalltalk and self - especially the "one-file-thing" and the "simply drag the already existing function". Or Perhaps I read too roughly? ^_^;
regards
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Quote: I like the idea of having boxes rather than flowing text. Although, this strongly reminds me of smalltalk and self - especially the "one-file-thing" and the "simply drag the already existing function". Or Perhaps I read too roughly? ^_^;
That's it! This idea is based in Stencyl/Google Blockly that are based in Scratch MIT Media Lab that is based in Squeak/Smalltalk.
The idea base is: "Everything is represented as objects - Including snippets of code".
What Plurality show of new?
1- "bidirecional-visual-to-text".
The ideia is use comments to split and create blocks. Example:
alert("Hello World!");
This create in visual tab, a block color red with name "HelloWorld" with the code below.
And also Multi-language like Google Blockly
Blocks can be translated and converted into other languages.
If there compatible blocks then can be exported:
HelloWorld block export to C++
#include <iostream>
int main()
{
std::cout << "hello world!\n";
return 0;
}
HelloWorld block export to PHP
<?php
echo '<p>Hello World</p>';
?>
However, this Multi-language is most useful only for multi-platform game development.
Lastly, I found this library that does exactly what this Editor need:
jQquery sortable lists[^]
modified 1-Jan-17 9:57am.
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I'm not quite conviced about the multilanguage-export-support. I think this would be wasted energy as it might perhaps not be so bad, but also not good enough.
BUT I'd really like to see and try such* an environment for any language. So feeding a java-project into such and editor and start writing Java in that style. Or any other language.
*Of course, as others mentioned the graphics are a little ... improvable. So "such" referes to the graphical part
Regards
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Quote: I'm not quite conviced about the multilanguage-export-support. I think this would be wasted energy as it might perhaps not be so bad, but also not good enough.
Multi-language for software development is practically useless. But for game development, this can be a natural way.
All that need is make the "creating blocks" as simple as possible for users create the block libraries in different languages: move character to left, right, up, down, play sound, etc.
Quote: BUT I'd really like to see and try such* an environment for any language. So feeding a java-project into such and editor and start writing Java in that style. Or any other language.
Write code is more faster to create and edit a function.
Visual code is more faster to order and sort these functions.
Then, the main advantage would be to have a more organized project.
Code reuse also reaches the maximum level. Because everything you turn into block, you no longer need to rewrite.Using blocks is like using DLLs.
It is also easier to think about the project due to the higher level of abstraction. Because it's like having an organization chart in the project itself.
However, for each language there is a different way of creating an initial project to edit, and also different about how to save the files, the different extensions, folders, etc.
Quote: *Of course, as others mentioned the graphics are a little ... improvable. So "such" referes to the graphical part
The graphics of the images are "drafts". This is only "concept art". I do not know where they think that this is image of a software. As I wrote, this was to demonstrate the concept.
I thought in this forum there would be someone who really understand Design, but no.
Whoever makes games knows that aesthetics is the ultimate concern. Because if a program does not work, or is not fun, or simple and intuitive to use, it does not matter if the look is good. So the more "black and white" this is better to focus on what really matters.
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Gurigraphics wrote: Visual code is more faster to order and sort these functions. No, not by definition. Build a form using VS' form-designer and find out why.
If you make a claim, make sure it can be backed up. If it isn't, it will be shot down
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
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There are 3 different levels:
1-Textual
2-Visual
3-Configurational (Visual and textual blend.)
If the "configurational element" is not encapsulated in a "visual element", we do not have a module, and is not possible fast order and sort.
Plurality need be modular, not just visual, or textual or configurational.
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Hello,
I am relatively new to this type of coding, I have done a few years of data science but not much application development. I want to create a program which allows for multiple users to be operating at the same time on a network and submitting information. Think of it as a panel of operators each providing details on different topics. They submit those details individually which sends it along to a master operator for review and final commitment to a MySQL database on the web. Is there a language that would be best suited for this? I have done some work with Java and it was relatively slow communicating with a database. Is this a task for Ruby or Python? Where should I start? Any help would be greatly appreciated!
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My first instinct is WCF[^]. If you have C# experience it isn't too hard to learn especially with a relatively simple service. If you can guarantee that each user is providing details to separate topics as you describe you won't even have to handle shared data. You can setup the service to run on any connections you'd like - pipes, HTTP, TCP, etc. If you don't have C# experience it might be a bit much if you're on a deadline though and I'm sure other CPers will offer some alternatives
The "Getting Started Tutorial" and "Basic WCF Programming" should be the only topics you really need to review for this problem as described. ServiceBehavior , ServiceContract , OperationContract , and DataContract are the main things you'll be interested in besides the basics on how to setup the service itself.
EDIT: This suggestion is mainly if you're looking for a service-oriented approach.
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What sort of "information"?
There are any number of solutions available that allow for "workflow / document" management: uploading; approving; rejecting; committing; sharing; reporting; versioning; etc.
(For example) You can do all that for $5 per month using SharePoint Online.
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kmk513 wrote: Think of it as a panel of operators each providing details on different topics...
That is a basic description of a client server architecture which has been around since perhaps the 60s (at least conceptually). And because of that it has the advantage that there are many books on it which address it indirectly and even specifically.
kmk513 wrote: I have done some work with Java and it was relatively slow communicating with a database
I have decades of experience with java, C#, C++ and databases. And performance problems come up in the following
1. Requirements - most significant
2. Architecture
3. Design
4. Technology (software and hardware) - least significant
So no java is not "slow" in real world business applications for the vast majority of businesses out there. Certainly would not have any impact on the very general description of your project.
