• Breaking News

    Wednesday, April 14, 2021

    What programming research papers every programmer should read? Ask Programming

    What programming research papers every programmer should read? Ask Programming


    What programming research papers every programmer should read?

    Posted: 14 Apr 2021 03:05 PM PDT

    Did another developer ever completely rewrite a program of yours and replace it in production without telling you? How did you react, what was the outcome of it?

    Posted: 14 Apr 2021 06:06 AM PDT

    As post says, just found out this happened to me while I was onsite somewhere else. The requirement was only to disable a splash screen and a couple of minor bug fixes as I laterally found out. The source was available, in the company location as required by our standards. The guy must have referred to the project to discover the original requirements (none were written down, it was all word of mouth customer/client direct at the time). Rather than do the sane thing and update the existing application, it has been totally rewritten, not put back in the source project location (or anywhere on the network for that matter) and not plugged back into the Upstream applications that depend on it as an external library. When I discovered the fact, I was flabbergasted to say the least. Still trying to work out if it is a declaration of war, an honest mistake or some other reason that I can't fathom. If the source code couldn't be located a simple question would have pointed it out along with some helpful pointers about why we did what we did. I can't figure out why the guy would go to all the bother to totally rewrite the application instead of modifying easily what existed, other than boredom or assertion (x didn't do it correctly, I alone, will fix it properly)

    Am i overreacting? Should I be like meh, jokes on you now you have to support it and cross it off my list of concerns. It's never happened before is why I'm asking. Literally everything else I've ever picked up from others, I've just worked with what was there as best i could, even if it was a mess. Always get there in the end and always in less time than a total rewrite.

    Rant over.

    Thoughts, comments or own stories are very welcome.

    submitted by /u/starcrafter84
    [link] [comments]

    I heard that Azure is cheaper and has more features than AWS, why do places use AWS alot still or is what I've been told wrong?

    Posted: 14 Apr 2021 05:44 PM PDT

    Jersey for server side development

    Posted: 14 Apr 2021 09:48 PM PDT

    I have done BS Electrical Engineering and recently got the job as software engineer in a firm which provides web services to clients. They use Jersey framework for server side development but from what I have searched, this framework is not so popular. Most firms are using Nodejs and other frameworks to work on server. Is it fine to continue this job as working here will increase my experience but in something that is in less demand. Does doing this job ensures job security in software market?

    submitted by /u/sdrawkcab101
    [link] [comments]

    How to begin.

    Posted: 14 Apr 2021 09:21 PM PDT

    I would like to begin learning how to develop game cheats. Where should I start learning? and any sources? I'm a bit new to learning a language without a structure and was wondering where to start :)

    submitted by /u/OddlyChristian
    [link] [comments]

    Anyway to browse/inspect/navigate .mbox files from the command line or OSX finder?

    Posted: 14 Apr 2021 08:41 PM PDT

    I recently exported my gmail to an mbox file. I'm not familiar with the format and everywhere I look just tells me to use thunderbird to import. Is there any other way of navigating the contents? Any command line tools or methods that could help?

    submitted by /u/chrisjhawk
    [link] [comments]

    Have you ever had an experience with a completely unhelpful Sr. dev?

    Posted: 14 Apr 2021 04:49 PM PDT

    I..e, I'm a Jr. Engineer & I've been stuck on a part of my current assignment for weeks now that heavily relies on understanding the legacy codebase. I understand that part of being a dev is having to figure things out, I get that 100%, but the response I've been getting from my Sr. is basically "Well you'll just have to keep trying & figure it out". This has been his response in the past as well & I've eventually figured things out, but this stinks.

    [I guess it's worth adding we're a small team. Only 3 of us along with another Jr dev & we're never working on the same assignment so he can't really help in this case.]

    submitted by /u/BullyBiggz
    [link] [comments]

    Good industry approach for a conditional config file?

    Posted: 14 Apr 2021 08:13 PM PDT

    I have an exe which needs to be initialized with some name-value or key-value pairs.

    The exe needs to load more specific name-value pairs depending upon which device it's being run on. There may be 30 more-and-more-specific values that I need to load depending upon a series of device values that we detect.

    • If helpful you can assume I only need string names and int[] values.
    • If helpful you can assume that the "conditions" I'm dealing with are just a series of ints that I'll make a decision with at runtime based upon the device's values.

    I need to pass this config data between services in human-readable string format.

    I am looking for the industry-standard best architectural approach for how to model this data.

    Things that are not issues:

    • retrieving the device values that determine which specific name-value pairs to load
    • deciding which data structure to use to store name-value pairs
    • overwriting a name-value pair in a dictionary

    Functionally the process I need to execute will probably look like

     Get all device values Load default config For each condition: Evaluate if condition is true If condition is true: Apply override value(s). Stack on sub-configs for condition evaluation and application. 

    Right now I'm building a class which can contain conditions, name-value pairs, and other instances of the class:

     class ConditionalConfig { struct nameValuePair { string name; int data[]; }; int conditions[]; nameValuePair configParams[]; ConditionalConfig* subConfigs; }; 

    and I'll just build a tree of ConditionalConfig nodes. When I traverse a ConditonalConfig node I'll evaluate whether to read in the configParams from that ConditionalConfig node, based upon its conditions.


    Is this the best format? Is there an out-of-the-box solution for this problem?

