• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:07
CET 05:07
KST 13:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Greetings.. Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) Sea Duckling Open (Global, Bronze-Diamond) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion HELPls! The old replay video w full HD resolution Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers
Tourneys
Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Pluto's TvP 5Marine 2Medic Push Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
Can Game Data Analytics Help Players Improvements
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
VCT 2027 America Kickoff LAT…
anakin.
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13952 users

The Big Programming Thread - Page 803

Forum Index > General Forum
Post a Reply
Prev 1 801 802 803 804 805 1032 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 25 2016 03:15 GMT
#16041
No libraries due to boss saying so basically. Just something to get started with, I've just read https://developers.google.com/web/fundamentals/design-and-ui/responsive/ and found it very helpful so anything along those lines perhaps? Not really sure if there's a "bible" of responsive web design or some standard resource, if there isn't then I can keep potting around on the web reading different resources.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
shz
Profile Blog Joined October 2010
Germany2687 Posts
November 25 2016 12:17 GMT
#16042
This looks like a good reference: http://cssreference.io/#hn

Not a complete guide, though :/
Liquipedia
Manit0u
Profile Blog Joined August 2004
Poland17873 Posts
Last Edited: 2016-11-25 13:49:54
November 25 2016 13:39 GMT
#16043
On November 25 2016 12:15 Birdie wrote:
No libraries due to boss saying so basically. Just something to get started with, I've just read https://developers.google.com/web/fundamentals/design-and-ui/responsive/ and found it very helpful so anything along those lines perhaps? Not really sure if there's a "bible" of responsive web design or some standard resource, if there isn't then I can keep potting around on the web reading different resources.


So, basically, your boss wants you to implement from scratch something that has already been done, tried and tested. Then spend a bazillion hours fixing and testing it for all kinds of different browsers and devices and then keeping it up to date with changes in those browsers and devices?

If you don't have a very good reason to do that - like hitting magic frame count and request round trip sweet spot for mobile devices being absolutely necessary or you trying to enter the market with the product that's going to compete with responsive layout libraries - then it's a very poor business decision if you ask me, because you're wasting precious time and resources on developing something that's already out there.

If the libraries are simply too big for your specs you should know that you can trim them down a lot by only including components you'll actually use (bootstrap even has a page where you can customize your download to suit your needs).

Anyway, here's some stuff that might help you:

http://blog.froont.com/9-basic-principles-of-responsive-web-design/
https://responsivedesign.is/
http://bradfrost.github.io/this-is-responsive/

The last 2 links should have everything you need, with plenty of links to other resources (books, articles, videos) that will teach you what you need to know. Just be aware that there's a lot of it.
Time is precious. Waste it wisely.
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
November 25 2016 14:59 GMT
#16044
Did anyone here use nodejs or python with native C/C++ bindings? How good is it performance-wise?
"windows bash is a steaming heap of shit" tofucake
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
November 25 2016 16:15 GMT
#16045
Okay so, I have an assignment where I am making my own HashSet. It's an array of buckets, buckets have linked lists (also self defined, not using premade structures).

One of the methods I have to define is "getSize" - which returns total number of elements.

A requirement of the project is that it is fast.

And so I ask, what is to keep me from just defining an int variable "size" that increments whenever an element is added and decrements when one is taken away? Wouldn't that be super quick?
AKnopf
Profile Blog Joined March 2011
Germany259 Posts
Last Edited: 2016-11-25 16:33:07
November 25 2016 16:23 GMT
#16046
Hi,

yes, that would make it very fast. But it would slow down the "add" operation (not asymptotically though)

How was "fast" defined in the requirement?




Edit:
On November 24 2016 22:23 Manit0u wrote:

public static function bool2int($variable) {
if ($variable === TRUE) {
$result = (int) $variable;
} else if ($variable === FALSE) {
$result = (int) $variable;
} else {
$result = null;
}
return $result;
}


Kill me...


The other day I saw my boss write code like this:

public bool Even(int number)
{
bool even = false;
if (number % 2 == 0)
{
even = true;
}
if (even != true)
{
return false;
}
else
{
return true;
}
}


Yes, code like this still gets written. And no, he was not trolling, I promise.
The world - its a funny place
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-11-25 16:28:25
November 25 2016 16:27 GMT
#16047
On November 26 2016 01:15 travis wrote:
Okay so, I have an assignment where I am making my own HashSet. It's an array of buckets, buckets have linked lists (also self defined, not using premade structures).

One of the methods I have to define is "getSize" - which returns total number of elements.

A requirement of the project is that it is fast.

And so I ask, what is to keep me from just defining an int variable "size" that increments whenever an element is added and decrements when one is taken away? Wouldn't that be super quick?

