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12:58 AM
This is not really an answer, not so much because it's a comment, but because it's a question. It seems too opinion-based to be asked on this site, though. Perhaps you should check these pages and see if one of these sites would consider it a good question: programmers.stackexchange.com/help/on-topic dba.stackexchange.com/help/on-topicDan Getz 47 secs ago
 
You suggest a "web developer" should know a lot of things that frankly, web developers neither do often know, nor need to know. These expectations are wrong, the only person you'll get to meet them will be a very strong senior level engineer, or - more likely - someone who managed to lie to you without you knowing it. Generally you'll want at least two developers to fulfill that broad spectrum of front and back end technologies. Anything else and you're going to get someone who's lying or out of your price range. — Jimmy Hoffa 27 secs ago
I almost CV'd but I'm unsure... "Is this list of skills an acceptable bar for a Web Developer?" actually seems like a straight forward answerable question...maybe too opinion based?
At first glance I thought the Q definitely is no good - it does need editing for clarification of the question so it's succinctly asked, but thinking on it, I'm not sure if it's no good or not..
 
user55340
1:26 AM
> Sharepoint
Salesforce
ASP.NET / Java EE
Oracle, Mongo, Hadoop, Citrix (Which I understand are not all relevant to one programmer at the same time.
 
user55340
I, as a web developer, fortunately do not touch Sharepoint, Salesforce, ASP.NET, Mongo, Hadoop, or Citrix.
 
user55340
The key is the ability to learn how to deal with these technologies when they are called into the domain of the problem - not to say "yes, I am a master oracle programmer and I also do Load balancing and Hadoop..."
 
2:03 AM
@MichaelT yeah, only people who really don't understand the stuff go around trying to hire engineers and expecting they all know all those things in depth. Hell finding a single programmer who knows SQL with the slightest depth at all these days is tough as hell.
We coders that know our way around an RDBMS well are a dying breed..
Heck it's a rare person that knows all the front-end tech described above and has much ability in designing and implementing a server well. Lots of people have all those skills in a very shallow manner because that seems to be what we breed for now, but the guy in his question appears to be asking for depth across all of those things.
@Ixrec pretty certain the correlation is an inverse relationship, despite commonly held belief...
 
 
4 hours later…
6:08 AM
"Stack Overflow is a question and answer site for professional and enthusiast programmers". As currently written, your question doesn't fit the criteria of this site. Please read this page : stackoverflow.com/help/on-topic. — Kaiido 14 secs ago
 
 
2 hours later…
7:57 AM
Questions like these belong on the Programmers StackExchange site. — Jamen 16 secs ago
@Mat, not if it's poor quality like this, but but the general scheme of the question seems to fit a lot of the questions I've seen on Programmers.SE — Jamen 1 min ago
@Jamen: programmers.stackexchange.com/help/on-topic. This type of question is explicitly listed in the "not to ask" part. They even have a specific close reason covering it. Just don't suggest Programmers unless it is a high quality question that really does fit. — Mat 19 secs ago
 
 
2 hours later…
10:34 AM
@JimmyHoffa I think a major part of that discussion was whether or not it's direct or inverse; I agree it's definitely inverse but not everyone felt that way
 
10:53 AM
the fact that programmers.stackexchange.com/questions/286508/… now has 14 different answers seems a bit concerning
 
 
2 hours later…
12:32 PM
Perhaps a better fit for programmers se? — Frederick Cheung 38 secs ago
 
 
1 hour later…
1:38 PM
Can somebody help me provide the resource link(videos) that covers good course on java multithreading?
 
user41796
@Yannis - In reference to this request, please see evidence A and evidence B. I've been out this past week, so not sure if some other conversation was had. But I would imagine those edits ought to be made by a mod.
 
@overexchange - I don't mean to be mean, but from what I've seen, I don't think that multithreading is something you should be dealing with yet.
 
2:15 PM
@Telastyn you mean, it is too early for me to work on java multithreading?
 
yes.
without a solid foundation, it is likely to be exceptionally difficult.
 
solid foundation about?
 
programming, Java.
 
user55340
Multithreading and concurrency a tools within Java that are rare to actually need. The problems that they are needed to address are not ones that you will likely deal with unill you are working on much harder problems than you are dealing with now. In 20 years of Java, I've had to work with it once.
 