    I will probably need to deliver source to a C++ ecosystem.

    submitted by /u/pretty_meta
    [link] [comments]

    Testing recommender system

    Posted: 14 Apr 2021 12:25 PM PDT

    (Note: this is a university project I've done)

    I have developed a food recommender system using collaborative filtering. I've been using MovieLens dataset throughout but now that I want to test with some real users (just for the sake of the report ) would I need a dataset with food items ? Can I still use the movielens ratings ?

    I'm struggling to find food ratings dataset , my plan was to get users to provide 5 ratings and give feedback about the recommender then give 5 more ratings and give feedback . Just a way to show it "learns"

    submitted by /u/Hammad1814453
    [link] [comments]

    How to stop using global variables (in C)?

    Posted: 14 Apr 2021 05:59 PM PDT

    It has been brought to my attention that using global variables is not a good practice, for many reasons. Imagine my surprise when I realised that, in my 2,600+ lines C program, I'm using 49 global variables and a "global struct" with 22 components. Most of the variables are ints and chars (including bidimensional arrays).

    These variables are accessed by most of the 16 functions I have defined, and most of them are dependent on how other functions write/read from the global variables.

    Is there a good practice to avoid this and make my code cleaner?

    Honestly, tracking bugs has become a major pain in the butt now.

    submitted by /u/Darthcolo
    [link] [comments]

    Placing value in sorted array

    Posted: 14 Apr 2021 02:02 PM PDT

    If I have a sorted array of 50 random values, what would be the fastest way to find the entries, between which a random input value would sit?

    submitted by /u/ruumoo
    [link] [comments]

    What to look for when buying a laptop?

    Posted: 14 Apr 2021 01:06 PM PDT

    I am new to programming and have been using school computers, but now I am close to graduation and will have to buy one for myself but there are kids walking throughout the house and I don't think a desktop is a good idea given those circumstances. So I was planning on buying a laptop but I don't know what to base my choice on. Any ideas?

    submitted by /u/YairMunoz
    [link] [comments]

    "Game of Pig" - Python. I have an assignment due tonight!

    Posted: 14 Apr 2021 03:57 PM PDT

    Hi all,

    I'm having trouble with this code for player one. My teacher said, "I wasn't happy with your loop for player 1. It wasn't the actual stop condition. "

    Can someone help? Without using a "break" condition.

    Below is the code

    submitted by /u/44Onslaught44
    [link] [comments]

    XML files - Graphic Configuration | Some of the code is obvious in it's intentions; are there ways to decipher each line of code to understand its ingame intentions? I've been trying to learn more about the XML in Elite Dangerous but my searchs are null. Please any help would be great.

    Posted: 14 Apr 2021 03:16 PM PDT

    Default XML file for Elite Dangerous if of any interest.