That is probably what you are supposed to do since it is what all implementations in the standard library do. Not all exercises are supposed to be very difficult or challenging. Sometimes its important to understand that trivially simple solutions are the best solutions.
Manit0u
Profile Blog Joined August 2004
Poland17873 Posts
November 25 2016 16:32 GMT
#16048
Don't all such structures in Java hold their length as a static property anyway?

You could simply return the sum of lengths of each element. That should be pretty fast. If you want it faster then you add overhead on adding elements and doing it as you pointed out, having the property in your hash set to store it in and recalculating it every time something is added to any of the elements.
Time is precious. Waste it wisely.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
November 25 2016 16:44 GMT
#16049
ok cool thanks guys. they didn't really define fast

On November 26 2016 01:32 Manit0u wrote:
Don't all such structures in Java hold their length as a static property anyway?

You could simply return the sum of lengths of each element. That should be pretty fast. If you want it faster then you add overhead on adding elements and doing it as you pointed out, having the property in your hash set to store it in and recalculating it every time something is added to any of the elements.


My structure is an array of connecting nodes (an arraylist I have to create myself). So I would have to write something to store their length myself.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 25 2016 17:03 GMT
#16050
Doing anything other than keeping a size variable around is very rare for container classes. It's a negligible memory and performance impact and a massive improvement for getSize.

Calculating the sum of the size of your buckets is actually fairly slow because ideally you have at most one element per bucket - if the hash is good.
If you have a good reason to disagree with the above, please tell me. Thank you.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-11-25 17:45:50
November 25 2016 17:38 GMT
#16051
If you have an integer and you read it as bytes (4 bytes on Windows?), is it in binary mode already? I know binary is 01100110 stuff, but I'm not sure about bytes in this case. I studied Computer Science, but I either forgot or don't know if bytes is still in binary format.

Edit: Well, I remember hearing about bits which are in binary. I guess I just didn't put two and two together.
RoomOfMush
Profile Joined March 2015
1296 Posts
November 25 2016 18:24 GMT
#16052
On November 26 2016 02:38 Shield wrote:
If you have an integer and you read it as bytes (4 bytes on Windows?), is it in binary mode already? I know binary is 01100110 stuff, but I'm not sure about bytes in this case. I studied Computer Science, but I either forgot or don't know if bytes is still in binary format.

Edit: Well, I remember hearing about bits which are in binary. I guess I just didn't put two and two together.

How many bytes an integer is has nothing to do with windows. The programming language defines what an integer is. In Java an int (and Integer) is always 4 bytes no matter what. Even on your toaster it would be 4 bytes if your toaster did support java.
In C and C++ an integer has the size of a data word native to your CPU-architecture. For most x86 CPU's that would be 4 bytes but it doesnt have to be.

"binary" is only a representation for numbers much like decimal or hexadecimal. Any number can be written in binary. Any number can be written in hexadecimal too. Computer really dont care about binary, decimal or hexadecimal. For a computer these things dont exist. They are only important for humans when they attempt to read data from a computer.

A bit is simply the smallest data structure that exists. It is effectively a mathematical boolean. A set of bits can be read as a number written in binary but doesnt have to be. Its all about what you make of it. Its just information.
tofucake
Profile Blog Joined October 2009
Hyrule19270 Posts
November 25 2016 18:31 GMT
#16053
Technically everything on a computer is binary...
Liquipediaasante sana squash banana
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-11-25 19:09:18
November 25 2016 19:08 GMT
#16054
On November 26 2016 03:31 tofucake wrote:
Technically everything on a computer is binary...


Exactly. That's what I remember from Computer Science as well. I was confused about that part from previous comment.

On November 26 2016 03:24 RoomOfMush wrote:
Computer really dont care about binary, decimal or hexadecimal

RoomOfMush
Profile Joined March 2015
1296 Posts
November 25 2016 19:34 GMT
#16055
On November 26 2016 03:31 tofucake wrote:
Technically everything on a computer is binary...

No that doesnt make any sense. Binary is a representation of numbers. A computer is a complex physical machine. Everything inside it is currents of electricity. Binary is how we humans decided to interprete it as. Its just a number format that is convenient to use. Binary doesnt happen until you enter the software-level.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2016-11-25 20:08:05
November 25 2016 19:54 GMT
#16056
On November 26 2016 01:15 travis wrote:
Okay so, I have an assignment where I am making my own HashSet. It's an array of buckets, buckets have linked lists (also self defined, not using premade structures).

One of the methods I have to define is "getSize" - which returns total number of elements.

A requirement of the project is that it is fast.

And so I ask, what is to keep me from just defining an int variable "size" that increments whenever an element is added and decrements when one is taken away? Wouldn't that be super quick?


Thread safety if you care for it (which you probably don't since implementing concurrent hash maps is really hard). Other than that, nothing. You need to be able to quickly calculate load (which is size/capacity) to make growth/shrinkage decisions on each operation anyway.

On November 26 2016 01:44 travis wrote:
ok cool thanks guys. they didn't really define fast.


Size calculation for a hash table is required to be O(1). Since you have to maintain the upper bound on the load (otherwise guarantees of O(1) on other operations are broken for large data sets), you have to check if you should grow/reallocate your underlying array on each insert. Since size calculation is now a part of the insert, it is too bounded by O(1).
You want 20 good men, but you need a bad pussy.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 25 2016 20:22 GMT
#16057
On November 26 2016 04:54 BluzMan wrote:
Show nested quote +
On November 26 2016 01:15 travis wrote:
Okay so, I have an assignment where I am making my own HashSet. It's an array of buckets, buckets have linked lists (also self defined, not using premade structures).

One of the methods I have to define is "getSize" - which returns total number of elements.

A requirement of the project is that it is fast.

And so I ask, what is to keep me from just defining an int variable "size" that increments whenever an element is added and decrements when one is taken away? Wouldn't that be super quick?


Thread safety if you care for it (which you probably don't since implementing concurrent hash maps is really hard).

Atomic increment/decrement is the least of your problems in that case.
If you have a good reason to disagree with the above, please tell me. Thank you.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2016-11-25 20:44:08
November 25 2016 20:35 GMT
#16058
ah solved my own problem

but I am left with a question

are objects that have been declared but not initialized set as "null" in java?

I am reading they are
but then why does eclipse give me errors when I don't initialize them (it makes me explicitly say that they = null)
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-11-25 20:50:48
November 25 2016 20:50 GMT
#16059
On November 26 2016 05:35 travis wrote:
ah solved my own problem

but I am left with a question

are objects that have been declared but not initialized set as "null" in java?

I am reading they are
but then why does eclipse give me errors when I don't initialize them (it makes me explicitly say that they = null)

You never declare objects. You declare variables; they are not the same thing as an object. An object is only created when the "new" keyword is used. That is the only way for an object to ever be. (if we ignore black voodoo magic like TheUnsafe and compiler magic like Boxing / Strings)

For example:
String a = new String("Hello World");
String b = a;
String c;
String d = null;
new String("Test");

The above code has 4 variables but only 2 Objects. 2 Variables (a, b) point to the same object. One variable (c) was declared but not initialized; it points to no object at all. This variable is not usable until it is initialized. The last variable (d) is pointing to null which is "no object" in java.
Our second Object is created but has no variable pointing to it. We can not do anything with it anymore because we have no reference to work with.

Its different with member variables (attributes) though. These are ALWAYS initialized because the Compiler enforces that. A member variable of object type is always initialized with null unless you initialize it with something else.
Acrofales
Profile Joined August 2010
Spain18500 Posts
November 25 2016 20:51 GMT
#16060
On November 26 2016 05:35 travis wrote:
ah solved my own problem

but I am left with a question

are objects that have been declared but not initialized set as "null" in java?

I am reading they are
but then why does eclipse give me errors when I don't initialize them (it makes me explicitly say that they = null)

Was about to answer, but you did it yourself. Not quite sure about the rest. Java changed that shit at some point. It used to be undefined (and effectively initialized to null), and good practice was to initialize them explicitly to null. Then it became explicit for fields (I think in Java 6), and it was unnecessary to initialize fields to null (and you got a warning that that code did nothing... thank you). I have no idea whether variables follow the former or the latter initialization rules. Clearly you are being told to initialize it to null, so it's probably the former. Or you're working with a really old version of Java.
Prev 1 801 802 803 804 805 1032 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
09:00
FSL s12 week2: POG vs PTB
Liquipedia
OSC
08:30
Masters Cup #151: Playoffs
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
davetesta26
Liquipedia
The PiG Daily
07:00
Best Games of SC
Clem vs MaxPax
herO vs Solar
SHIN vs MaxPax
herO vs SHIN
PiGStarcraft461
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft461
RuFF_SC2 211
ProTech31
StarCraft: Brood War
sSak 105
NaDa 41
Icarus 8
League of Legends
JimRising 645
Other Games
summit1g10600
tarik_tv6236
C9.Mang0278
WinterStarcraft202
ToD123
NeuroSwarm112
ViBE70
EnDerr1
Organizations
Other Games
BasetradeTV147
[ Show 9 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Shiphtur72
Upcoming Events
CranKy Ducklings
5h 53m
WardiTV Invitational
7h 53m
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IPSL
12h 53m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
15h 53m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
1d 5h
WardiTV Invitational
1d 7h
IPSL
1d 12h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 15h
Artosis vs Dewalt
Ret vs Tech
SOOP
2 days
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
3 days
PiGosaur Cup
3 days
The PondCast
4 days
GSL
5 days
Replay Cast
5 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.