Should note that attempting to switch to new technologies based on a presumption that they are "better" and giving up on a known technology is in fact more likely to lead to problems due to lack of knowledge. Makes for a great way to learn the technology but lessens the chance for success. Nothing wrong with learning and it is a cost that businesses must shoulder for long term viability, morale and ability to make new hires. But the downside must be acknowledged.
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Before I begin to research this idea, I'm hoping someone who knows might be able to tell me if this is worthwhile pursuing, or if it's beyond the scope of all but the most hardcore developer.
Would it be possible for a user mode application to take advantage of the virtualization instructions in Intel and AMD CPU's in order to create some sort of sandboxed environment in which I could put untrusted code?
I wouldn't be looking to emulate an entire PC the way Virtual Box does, but could I create a very simple virtual machine that might be capable of something useful?
Thank you for any learned input you may have.
The difficult we do right away...
...the impossible takes slightly longer.
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Only by using a driver in the kernel, its only kernel code that can get to the hardware in that way, but isnt there a third party utility that will do this for you? Just a guess, I have never looked into this.
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Since VirtualBox is open-source, I would start there (breaking down the source code).
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Machine virtualization protects a lot but requires a lot of complexity.
Richard Andrew x64 wrote: order to create some sort of sandboxed environment in which I could put untrusted code?
More limited forms exist to do that depending on what you actually want to do.
Both C# and Java have mechanisms that allow plugins that, with care for the app owner, can very tightly control what the code can do. In general I suspect C++ doesn't but Net C++ (or whatever it is called now) probably does in the same way that C# does.
But if you really want machine virtualization then don't even do it yourself. Rather
1. Require internet API (REST probably)
2. Document what the API does extensively.
3. Document, to whatever extent you want, how a developer codes to that API and then sets up their own server on one of the vast array of hosting sites now available (AWS, etc.)
Then in your application your provide a registration service that allows the other developers to register their server. If you want add a validation process of their api.
Of course on your end you stringently validate input and output of the calls to those servers via your server. You then implement your business functionality to use those external sites.
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This is more of a general design concept, but if I had a class which I intend to have a list of those objects (around 5000) and I need to perform some function on each of these, should I be designing around a function that is part of the class or a separate function that takes a collection of these objects? I know that there's always situations where one may be better than another, but when first starting to think about the design, which way would be recommend
For example:
class Person {
float HungerLevel;
public void AdjustHunger(float amount) { HungerLevel += amount; }
}
public void AdjustAllHunger(List<Person> PersonList, float amount) { foreach(Person in PersonList) { Person.AdjustHunger(amount); } } or
class Person {
float HungerLevel;
public void AdjustHunger(float amount) { HungerLevel += amount; }
}
public void AdjustAllHunger(List<Person> PersonList, float amount) { foreach(Person in PersonList) { Person.HungerLevel += amount; } }
I would imagine that the second option is more efficient if I need to change all objects in the collection by the same value, but not sure. I guess it could even depend on what language I'm using and how it would try to optimize the code? Does a call to a function have a higher cost than a call to an object's variable? Expanding on this example, what if the hunger change was based on another of the objects variables.
class Person{
float HungerLevel;
float Metabolism;
public void AdjustHunger(float amount) { HungerLevel += (amount * Metabolism); }
public void AdjustAllHunger(List<Person> PersonList, float amount) { foreach(Person in PersonList) { Person.AdjustHunger(amount); } } vs.
class Person{
float HungerLevel;
public void AdjustHunger(float amount) { HungerLevel += amount; }
}
public void AdjustAllHunger(List<Person> PersonList, float amount) { foreach(Person in PersonList) { Person.HungerLevel += (amount * Person.Metabolism); } }
I don't have a project right now that deals with this, but the concept popped into my head and I was thinking about how I would start designing this. I could probably setup a test case and try it out with a sample, but is that what most programmers do at the designing stage, creating multiple test implementations? Is there some sort of 'design theory' that I would/should be using? I'm self taught, so I don't know if this would be something that is covered in a more structured training environment (so please excuse me if this is a dumb question).
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I presume you would need to store the result into a database so I would do the processing in the database. Define the list, pass it to a stored proc that does the calculation and writes to the database (UPDATE) and returns you the result.
I avoid double handling IE fetch from the database, process the function and write back to the database. Make the database do it's job.
Never underestimate the power of human stupidity
RAH
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I actually never thought about it being a separate database, as I was thinking more in a video game setting. The thought came up when looking at a park simulation (Planet Coaster) and trying to decide how I would tackle the same situation. Like I said, I don't have a project that has run into this situation, but I'm curious about how I would approach this concept.
In this case the function doesn't really care about the result, just the computation. Is there a word or definition for this concept of 'figuring out how best to store and manipulate data' in programming terminology? I feel as I am floundering when it comes to these thoughts. How to best approach data structure and program structure. I feel like an idiot as I have no idea what words to use when asking about this kind of situation.
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hpjchobbes wrote: I was thinking more in a video game setting That just shows my prejudice, I'm a LOB developer and EVERYTHING revolves around the database.
I doubt there is a performance difference that is significant, I know I only split a function out if it is to be reused or if the method is too complex and splitting it makes sense when supporting the app (there is that LOB thinking again).
Never underestimate the power of human stupidity
RAH
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