    <?xml version="1.0" encoding="UTF-8" ?> <GraphicsConfig> <MinimumAspectRatio>1.0</MinimumAspectRatio> <HDRNode> <KeyValue>0.500000</KeyValue> <HistogramSampleWidth>60.500000</HistogramSampleWidth> <ExposureThreshold>1.000000</ExposureThreshold> <Percentiles>0.010000,0.540000,0.999000</Percentiles> <ExposureType>0</ExposureType> <HistogramMode>2</HistogramMode> <ManualExposure>-0.500000</ManualExposure> <ShoulderStrength>0.15000</ShoulderStrength> <LinearStrength>0.5000</LinearStrength> <LinearAngle>0.1000</LinearAngle> <ToeStrength>0.2000</ToeStrength> <ToeNumerator>0.02000</ToeNumerator> <ToeDenominator>0.3000</ToeDenominator> <LinearWhite>11.2000</LinearWhite> </HDRNode> <HDRNode_Reference> <PrototypeLightingBalancesEnabled>1</PrototypeLightingBalancesEnabled> <UseCompute>1</UseCompute> <ToneMapType>1</ToneMapType> <DisplayLumScale>164.000000</DisplayLumScale> <HistogramSampleWidth>60.500000</HistogramSampleWidth> <ExposureThreshold>0.0</ExposureThreshold> <Percentiles>0.6,0.540000,0.9000</Percentiles> <ExposureType>2</ExposureType> <HistogramMode>2</HistogramMode> <ManualExposure>-0.500000</ManualExposure> <GlareCompensation>1.3333</GlareCompensation> <ShoulderStrength>0.15000</ShoulderStrength> <LinearStrength>0.5000</LinearStrength> <LinearAngle>0.1000</LinearAngle> <ToeStrength>0.2000</ToeStrength> <ToeNumerator>0.02000</ToeNumerator> <ToeDenominator>0.3000</ToeDenominator> <LinearWhite>11.2000</LinearWhite> <ACES_A>2.51</ACES_A> <ACES_B>0.03</ACES_B> <ACES_C>2.43</ACES_C> <ACES_D>0.59</ACES_D> <ACES_E>0.14</ACES_E> </HDRNode_Reference> <IBL> <AmbientIBLEnable>true</AmbientIBLEnable> <IrradianceMapName>IrradianceMap</IrradianceMapName> <Power>1.000000</Power> <Saturation>0.150000</Saturation> <Scale>4.000000</Scale> </IBL> <GUIColour> <Default> <LocalisationName>Standard</LocalisationName> <MatrixRed> 1, 0, 0 </MatrixRed> <MatrixGreen> 0, 1, 0 </MatrixGreen> <MatrixBlue> 0, 0, 1 </MatrixBlue> </Default> <RedToBlueTest> <LocalisationName>RedToBlueTest</LocalisationName> <MatrixRed> 0, 0, 1 </MatrixRed> <MatrixGreen> 0, 1, 0 </MatrixGreen> <MatrixBlue> 1, 0, 0 </MatrixBlue> </RedToBlueTest> <DesaturateTest> <LocalisationName>DesaturateTest</LocalisationName> <MatrixRed> 0.33, 0.33, 0.33 </MatrixRed> <MatrixGreen> 0.33, 0.33, 0.33 </MatrixGreen> <MatrixBlue> 0.33, 0.33, 0.33 </MatrixBlue> </DesaturateTest> </GUIColour> <HBAO> <Off> <LocalisationName>$QUALITY_OFF;</LocalisationName> <Enabled>false</Enabled> <RadiusInMeters>6.0</RadiusInMeters> <NearRadiusInMeters>6.0</NearRadiusInMeters> <NearDistance>100.0</NearDistance> <PowExponent>3.4</PowExponent> <Bias>0.063</Bias> <BlurSharpness>0.0</BlurSharpness> <MultiSampleCount>1</MultiSampleCount> <SSAOColour_R>1.0</SSAOColour_R> <SSAOColour_G>1.0</SSAOColour_G> <SSAOColour_B>1.0</SSAOColour_B> <SSAOColour_A>1.0</SSAOColour_A> <LumLerpScale>1.0</LumLerpScale> <LumLerpOffset>1.0</LumLerpOffset> <AffectDiffuse>1.0</AffectDiffuse> <AffectSpecular>1.0</AffectSpecular> <ResolutionScale>0.25</ResolutionScale> </Off> <Low> <LocalisationName>$QUALITY_LOW;</LocalisationName> <Enabled>true</Enabled> <RadiusInMeters>10.0</RadiusInMeters> <NearRadiusInMeters>2.1</NearRadiusInMeters> <NearDistance>100.0</NearDistance> <PowExponent>1.8</PowExponent> <Bias>0.5</Bias> <BlurSharpness>0.5</BlurSharpness> <MultiSampleCount>1</MultiSampleCount> <SSAOColour_R>1.0</SSAOColour_R> <SSAOColour_G>1.0</SSAOColour_G> <SSAOColour_B>1.0</SSAOColour_B> <SSAOColour_A>1.0</SSAOColour_A> <LumLerpScale>1.0</LumLerpScale> <LumLerpOffset>1.0</LumLerpOffset> <AffectDiffuse>1.0</AffectDiffuse> <AffectSpecular>1.0</AffectSpecular> <ResolutionScale>0.25</ResolutionScale> </Low> <Medium> <LocalisationName>$QUALITY_MEDIUM;</LocalisationName> <Enabled>true</Enabled> <RadiusInMeters>10.0</RadiusInMeters> <NearRadiusInMeters>2.1</NearRadiusInMeters> <NearDistance>100.0</NearDistance> <PowExponent>1.8</PowExponent> <Bias>0.5</Bias> <BlurSharpness>0.5</BlurSharpness> <MultiSampleCount>1</MultiSampleCount> <SSAOColour_R>1.0</SSAOColour_R> <SSAOColour_G>1.0</SSAOColour_G> <SSAOColour_B>1.0</SSAOColour_B> <SSAOColour_A>1.0</SSAOColour_A> <LumLerpScale>1.0</LumLerpScale> <LumLerpOffset>1.0</LumLerpOffset> <AffectDiffuse>1.0</AffectDiffuse> <AffectSpecular>1.0</AffectSpecular> <ResolutionScale>0.5</ResolutionScale> </Medium> <High> <LocalisationName>$QUALITY_HIGH;</LocalisationName> <Enabled>true</Enabled> <RadiusInMeters>10.0</RadiusInMeters> <NearRadiusInMeters>2.1</NearRadiusInMeters> <NearDistance>100.0</NearDistance> <PowExponent>1.8</PowExponent> <Bias>0.5</Bias> <BlurSharpness>0.5</BlurSharpness> <MultiSampleCount>1</MultiSampleCount> <SSAOColour_R>1.0</SSAOColour_R> <SSAOColour_G>1.0</SSAOColour_G> <SSAOColour_B>1.0</SSAOColour_B> <SSAOColour_A>1.0</SSAOColour_A> <LumLerpScale>1.0</LumLerpScale> <LumLerpOffset>1.0</LumLerpOffset> <AffectDiffuse>1.0</AffectDiffuse> <AffectSpecular>1.0</AffectSpecular> <ResolutionScale>1.0</ResolutionScale> </High> </HBAO> <SSAO> <Off> <LocalisationName>$QUALITY_OFF;</LocalisationName> <Enabled>false</Enabled> <NumDownsamples>1</NumDownsamples> <DepthThreshold>0.100000</DepthThreshold> <MinWorldFilterSize>1.000000</MinWorldFilterSize> <MaxWorldFilterSize>30.000000</MaxWorldFilterSize> <MinFilterSize>10.000000</MinFilterSize> <MaxFilterSize>100.000000</MaxFilterSize> <FilterAdjust>1.000000</FilterAdjust> <Scale>0.650000</Scale> <Offset>1.000000</Offset> <AlchemyIntensity>0.750000</AlchemyIntensity> <AlchemyBias>0.006000</AlchemyBias> <Curve>2.200000</Curve> <BackProjectLerp>0.900000</BackProjectLerp> <BackProjectDepthThreshold>0.050000</BackProjectDepthThreshold> <BackProjectSSAOThreshold>0.333000</BackProjectSSAOThreshold> <AttenuationAdjust>0.200000</AttenuationAdjust> <DistanceFadeStart>19000.000000</DistanceFadeStart> <DistanceFadeEnd>20000.000000</DistanceFadeEnd> <BilateralBlurXYSoftness>1.000000</BilateralBlurXYSoftness> <BilateralBlurDepthSoftness>0.400000</BilateralBlurDepthSoftness> <NumBlurPasses>1</NumBlurPasses> <MaxPrevFrames>3</MaxPrevFrames> <Jitter>true</Jitter> <AnimateJitter>false</AnimateJitter> <RegularSamples>false</RegularSamples> <BackProjection>false</BackProjection> <ExtraSamples>true</ExtraSamples> <ExtraBilateralBlurSamples>true</ExtraBilateralBlurSamples> <GaussianBlur>false</GaussianBlur> <BilateralBlur>true</BilateralBlur> <Dilate>false</Dilate> <JitterDepthSamples>false</JitterDepthSamples> <UseAlchemyAO>true</UseAlchemyAO> <AffectDiffuse>1.000000</AffectDiffuse> <AffectSpecular>1.000000</AffectSpecular> <VignetteScale>7.000000</VignetteScale> <LumLerpScale>0.800000</LumLerpScale> <LumLerpOffset>0.000000</LumLerpOffset> </Off> <High> <LocalisationName>$QUALITY_HIGH;</LocalisationName> <Enabled>true</Enabled> <NumDownsamples>0.0</NumDownsamples> <DepthThreshold>1.0</DepthThreshold> <MinWorldFilterSize>0.0</MinWorldFilterSize> <MaxWorldFilterSize>25.6483</MaxWorldFilterSize> <MinFilterSize>0.0</MinFilterSize> <MaxFilterSize>1.0</MaxFilterSize> <FilterAspect>1.3832</FilterAspect> <FilterAdjust>0.4556</FilterAdjust> <Scale>-5.0</Scale> <Offset>-5.0</Offset> <AlchemyIntensity>0.3580</AlchemyIntensity> <AlchemyBias>0.0105</AlchemyBias> <Curve>1.3217</Curve> <BackProjectLerp>0.900000</BackProjectLerp> <BackProjectDepthThreshold>0.050000</BackProjectDepthThreshold> <BackProjectSSAOThreshold>0.333000</BackProjectSSAOThreshold> <AttenuationAdjust>0.4433</AttenuationAdjust> <DistanceFadeStart>30.0</DistanceFadeStart> <DistanceFadeEnd>1063.8635</DistanceFadeEnd> <BilateralBlurXYSoftness>0.5489</BilateralBlurXYSoftness> <BilateralBlurDepthSoftness>0.0174</BilateralBlurDepthSoftness> <NumBlurPasses>3</NumBlurPasses> <MaxPrevFrames>3</MaxPrevFrames> <Jitter>true</Jitter> <AnimateJitter>false</AnimateJitter> <RegularSamples>true</RegularSamples> <BackProjection>false</BackProjection> <ExtraSamples>true</ExtraSamples> <ExtraBilateralBlurSamples>true</ExtraBilateralBlurSamples> <GaussianBlur>false</GaussianBlur> <BilateralBlur>true</BilateralBlur> <Dilate>false</Dilate> <JitterDepthSamples>false</JitterDepthSamples> <UseAlchemyAO>true</UseAlchemyAO> <AffectDiffuse>1.000000</AffectDiffuse> <AffectSpecular>1.000000</AffectSpecular> <VignetteScale>7.000000</VignetteScale> <LumLerpScale>0.800000</LumLerpScale> <LumLerpOffset>0.000000</LumLerpOffset> </High> </SSAO> <LightCones> <Off> <LocalisationName>$QUALITY_OFF;</LocalisationName> <Enabled>false</Enabled> <Volumetric>false</Volumetric> </Off> <Low> <LocalisationName>$QUALITY_LOW;</LocalisationName> <Enabled>true</Enabled> <Volumetric>false</Volumetric> </Low> <High> <LocalisationName>$QUALITY_HIGH;</LocalisationName> <Enabled>true</Enabled> <Volumetric>true</Volumetric> </High> </LightCones> <JetCones> <Low> <LocalisationName>$QUALITY_LOW;</LocalisationName> <StepsPerPixel>3</StepsPerPixel> <DownscalingFactor>1</DownscalingFactor> </Low> <Mid> <LocalisationName>$QUALITY_MEDIUM;</LocalisationName> <StepsPerPixel>4</StepsPerPixel> <DownscalingFactor>1</DownscalingFactor> </Mid> <High> <LocalisationName>$QUALITY_HIGH;</LocalisationName> <StepsPerPixel>8</StepsPerPixel> <DownscalingFactor>0</DownscalingFactor> </High> <Ultra> <LocalisationName>$QUALITY_ULTRA;</LocalisationName> <StepsPerPixel>12</StepsPerPixel> <DownscalingFactor>0</DownscalingFactor> </Ultra> </JetCones> <LensFlares> <Off> <LocalisationName>$QUALITY_OFF;</LocalisationName> <Enabled>false</Enabled> <QualityIndex>0</QualityIndex> <ImportanceThreshold>2</ImportanceThreshold> </Off> <Low> <LocalisationName>$QUALITY_LOW;</LocalisationName> <Enabled>true</Enabled> <QualityIndex>0</QualityIndex> <ImportanceThreshold>2</ImportanceThreshold> </Low> <Medium> <LocalisationName>$QUALITY_MEDIUM;</LocalisationName> <Enabled>true</Enabled> <QualityIndex>1</QualityIndex> <ImportanceThreshold>1</ImportanceThreshold> </Medium> <High> <LocalisationName>$QUALITY_HIGH;</LocalisationName> <Enabled>true</Enabled> <QualityIndex>2</QualityIndex> <ImportanceThreshold>0</ImportanceThreshold> </High> </LensFlares> <Shadows_Low> <Profile_General> <SliceSize>1024</SliceSize> <NumFrustums>2</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>200.000000</EndDistance> <ShaderBias>0.0002</ShaderBias> <ShaderSlopeBias>0.0002</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>2100.000000</EndDistance> <ShaderBias>0.0004</ShaderBias> <ShaderSlopeBias>0.004</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> </Profile_General> <Profile_PlanetApproach> <SliceSize>1024</SliceSize> <NumFrustums>2</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <CrossFadeCascades>true</CrossFadeCascades> <LastCrossFadeCascadesDistance>300.0</LastCrossFadeCascadesDistance> <NearClipBias>1.0</NearClipBias> <AltitudeAdaptation> <MinElevation>85.0</MinElevation> <MaxElevation>600.0</MaxElevation> <Scale>10.0</Scale> <FirstCascadeScalingAmount>0.125</FirstCascadeScalingAmount> </AltitudeAdaptation> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>50.000000</EndDistance> <ShaderBias>0.0002</ShaderBias> <ShaderSlopeBias>0.0002</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>85.000000</EndDistance> <ShaderBias>0.0004</ShaderBias> <ShaderSlopeBias>0.004</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> </Profile_PlanetApproach> <Profile_PlanetSurface> <SliceSize>1024</SliceSize> <NumFrustums>2</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <FrustumZeroCanBeOverridden>0</FrustumZeroCanBeOverridden> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>75.000000</EndDistance> <ShaderBias>0.0002</ShaderBias> <ShaderSlopeBias>0.0002</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>535.000000</EndDistance> <ShaderBias>0.0004</ShaderBias> <ShaderSlopeBias>0.004</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> </Profile_PlanetSurface> <Profile_StationInterior> <SliceSize>1024</SliceSize> <NumFrustums>1</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>1470.000000</EndDistance> <ShaderBias>0.0004</ShaderBias> <ShaderSlopeBias>0.004</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> </Profile_StationInterior> <Profile_AsteroidField> <SliceSize>1024</SliceSize> <NumFrustums>2</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>150.000000</EndDistance> <ShaderBias>0.0002</ShaderBias> <ShaderSlopeBias>0.0002</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>1</TexelStability> </Frustum0> <Frustum1> <EndDistance>510.000000</EndDistance> <ShaderBias>0.0004</ShaderBias> <ShaderSlopeBias>0.004</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.000000</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> </Profile_AsteroidField> </Shadows_Low> <Shadows_Medium> <Profile_General> <SliceSize>1024</SliceSize> <NumFrustums>3</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.0</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>105.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>1050.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>3500.