2:17 PM
ok
 
user55340
And then it wasn't "I am spawning of a new thread" but rather "there are other threads doing things that I have to program defensively around"
 
I've only used them a few times outside of games.
 
user55340
In the one Java game I wrote, I didn't have to deal with it (it was turn based)
 
@Telastyn I agree with you.
@Telastyn But when I am fit for this topic, Do you think this topic list is good to be comfortable on multithreading?
 
user55340
Hmm... Randall is learning Javascript apparently...
 
user55340
2:25 PM
 
@MichaelT am comfortable in javascript now, i think, it is easy language for people who know list and dictionary. am also clear with the memory model of javascript): It took two weeks for me to understand the stuff
 
@overexchange - that plus a few months of actual coding, sure.
 
actual coding on multi threading? I am investing 2 months for java programming(DS& algo using java) and all language features.
 
it'll be hard to learn multithreading while coding non-multithreaded code :P
 
user55340
One can sit and pontificate about writing code. Study it and such... but until you deal with a 10k SLOC project or larger it really doesn't amount to much at all.
 
user55340
2:32 PM
You're learning to swim without water...
 
user55340
 
But OOP paradigm should not bother you with size of the code. unlike imperative programming using C
 
user55340
Learning the breststroke shouldn't matter - its just arm motions.
 
user55340
Until you put it into practice though, you don't know if you know it or not.
 
@MichaelT there are 3 games in that course for case study
ping/pong, content download and resource mgmt application
 
2:35 PM
you should never care about size of code, but we still use it as a broad stroke measure of prolbem size/complexity.
 
user55340
Games are fun and good to keep student interest. They don't actually accomplish anything.
 
Is it possible to have realtime slow motion? And by which I mean having a single client connected to a server see things happen in slow motion, while simultaneously another client sees things happening in real time?
 
@Telastyn I can't go parallel with multithreaded course, because, it is paid(per month) course. So, I have to dedicate complete time on multithreading course after java programming.
 
@LinkTheProgrammer if the clients are merely viewing things, it's easy, if they have to interact with each other in any way, I think the idea quickly becomes a logical contradiction
@MichaelT my favorite is colors.sort() => "rainbow"
 
I know
the problem is when the two are interacting...
how to solve that dilemma hmm?
 
2:42 PM
again, I think that turns into a logical contradiction, i.e. impossible on every level unless you have some form of time travel
it certainly wouldn't be practical considering we already need client-side prediction and lag compensation and other magic to make online gaming functional for the average internet connection
 
yeah, simply put, you can't have two actors see the same stream of events at different rates and expect them to end at the same time.
 
I'm thinking if the person with their time "slowed down", they could be shown as moving really fast, even if on their screen they seem to move in real time. The person slowed down is moving at realtime, but all he sees is a blur
 
you can probably fake it over extremely small time intervals, if you restrict the amount of "desync" to the same amount that lag compensation and whatnot are already faking for the user
but that interval would probably be on the order of 1/60th of a second
not really enough to make a fun bullet time mechanic
@LinkTheProgrammer the problem isn't visually depicting it, the problem is that after player A uses their power to slow down time by 2x for 1 second, they have experienced 0.5 seconds of gameplay in 1 second of real time while everyone else experienced 1 second of gameplay in 1 second of real time
 
Ok I think I have an idea
 
2:49 PM
either you slow down all the other players, or you have to keep rewriting history for them (which means people getting yanked around or killed by nothing or unkilled or whatever)
 
say this were minecraft...
what if we use some sort of paradox effect by simulating the world in realtime, and in slow motion
 
what does that mean?
 
That is, simulate the coordinates of a player at one "speed of time" and in real time
 
what happens when he turns left?
what happens when player B attempts to punch him?
 
I'm getting to that
say player A is in slow motion, and player B isn't
 
2:54 PM
it means that player B waits 3 minutes and then explodes from something they didn't see.
 
user55340
@LinkTheProgrammer Ever see the "Time Dilation" problem/solution for Eve?
 
let's let him get to that
 
physics says no.
 
2:54 PM
I don't need to let him get to that.
 
user55340
> Lag in EVE is generally caused by a high volume of players performing complex actions in space. The reason for this lag is that each player requires a certain amount of actions to be processed in a timely fashion, and that during a high load situation our hardware cannot keep up with player demand, this is most noticeable in fleet fight scenarios.


The hardware in question is referred to as a node, and nodes are capable of hosting several regions of space if that region of space is relatively quiet. However when things get busy, these nodes tend to reach their maximum capacity and can re
 
@MichaelT That works because the nodes are totally separate and unable to interact with each other, right?
 
user55340
And then some tech background: community.eveonline.com/news/dev-blogs/…
 
user55340
The game is on multiple nodes. Different areas are on different nodes (dynamically assigned as they are created / destroyed)
 
user55340
Sometimes one area gets overworked - so the areas get pushed to other nodes so one area can have more cpu.
 
user55340
2:57 PM
But its possible that there isn't enough CPU for what is going on even with the node running in dedicated / locked down mode.
 
user55340
So what they do then is scale back the rate of time passage on that node.
 
