Sunday, 19 October 2008
Word is starting to spread about the Vista Bridge. Greg Duncan's blog entry on it links to the SDK blog entry and includes a screenshot of the demo. Nice to see awareness growing on this. Interesting link on the side to a buzzword bingo game for Zune. I really need to take a few minutes and get some games onto my Zune to make those plane rides go a little faster...
Saturday, 18 October 2008
Some schedules I have flagged with "must attend" in my calendar:
TL13 Microsoft Visual C++: 10 Is the New 6
Get more done. The next version of Visual C++ is all about improving developer productivity for large-scale applications. Learn about the IntelliSense and browsing experiences, changes to the project and build system, project-less browsing, collaboration through remote symbol indexing, and custom visualization of symbolic information.
Tags: Advanced, Languages
PC26 Microsoft Visual Studio: Building Applications with MFC
The next release of MFC will provide encapsulations around a number of new Windows platform features. With this functionality you can easily build applications that integrate into features such as desktop search, application restart and recovery functionality, leverage the new Windows UI metaphors such as Live Icons and Rich Preview. These features represent one of the most significant updates to MFC in years. Come learn the details on all these new classes so you can rapidly build Windows applications that stand out from the crowd.
Tags: Advanced, Visual Studio
TL25 Parallel Programming for C++ Developers in the Next Version of Microsoft Visual Studio
Build more responsive C++ programs that take full advantage of multicore hardware. We demonstrate how the new Parallel Pattern Library (PPL) enables you to express parallelism in your code and how the asynchronous messaging APIs can be used to separate shared state and increase your application's resilience and robustness. Finally, we take a look at some of the new capabilities of C++0x and Visual Studio to help you efficiently code and debug your multi-threaded applications.
Tags: Advanced, Parallelism, Visual Studio
Friday, 17 October 2008
The concept of "a whole bunch of thingies" is a vital one in just about every programming language. Some languages support it right in the language itself. For example in C++ you can have an array of integers, or Employee objects, or Customer pointers. And when you use an array, you know that it's a continuous block of memory, and it's possible to interact either with just one element of the array or with the entire array. VB has arrays, and so does C#, and while the syntax is different between them, the essential concepts are not.
The thing is, an array is only the simplest and most accessible way to say "a whole bunch of thingies". It's important that you learn other ways to express that concept - typically by using a class of some sort that someone has written to represent it. There are a ton of these depending on whether order matters to you, does insertion speed matter more than traversing/iterating speed, and so on. Some folks, having learned one way to say "a whole bunch of thingies", look at all the other options, roll their eyes up into their heads, and stick with the one way they know.
This is bad. Not just because your code could be faster, neater, and easier to write, but also because arrays are really poorly suited for certain tasks. They especially hamper parallel programming - and you know that the future is concurrent, right?
Eric Lippert has written a cogent and compelling explanation of why arrays are rarely the right choice, and what you should do instead. It's written, naturally, from a C# perspective, but it's applicable to C++ and VB too. It boils down to this: Object Oriented Programming is the norm. Start trusting object writers. Use a class that someone else wrote and provided with your compiler, and you'll be a happier developer. And if you don't have some neurons fire over the phrase "considered harmful", here is a history lesson on that.
Thursday, 16 October 2008
With every year that goes by, I of course get older. But I tend to feel older in bursts that are further than a year apart. Like when I first had a student in a class of mine who was born after 1977, which is the year I started university. Or when someone asked me where to get that special .NET utility "xcopy" so they could take advantage of "xcopy deployment". (Hint: it came in very very early versions of DOS. Pre Windows.)
But it turns out some technologies are not only older than when I started in this business, they're actually older than when I was born. Video games are 50, and I am not.
The circular inset shows an oscilloscope that was hacked up to let people play "tennis". But not like Pong, from above - this was from the side. From the CBC article:
Several weeks before the annual visitors' day in 1958, Higinbotham decided to liven things up. While reading through the instruction manual for one of the lab's analog computers, he found a description of how the machine could calculate ballistic missile trajectories.