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0005</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> </Profile_General> <Profile_PlanetApproach> <SliceSize>1024</SliceSize> <NumFrustums>3</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <CrossFadeCascades>true</CrossFadeCascades> <LastCrossFadeCascadesDistance>300.0</LastCrossFadeCascadesDistance> <NearClipBias>1.0</NearClipBias> <AltitudeAdaptation> <MinElevation>150.0</MinElevation> <MaxElevation>700.0</MaxElevation> <Scale>9.0</Scale> <FirstCascadeScalingAmount>0.1</FirstCascadeScalingAmount> </AltitudeAdaptation> <FrustumCockpit> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>50.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.004</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>65.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.004</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>185.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.004</DepthBias> <DepthSlopeBias>3.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> </Profile_PlanetApproach> <Profile_PlanetSurface> <SliceSize>1024</SliceSize> <NumFrustums>3</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <CrossFadeCascades>true</CrossFadeCascades> <LastCrossFadeCascadesDistance>200.0</LastCrossFadeCascadesDistance> <NearClipBias>1.0</NearClipBias> <FrustumZeroCanBeOverridden>0</FrustumZeroCanBeOverridden> <FrustumCockpit> <DepthBias>0.0003</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>37.500000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>215.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>750.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> </Profile_PlanetSurface> <Profile_StationInterior> <SliceSize>1024</SliceSize> <NumFrustums>1</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <Frustum0> <EndDistance>1470.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>0</TexelStability> </Frustum0> </Profile_StationInterior> <Profile_AsteroidField> <SliceSize>1024</SliceSize> <NumFrustums>3</NumFrustums> <FilterQuality>1</FilterQuality> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>100.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>450.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>1500.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> </Profile_AsteroidField> </Shadows_Medium> <Shadows_High> <Profile_General> <SliceSize>1536</SliceSize> <NumFrustums>4</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>50.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>800.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>1500.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>0.5</DepthSlopeBias> <FilterKernelSize>1.8</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> <Frustum3> <EndDistance>4250.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.7</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum3> <NumSpotShadows>6</NumSpotShadows> <SpotFilterQuality>1</SpotFilterQuality> </Profile_General> <Profile_PlanetApproach> <SliceSize>1536</SliceSize> <NumFrustums>4</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <LastCrossFadeCascadesDistance>500.0</LastCrossFadeCascadesDistance> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <AltitudeAdaptation> <MinElevation>215.0</MinElevation> <MaxElevation>700.0</MaxElevation> <Scale>6.0</Scale> <FirstCascadeScalingAmount>0.1</FirstCascadeScalingAmount> </AltitudeAdaptation> <FrustumCockpit> <DepthBias>0.0008</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>50.500000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>70.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>225.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> <Frustum3> <EndDistance>1250.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.7</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum3> <NumSpotShadows>6</NumSpotShadows> <SpotFilterQuality>1</SpotFilterQuality> </Profile_PlanetApproach> <Profile_PlanetSurface> <SliceSize>1536</SliceSize> <NumFrustums>4</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <LastCrossFadeCascadesDistance>400.0</LastCrossFadeCascadesDistance> <AdaptiveCascades>false</AdaptiveCascades> <NearClipBias>1.0</NearClipBias> <FrustumZeroCanBeOverridden>0</FrustumZeroCanBeOverridden> <FrustumCockpit> <DepthBias>0.0008</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>10.0</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0008</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>60.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0001</DepthBias> <DepthSlopeBias>6.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>400.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>5.0</DepthSlopeBias> <FilterKernelSize>2.0</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> <Frustum3> <EndDistance>1800.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.7</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum3> <NumSpotShadows>6</NumSpotShadows> <SpotFilterQuality>1</SpotFilterQuality> </Profile_PlanetSurface> <Profile_StationInterior> <SliceSize>1536</SliceSize> <NumFrustums>1</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>1470.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.001</DepthBias> <DepthSlopeBias>1.5</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>0</TexelStability> </Frustum0> <NumSpotShadows>6</NumSpotShadows> <SpotFilterQuality>1</SpotFilterQuality> </Profile_StationInterior> <Profile_AsteroidField> <SliceSize>1536</SliceSize> <NumFrustums>4</NumFrustums> <FilterQuality>2</FilterQuality> <Fade>0.01</Fade> <CrossFadeCascades>true</CrossFadeCascades> <AdaptiveCascades>false</AdaptiveCascades> <FrustumCockpit> <DepthBias>0.0008</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> </FrustumCockpit> <Frustum0> <EndDistance>50.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.0003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum0> <Frustum1> <EndDistance>280.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>2.5</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum1> <Frustum2> <EndDistance>1350.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0015</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.2</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum2> <Frustum3> <EndDistance>5750.000000</EndDistance> <ShaderBias>0.0003</ShaderBias> <ShaderSlopeBias>0.003</ShaderSlopeBias> <DepthBias>0.0025</DepthBias> <DepthSlopeBias>2.0</DepthSlopeBias> <FilterKernelSize>1.7</FilterKernelSize> <TexelStability>2</TexelStability> </Frustum3> <NumSpotShadows>6</NumSpotShadows> <SpotFilterQuality>1</SpotFilterQuality> <FogShadowMapsEnabled>1</FogShadowMapsEnabled> </Profile_AsteroidField> </Shadows_High> 
    submitted by /u/assortmentofatomz
    [link] [comments]