Can I at least try to explain myself?
Say for player A, time is slowed by a factor of 2, t/2
this would be shown as an increase of speed to player B as t*2
so... if player A punches player B, it would be simultaneous so to speak
 
no
if time is slowed by 2 for player A, it takes twice as long for them to make their choice of what to do
 
It's more complex than that but I'm not good at explaining things...
 
by then, player B would've been sitting around seeing player A lag
 
3:01 PM
Telastyn I think I meant time for everything else is slowed down for Player A
 
you need to express this in terms of "at real-world time t=0, player A's monitor shows ... and player B's monitor shows ..., then at real-world time t=1 ..."
 
okay
you're clearly not grasping this
so time 0, a fight occurs
time slows for player A
 
the way you're describing it now sounds like it works only because it would work if all actions were predetermined and everyone was just watching video replays at different speeds
 
player A decides punch punch kick (time 2, 4, 6)
player B decides punch punch kick (time 1, 2, 3 since time is not slowed for them
 
yeah I really didn't mean that, I get what you mean @Telastyn
 
3:03 PM
well that's what you're saying
and that's the only way that two people interacting can work.
 
What I mean to say is Player B's time is slowed down, so everything appears in slow motion for Player A
 
more importantly, when player A presses punch at time 2, they need to see the effects of B punching at time 1
 
But the difference is Player B doesn't slow down, Player A sped up
 
not possible
"slow down" "sped up" means differing velocities.
 
guys, we're all talking past each other because we're all using vague poorly defined terms
 
3:05 PM
yes
 
if they experience the same time, having different velocities means different positions.
 
the velocities appear different in relation to their own time intervals
 
the whole point is that Link hasn't defined what "one player sped up" can even begin to mean in the context of two players interacting with each other
 
but I mean speed is based on time so...
 
and time is constant
 
3:05 PM
like I said, you have to say something unambiguous and precise like "at real-world time t=0, player A's monitor shows ... and player B's monitor shows ..., then at real-world time t=1 ...", or we can just keep saying "that doesn't make sense" and we'll be right
 
We don't even know what time is really
 
you cannot make two different players experience time at different rates
 
I'll do what Ixrec said
 
unless you throw one into a black hole or something, two players will play the same game for the same length of time.
 
@LinkTheProgrammer if you really want to go down that road, I am actually familiar with some of the modern metaphysical debates surrounding the nature of time
 
3:07 PM
I suggest you prototype your idea.
 
well, for something this fundamental a prototype shouldn't be necessary to prove if it makes conceptual sense
 
I'm trying to create the illusion of time slowing down in real time, not actually making it happen
 
no, but since basic discussion has failed, perhaps the prototype will show that it's not just us talking out our asses.
 
It has to appear that Player A's time sped up and at t=0.5 punched Player B, and at the same moment, while Player B is in real time, he felt the punch at t=0.5 as well
 
then the question becomes "what does 'the illusion of slowing down time' mean?"
 
3:10 PM
I guess I will have to prototype this...
But with what? hmm?
 
a jsfiddle? if whatever you're trying to articulate is possible at all it can be done there (just show two "screens" and have two sets of controls)
 
k
ah darn I knew I should have learned JavaScript...
I think I still have this Pong game I made in Java from three years ago...
 
lol
 
that might work
If I don't it won't take much longer than maybe an hour or two... to recreate a better version of it.
Man if only my API was finished so I could make a minecraft mod for the prototype which was the whole reason why I wondered about it
Oh dear, the pong game has a horrible design... I'll have to refactor the whole thing
 
 
2 hours later…
4:51 PM
Looks like your question would make more sense here: programmers.stackexchange.com. — Balkrishna Rawool 7 secs ago
 
5:17 PM
@RobertHarvey :I'm sure this question needs clarity. But it isn't asking for identifying the pattern. It is similar to this question: programmers.stackexchange.com/questions/266983/… OP can benefit from reading that question. But I second your opinion that it is unclear and needs clarification. — Balkrishna Rawool 1 min ago
 
 
5 hours later…
10:41 PM
You might want to repost this question over at Programmers SE. — Derek 朕會功夫 34 secs ago
 
11:36 PM
> You want a pull request for a one line change to a maven pom? I mean, I'll do it if you really need me to...
 

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