enter image description here
it show warning
I was suppose to arrange the numbers, In order irrespective of the values, but to move 0 come at last.
To learn what you are doing wrong you need to read a book in C. Basic one.
I can point some errors and good practices.
comparison is done by ==. so you should use if(i==0)
After the second for loop you would want to change the value of i to 0. i=0.
the two for loops should be run upto the point when i<n and j<n.
That if(a[i]==0) comparison is not needed.
You don't need the while loop here.
You can print all of them after the for-for looping.
Global variables are used but you should have a good reason to use that.
Index variables are better if declared and defined locally.
what you are trying to do is known as Bubble sort.
Even after understanding all this and following this you get error try to run it through debugger, try small value of n.
Then if you can't, then ask here.
I have some basic knowledge about how assembly works and I also know the basics about higher level programming. (I did a lot of ahk and lua.)
But I never really did object orientated programming.
I did the official Cheat Engine tutorial, so I know how to find static pointers to changeable values and I'm also able to make a program decrement a value instead of incrementing it. And I know that the properties of units in computergames or mostly stored in consecutive addresses...
Well, what I want is to find and call functions of some of my computergames.
Examples:
draw pictures and text (the same way the game does it, with the same font etc)
shoot my gun
cast my spell to position xy
buy a new weapon/spell or whatever
I don't want to hook directX or simulate keystrokes.
I want to do it in C++ via Dll-Injection.
I don't really know C++, but I could write a function, loop, if statement and declare variables etc (all that basic stuff).
It will probably a bit more complicated, but something like that would be great: a lib/class/function which I could use like this:
pointer = [[[[myprocess.exe]+C4]+0]+8]
address = PointerToAddress(pointer)
CallFunction(address) //or CallFunction(address, param1, param2, ...)
I would like to know what's the difference when I write a temporary variable like this (these are just examples):
version1
for each tempEnemy in enemyManager.enemies {
var tempX:int = tempEnemy.x;
}
or this:
version2
for each tempEnemy in enemyManager.enemies {
tempEnemy.oldX = tempEnemy.x;
}
What's wrong and right? Currently I write it like version 2 and I'm not sure if I should change it to version 1. Can someone help me out with this please? I know most developers write like version 1 but I'm a little bit confused because I am totally unaware about version 1. If I use version 1 does that mean that my value is stored explicitly in a temporary variable that is cleared in every cycle?
Also...
Adding the :variableType (int, String, Number etc) aids in code hinting and debugging.
In version 1 the declaration:
var tempX:int
defines a variable that lasts only as long as that iteration of the for (or for-each) loop it's in. Each iteration tempX is defined, given a value from an Enemy object, and at the end it is left for garbage collection.
In version 2, you reference two variables attached to an Enemy object referenced by the temporary variable named tempEnemy.
In both versions the reference to the Enemy object, tempEnemy, is reassigned the next iteration's Enemy object.
Each method has its advantages. From a memory standpoint, version 2 is probably better, since it changes an existing variable over and over rather than creating a new variable that's discarded at the end of each iteration. On the other hand, version 1 doesn't require you to have oldX defined in its class variables, which can often get mucky enough without these sorts of variables.
Best practices with code are based off of (a) working with other programmers, who need to be able to read and understand the code, and (b) leaving a project and coming back to it later, where you'll need to be able to read and understand your own code. For short projects you don't plan on sharing, version 2 is okay (and probably more memory-efficient), but any large project should use something more like version 1.
Another consideration is, are you going to use that variable anywhere other than the function where it is defined(set)? If not, you don't need to store it in the object, which points again to version 1.
I'll take a real example I have to implement in a program I'm coding:
I have a database that has the score of every game bowled in the past three years in a bowling center. With a GUI, you can choose to either search for the best score on each lane, search for the best score between two dates, for the best score for each week, etc.