    How do you efficiently update the octtree for a Barnes-Hut simulation?

    Posted: 14 Apr 2021 01:37 PM PDT

    The Barnes-Hut algorithm is useful for calculating the motion of a large number of gravitationally interacting particles, such as stars in a globular cluster.

    How do you efficiently update the octtree? Or is it easier to just recompute the whole tree each time step?

    submitted by /u/XiPingTing
    [link] [comments]

    How do you manage schemas in a microservice architecture?

    Posted: 14 Apr 2021 07:36 AM PDT

    Microservice architecture is commonly used as a way to implement loose coupling.

    However, ultimately microservices needs to share information between each other, so there MUST always be some coupling between services.

    For example, let's say that you have a small backend system allowing the end-user to order a product, consisting of these services:

     /-------------------- UserService / | FrontEnd -> HttpApi -> OrderService -> EmailSenderService 
    • FrontEnd - A web application. Asks the user to fill in an "OrderForm" object (representing the desire to order an object) and sends it using HTTP to the HttpApi

    • UserService - HTTP api that holds a table mapping api_tokens -> user_id and user_id -> user contact information.

    • HttpApi - Receives the "OrderForm" object from the FrontEnd, verifies that the FrontEnd is authenticated by converting an api key to a user id using the UserService, and publishes an "Order" message (to a queue or event store)

    • OrderService - Listens to "Order" messages, stores it in a database, then publishes an "OrderAccepted" message.

    • EmailSenderService - Listens to "OrderAccepted" messages, then sends an email to the user.

    • UserService - Holds user information


    In this small system, who owns the schema for the messages published to the queue?

    For example, let's say that this is the entire schema:

    type User { user_id: UUID name: String address: String email: String } type alias SKU = String type OrderForm { api_key: String sku: SKU amount: Int } type Order { user_id: UUID sku: SKU amount: Int } type OrderAccepted { order: Order accepted_date: Datetime } 

    OrderAccepted depends on Order. So if the code for the Order schema resides in OrderService, then EmailSenderService must depend on OrderService. If the OrderService changes the Order schema, then the EmailSenderService must be updated. But how do the developers of the EmailSenderService know about these schema updates?