With some minor programming modifications, he discovered that he could turn the ballistics demonstration into a manually-controlled game resembling tennis. Higinbotham had Dvorak hook up the computer to an oscilloscope, a five-inch screen used to display electric voltages, and add a pair of box-shaped controllers, each with a knob and a button.
The resultant game resembled a tennis court, as seen from the side. A horizontal line represented the court while a short vertical line in the middle was the net. Players could control the ball's direction and speed with the knob on the controller and hit it with the button.
"Tennis for Two," as it was dubbed, was a simple reworking of the analog computer's basic functions. To Higinbotham, it was no big deal.
"He didn't think there was anything new in there because he just used the circuits that were explained in the manual that came with the computer," says Peter Takacs, a physicist currently working in Brookhaven's instrumentation division. "He just took those circuits and figured out how to wire them together that would allow two people to hit a ball back and forth across the net. He didn't really think that was such an innovative thing."
Dvorak Jr. says the whole point of the game was to simply show off the capabilities of the hot new technology of the day.
"The whole idea was to show the public what a computer was, what it could do," he says. "From the perspective of society, he had no idea what he was doing."
Wednesday, 15 October 2008
Normally I read Joe Duffy's blog for the concurrency goodness. But like most people, he has opinions that range quite a bit broader. His take on "what is an architect?" is really interesting reading. It's several pages long: here are the subheads:
0. Inspire and empower people to do their best work.
1. Oversight, but not dictatorship.
2. Taste is a hard thing to measure, but is invaluable.
3. Write code and get your hands dirty.
4. The power of the dyad: know your weaknesses.
5. It's for the customer, not you.
6. Admit when you're wrong, fall on your sword, and then fix it.
Joe concludes "Being an architect, in the end, is all about helping others to succeed. If you’re a really good architect, you’ll inspire people and rub off on them. You’ll gain a certain level of respect that is unmistakable and priceless. And that, in my opinion, is far more fulfilling than anything you could accomplish on your own working in a vacuum."
You may agree or disagree about whether these leadership skills are architect skills but I find this a great summary of what I'm trying to be in my firm and how I want to relate to my developers, testers, designers, and so on. Take the time to read it through.
Tuesday, 14 October 2008
Do you recognize this man?
Maybe that's too recent a picture... try this one:
Combine these tickets with the PDC location and I have an earworm that should be with me till the end of the month.
Monday, 13 October 2008
Believe it or not, this code (snipped from something larger) compiles:
unsigned int c = ( o-----o
assert( c == (I-----I) * (I-------I) );
assert( ( o-------------o
| L \
| L \
| ! !
! ! !
o | !
L | !
L | !
o-------------o ).volume == ( o-------------o
o-------------o ).area * int(I-------------I) );
Not only does it compile, the asserts succeed. What's more, o is not some instance of a class, and neither is I. As you might imagine, there's some bizarro stuff behind this. Templates, operator overloads, ... it's all reasonably silly and impressive at the same time. Needless to say, the ! and -- operators do not "do as the ints do" in this case.
The files you need are at http://www.xs4all.nl/~weegen/eelis/tutorial.cpp and http://www.xs4all.nl/~weegen/eelis/analogliterals.hpp. There's an explanation of sorts at http://www.xs4all.nl/~weegen/eelis/analogliterals.xhtml but my IE7 refused to load it, so I saved it on my machine and renamed .xhtml to .html. To test the code I used VS 2008, made a Win32 console app and just pasted the body of Eelis' main into my generated main, and the body of the header into an empty header file. No strange settings required and no warnings on compile.
Try it yourself!
Sunday, 12 October 2008
I just love the Vista Bridge. I've spoken about it at Tech Ed, on Geekspeek, on DotNetRocks, and pretty much anywhere that will have me (and I have more planned.) Now the Windows SDK team is blogging about it. Yay! They include where to download it, how to make sure you get it when you install the SDK, and some workarounds for some bugs in the samples.
Stay tuned for more Vista Bridge info...
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