I'm wondering what the best way to implement this is. Should I code something like this:
public Vector<Scores> grabMaxScores(sortType, param1, param2)
{
if(sortType.equals("By lane"))
...
else if(sortType.equals("Between given dates")
...
}
Or is it more appropriate to code different methods for each type and call the correct one in the listener?
public Vector<Scores> grabMaxScoresBetweenDates(startDate, endDate)
{
...
}
public Vector<Scores> grabMaxScoresByLane(minLane, maxLane)
{
...
}
I'm not necessarily asking for this particular problem, it's just a question I find asking myself often when I'm coding multiple methods that are alike where the principle is the same, but the parameters are different.
I can see there are good reasons to use each of them, but I want to know if there is a "more correct" or standard way of coding this.
In my personal opinion, I would prefer your second option over the first. This is because you have the opportunity to be precise about things like the types of the parameters. For example, minLane and maxLane may just be integers, but startDate and endDate could very well be Date objects. It's often nicer if you can actually specify what you expect, as it reduces the need for such things as casting and range checks, etc. Also, I would find it more readable, as the function names just say what you are trying to do.
However, I may have an alternative idea, which is kind of a variation on your first example (I actually got this inspiration from Java's Comparator, in case you're familiar with that). Rather than pass a string as the first argument, pass some sort of Selector object. Selector would be the name of a class or a interface, which would look something like so (in Java):
interface Selector {
public void select(Score next);
public Score getBest( );
}
If the select method "likes" the value of next which is given to it, it can store the value for later. If it doesn't like it, it can simply discard it, and keep whatever value it already has. After all the data is processed, the best value will be left over, and can be requested by calling getBest. Of course, you can alter the interface to suit your particular needs (e.g. it seems like you might be expecting more than one value to be retrieved. Also, generics might help a lot as well).
The reason I like this idea is that now your function is very general purpose. In order to add new functionality, you don't need to add functions, and you don't need to modify any functions you already have. Instead, the user of your code can simply define their own implementation of Selector as they see fit. This allows your code to be far more compositional, which makes it easier to use. The only inconvenience is the need to define implementations of Selector, though, you could also provide several default ones.
The approach you have used would also work. But if you want to add some new functionality like "get lowest scores on Friday evening", you will need to add one more function, which kinda not so good thing to do.
As you have already have the data in a database you can generate database queries which would fetch the required results and display. So you need not modify your code every time.
The code base I'm currently working on is littered with hard-coded values.
I view all hard coded values as a code smell and I try to eliminate them where possible...however there are some cases that I am unsure about.
Here are two examples that I can think of that make me wonder what the best practice is:
1. MyTextBox.Text = someCondition ? "Yes" : "No"
2. double myPercentage = myValue / 100;
In the first case, is the best thing to do to create a class that allows me to do MyHelper.Yes and MyHelper.No or perhaps something similar in a config file (though it isn't likely to change and who knows if there might ever be a case where its usage would be case sensitive).
In the second case, finding a percentage by dividing by 100 isn't likely to ever change unless the laws of mathematics change...but I still wonder if there is a better way.
Can anyone suggest an appropriate way to deal with this sort of hard coding? And can anyone think of any places where hard coding is an acceptable practice?
And can anyone think of any places where hard coding is an acceptable practice?
Small apps
Single man projects
Throw aways
Short living projects
For short anything that won't be maintained by others.
Gee I've just realized how much being maintainer coder hurt me in the past :)
The real question isn't about hard coding, but rather repetition. If you take the excellent advice found in "The Pragmatic Programmer", simply Don't Repeat Yourself (DRY).
Taking the principle of DRY, it is fine to hardcode something at any point. However, once you use that particular value again, refactor so this value is only hardcoded once.
Of course hard-coding is sometimes acceptable. Following dogma is rarely as useful a practice as using your brain.
(For an example of this, perhaps it's interesting to go back to the goto wars. How many programmers do you know that will swear by all things holy that goto is evil? Why then does Steve McConnell devote a dozen pages to a measured discussion of the subject in Code Complete?)