    Should the Order type be versioned, and whenever there's a non-backward-compatible change the old type is removed and replaced with another one, so that if the EmailSenderService updates the version of its OrderService dependency it will no longer compile?

    Or should the schemas all be stored in a shared repo, that anyone can use? But then you might end up having all services depend on each other's types.

    submitted by /u/Ran4
    [link] [comments]

    Technical interviewers, how much time do you spend interviewing candidates for your company?

    Posted: 14 Apr 2021 12:58 PM PDT

    A little background: I'm a full-time software engineer and I do a decent amount of technical interviewing for my company. I interview both intern and full-time candidates for positions at this company. I was looking back at my calendar over the past four weeks and was a little surprised when I counted fourteen total one-hour technical interviews over my past full four weeks of work. These interviews account for 14 hours of time over the past four weeks, plus 3-4 hours to write up feedback for all of these candidates and deliberate on our next steps (another technical round, hire, not hire, etc.). I've talked to some of my coworkers and this seems to be pretty much in line with their experiences too. Even though we're only talking about 18 hours out of the last 160 working hours, interviewing seems to be a massive energy drain for me.

    So, other folks who do technical interviewing, how much time do you dedicate to technical interviewing on average? Are your experiences similar to mine and my coworkers?

    Looking forward to what you all have to say, thanks!

    submitted by /u/StukyDoge
    [link] [comments]

    What are the go-to web frontend frameworks nowadays?

    Posted: 14 Apr 2021 12:52 PM PDT

    I'm a mobile developer and I'm having a shot at making my own backend/web app. I already have the backend done, so all I need to do now is create the actual website. I have a prototype written in good old raw HTML/JS/CSS, but I find it really hard to pretty stuff like that. I know there's a crapton of frontend javascript frameworks out there -- what are people using nowadays to build good-looking mobile-friendly websites?

    submitted by /u/PM_ME_SKELETONS
    [link] [comments]

    How do I get a GAN to write a dubstep drop?

    Posted: 14 Apr 2021 04:47 AM PDT

    Somewhere between 'connoisseurs-only' Burial, and 'comically trashy' Skrillex, there's music where a highly-skilled, arguably misguided, sound engineer has created interesting synth sounds.

    Human audio perception is a bit like a time-windowed Fourier transform, which reversibly creates a two-dimensional 'image' with frequency and time on the axes.

    The idea would be to train the network on such images and ask it to generate new ones.

    Where can I find a plug and play image GAN for python? How do I convert a frequency-time array back into a waveform? How do I handle complex-valued pixels?

    submitted by /u/XiPingTing
    [link] [comments]

    How would you design a written test-scenario to qualify a developers' skill level?

    Posted: 14 Apr 2021 11:00 AM PDT

    Without evaluating code-samples, or giving leetcode style questions.

    What would your approach be? What kind of questions would you ask and what would you look for in the answers, and why?

    submitted by /u/mkcph84
    [link] [comments]

    self study intermediates , how did you learn the more academic bits? (data structures & algorithms , architecture ect.)

    Posted: 14 Apr 2021 10:28 AM PDT

    100% self study , not in a position where I could "take a class" at university/college.

    also don't have thick enough skin to try and get a job in the industry ...

    a little background -Pretty comfortable making small (non optimised) applications , I've made destructible terrain with a quadtree implementation.

    looking to take it to the next level

    I've tried my hand at game dev (and other large scale apps) and it's much harder once the amount code gets above a certain point

    writing code is easy, writing good/maintainable code is something else entirely.

    I think the thing holding me back is my data structures & algorithms knowledge / design patterns / software architecture ect.

    has anyone else gone this route?

    any advice?

    any good resources?

    submitted by /u/xphlawlessx
    [link] [comments]

    Trying to understand SOLID principles

    Posted: 14 Apr 2021 10:08 AM PDT

    I'm trying to understand SOLID design principles. I've read a couple articles and watched some videos about SOLID. I'm now trying to apply it to a simple .Net console app, but I'm not sure if I'm doing it correct.

    The console app calculates the tax return on donations.

    I start off by asking how much money the user would like to donate and to which charity.

    Just for those 2 questions I created 3 classes and 2 interfaces (DonationCapture and IDonationCapture for capturing user input, DonationValidator and IDonationValidator and DonationModel) which can be found below. I am wondering if I'm applying the SOLID principles correctly? Imagine I would ask for the user his name and last name. Would this mean I would have to make another 3 classes and 2 interfaces? A class + interface for user input, a class + interface for input validation and a user model?

    Donation Capture Class

     public class DonationCapture : IDonationCapture { private readonly IStandardMessages _standardMessages; public DonationCapture(IStandardMessages standardMessages) { _standardMessages = standardMessages; } public DonationModel Capture() { var donationModel = new DonationModel(); Console.WriteLine(_standardMessages.AskAmountToDonateMessage()); donationModel.DonationAmount = Console.ReadLine(); Console.WriteLine(_standardMessages.AskCharityMessage()); donationModel.Charity = Console.ReadLine(); return donationModel; } } 

    Donation Capture Interface

     public interface IDonationCapture { DonationModel Capture(); } 

    Donation Validator Class

     public class DonationValidator : IDonationValidator { public bool IsValid(DonationModel donation) { if (decimal.TryParse(donation.DonationAmount, out var output)) { if (output < 0) { return false; } } else { return false; } return true; } } 