Sure, there's a lot of hard-gained experience that tells us that small throw-away applications often mutate into production code, but that's no reason for zealotry. The agilists tell us we should do the simplest thing that could possibly work and refactor when needed.
That's not to say that the "simplest thing" shouldn't be readable code. It may make perfect sense, even in a throw-away spike to write:
const MAX_CACHE_RECORDS = 50
foo = GetNewCache(MAX_CACHE_RECORDS)
This is regardless of the fact that in three iterations time, someone might ask for the number of cache records to be configurable, and you might end up refactoring the constant away.
Just remember, if you go to the extremes of stuff like
const ONE_HUNDRED = 100
const ONE_HUNDRED_AND_ONE = 101
we'll all come to The Daily WTF and laugh at you. :-)
Think! That's all.
It's never good and you just proved it...
double myPercentage = myValue / 100;
This is NOT percentage. What you wanted to write is :
double myPercentage = (myValue / 100) * 100;
Or more correctly :
double myPercentage = (myValue / myMaxValue) * 100;
But this hard coded 100 messed with your mind... So go for the getPercentage method that Colen suggested :)
double getpercentage(double myValue, double maxValue)
{
return (myValue / maxValue) * 100;
}
Also as ctacke suggested, in the first case you will be in a world of pain if you ever need to localize these literals. It's never too much trouble to add a couple more variables and/or functions
The first case will kill you if you ever need to localize. Moving it to some static or constant that is app-wide would at least make localizing it a little easier.
Case 1: When should you hard-code stuff: when you have no reason to think that it will ever change. That said, you should NEVER hard code stuff in-line. Take the time to make static variables or global variables or whatever your language gives you. Do them in the class in question, and if you notice that two classes or areas of your code share the same value FOR THE SAME REASON (meaning it's not just coincidence), point them to the same place.
Case 2: For case case 2, you're correct: the laws of "percentage" will not change (being reasonable, here), so you can hard code inline.
Case 3: The third case is where you think the thing could change but you don't want to/have time to bother loading ResourceBundles or XML or whatever. In that case, you use whatever centralizing mechanism you can -- the hated Singleton class is a good one -- and go with that until you actually have need to deal with the problem.
The third case is tricky, though: it's extraordinarily hard to internationalize an application without really doing it... so you will want to hard-code stuff and just hope that, when the i18n guys come knocking, your code is not the worst-tasting code around :)
Edit: Let me mention that I've just finished a refactoring project in which the prior developer had placed the MySql connect strings in 100+ places in the code (PHP). Sometimes they were uppercase, sometimes they were lower case, etc., so they were hard to search and replace (though Netbeans and PDT did help a lot). There are reasons why he/she did this (a project called POG basically forces this stupidity), but there is just nothing that seems less like good code than repeating the same thing in a million places.
The better way for your second example would be to define an inline function:
double getpercentage(double myValue)
{
return(myValue / 100);
}
...
double myPercentage = getpercentage(myValue);
That way it's a lot more obvious what you're doing.
Hardcoded literals should appear in unit tests for the test values, unless there is so much reuse of a value within a single test class that a local constant is useful.
The unit tests are a description of expected values without any abstraction or redirection.
Imagine yourself reading the test - you want the information literally in front of you.
The only time I use constants for test values is when many tests repeat a value (itself a bit suspicious) and the value may be subject to change.
I do use constants for things like names of test files to compare.
I don't think that your second is really an example of hardcoding. That's like having a Halve() method that takes in a value to use to divide by; doesn't make sense.
Beyond that, example 1, if you want to change the language for your app, you don't want to have to change the class, so it should absolutely be in a config.
Hard coding should be avoided like Dracula avoids the sun. It'll come back to bite you in the ass eventually.
"hardcoding" is the wrong thing to worry about. The point is not whether special values are in code or in config files, the point is:
If the value could ever change, how much work is that and how hard is it to find? Putting it in one place and referring to that place elsewhere is not much work and therefore a way to play it safe.
Will maintainance programmers definitely understand why the value is what it is? If there is any doubt whatsoever, use a named constant that explains the meaning.
Both of these goals can be achieved without any need for config files; in fact I'd avoid those if possible. "putting stuff in config files means it's easier to change" is a myth, unless either
you actually want to support customers changing the values themselves
no value that could possibly be put in the config file can cause a bug (buffer overflow, anyone?)
your build and deployment process sucks
The text for the conditions should be in a resource file; that's what it's there for.
Not normally (Are hard-coding literals acceptable)
Another way at looking at this is how using a good naming convention
for constants used in-place of hard coded literals provides additional
documentation in the program.
Even if the number is used only once, it can still be hard to recognized
and may even be hard to find for future changes.
IMHO, making programs easier to read should be second nature to a
seasoned software professional. Raw numbers rarely communicate
meaningfully.
The extra time taken to use a well named constant will make the
code readability (easy to recall to the mind) and useful for future
re-mining (code re-use).
I tend to view it in terms of the project's scope and size.
Some simple projects that I am a solo dev on? Sure, I hard code lots of things. Tools I write that only I will ever use? Sure, if it gets the job done.
But, in working on larger, team projects? I agree, they are suspect and usually the product of laziness. Tag them for review and see if you can spot a pattern where they can be abstracted away.
In your example, the text box should be localizable, so why not a class that handles that?
Remember that you WILL forget the meaning of any non-obvious hard-coded value.
So be certain to put a short comment after each to remind you.
A Delphi example:
Length := Length * 0.3048; { 0.3048 converts feet to meters }
no.
What is a simple throw away app today will be driving your entire enterprise tomorrow. Always use best practices or you'll regret it.
Code always evolves. When you initially write stuff hard coding is the easiest way to go. Later when a need arrives to change the value it can be improved. In some cases the need never comes.
The need can arrive in many forms:
The value is used in many places and it needs to be changed by a programmer. In this case a constant is clearly needed.
User needs to be able to change the value.
I don't see the need to avoid hard coding. I do see the need to change things when there is a clear need.
Totally separate issue is that of course the code needs to be readable and this means that there might be a need for a comment for the hard coded value.
For the first value, it really depends. If you don't anticipate any kind of wide-spread adoption of your application and internationalization will never be an issue, I think it's mostly fine. However, if you are writing some kind of open source software or something with a larger audience consider the fact that it may one day need to be translated. In that case, you may be better off using string resources.
It's okay as long as you don't do refactoring, unit-testing, peer code reviews. And, you don't want repeat customers. Who cares?
I once had a boss who refused to not hardcode something because in his mind it gave him full control over the software and the items related to the software. Problem was, when the hardware died that ran the software the server got renamed... meaning he had to find his code. That took a while. I simply found a hex editor and hacked around it instead of waiting.
I normally add a set of helper methods for strings and numbers.
For example when I have strings such as 'yes' and 'no' I have a function called __ so I call __('yes'); which starts out in the project by just returning the first parameter but when I need to do more complex stuff (such as internationaizaton) it's already there and the param can be used a key.
Another example is VAT (form of UK tax) in online shops, recently it changed from 17.5% to 15%. Any one who hard coded VAT by doing:
$vat = $price * 0.175;
had to then go through all references and change it to 0.15, instead the super usefull way of doing it would be to have a function or variable for VAT.
In my opinion anything that could change should be written in a changeable way. If I find myself doing the same thing more than 5 times in the same day then it becomes a function or a config var.
Hard coding should be banned forever. Althought in you very simple examples i don't see anything wrong using them in any kind of project.
In my opinion hard coding is when you believe that a variable/value/define etc. will never change and create all your code based on that belief.
Example of such hard coding is the book Teach Yourself C in 24 Hours that everybody should avoid.