    Donation Validator Interface

     public interface IDonationValidator { bool IsValid(DonationModel donation); } 

    Donation Model

     public class DonationModel { public string Charity { get; set; } public string DonationAmount { get; set; } } 

    And finally, this is what my main class looks like

    class Program { static void Main(string[] args) { var standardMessages = Factory.CreateStandardMessages(); var donationTaxReturnCalculator = Factory.CreateDonationTaxReturnCalculator(); var donationValidator = Factory.CreateDonationValidator(); var validationErrorMessages = Factory.CreateValidationErrorMessages(); var donationCapture = Factory.CreateDonationAmountCapture(); var taxRate = 20M; //Capture donation data var donation = donationCapture.Capture(); //Donation amount validation while (donationValidator.IsValid(donation) == false) { Console.WriteLine(validationErrorMessages.InvalidDonationInput()); donation = donationCapture.Capture(); } var taxReturnAmount = donationTaxReturnCalculator.Calculate(decimal.Parse(donation.DonationAmount), taxRate); //Send tax return amount message Console.WriteLine(standardMessages.TaxReturnAmountMessage(taxReturnAmount)); //Send endmessage Console.WriteLine(standardMessages.EndMessage()); Console.ReadLine(); } } 
    submitted by /u/parastylee
    [link] [comments]

    Why do developers prefer Windows for coding?

    Posted: 14 Apr 2021 11:54 AM PDT

    Background: prior to 5 years ago, I used Windows 7 because it was the OS I was most familiar with and I had misguided negative preconceptions about GNU/Linux. While using Windows 7, I did lots of full-stack web development, wrote some medium-sized projects in Java, dabbled a bit in writing simple GUIs in C and C++, and wrote some numerical calculation programs in Python. While in Windows, I utilized multiple IDEs/editors/tools including Visual Studio, NetBeans, Electron, Notepad++, Cygwin, and many many more. Having experienced both worlds, several frontiers of coding, and lots of common tools, I believe am qualified and justified to ask this question. So, I'm hoping that maybe (just maybe) I might actually get a meaningful discussion out of this controversial post before it is downvoted to hell and closed by the moderators.

    First, let me explain my stance and my experiences on the issue. I'm hoping that you can provide insights such as how your experiences differ or why my experiences are inapplicable to your line of work. When I previously used Windows, it seemed like I was having to troubleshoot every single tool not working the way it should. I ended up having to spend half my time just troubleshooting meaningless problems like getting Cygwin set up with the proper POSIX thread model or figuring out why Visual Studio crashes 5 seconds after opening or wasting hours trying to debug a Batch script before just changing it from .cmd to .bat fixes everything. In Windows, every little change I wanted to make to my workflow and every piece of automation I tried to integrate was a struggle to the bitter end.

    Fast forward to 5 years ago when I first tried a Linux distro, which happened to be Linux Mint Cinnamon 17.3/Rosa (I've enjoyed exploring dozens of Linux distros since then). I instantly fell in love with it because I realized that all my silly preconceived objections to Linux were untrue. My main obstacles were the 7zip GUI (which I couldn't find on Linux), Notepad++ (which I've recently 2 years ago found ported/wined to Linux), brain damage from the unsubstantial Windows terminal, and all the Windows shortcuts and control panel items. I'm many many times more productive with Linux Mint Cinnamon in all types of coding. Using Linux has never once been a struggle because I am the boss and it does what I tell it to do. I never encounter strange problems I struggle to fix. Any problem I do run into always turns out to be my own fault for doing something along the way wrong or setting up something incorrectly or writing a bad configuration or whatever is the case.

    It's not just productivity. It's also morals and ethics and social responsibility. With Windows, it was a painful struggle trying to find scraps of free software, and often times I had to pay exorbitant amounts for software such as Visual Studio just to get stuff done. With Linux, I benefit from more free libre open-source software than I could ever imagine. And, I give back. I love giving back to the community my time, energy, and effort because it feels good to be altruistic. Altruism and the sense of belonging/community that it brings give me a much bigger dopamine rush than the best porno I've ever seen, so I do it all the time. The GNU GPL ensures that software remains free and open for developers to benefit from it and prosper, which is awesome.

    Today, if I had to work at a place that forced me to use Windows, I would immediately quit my job with no hesitation. After really experiencing the joys and wonders of Linux, I am now aware of just how unproductive and immoral Windows is. Today, I never use Windows ever under any circumstances. And, it's really easy to do this because whatever software there is on Windows, I've always found a better free version on Linux which I can also contribute to when I find the time.

    This is not intended to be an advertisement for GNU/Linux, rather this is my attempt to understand the thought processes and rationale for other developers. In my experience, coders tend to be very logical people, so I really want to understand why they are using Windows. Further, I see people using Linux tools like Git, Cygwin, WSL, etc., on Windows, and I'm at a loss for why they don't just use a Linux distro, where these tools are 100x more awesome because they integrate so much better into the system and into your workflow. This situation really puzzles and confounds me, and I try my best to be a well-rounded informed person, so I really appreciate you taking the time to read my life story and provide feedback to help enlighten me.

    Many thanks, everyone.

    submitted by /u/ILoveLinuxAndDogs
    [link] [comments]

    Linked list shifting

    Posted: 14 Apr 2021 06:48 AM PDT

    1 this.head=currentHead.next 2 CurrentHead.next=this.head Are both are equal

    submitted by /u/aniket1101
    [link] [comments]

    No comments:

    Post a Comment