'N²D' Category

  • Mar
    04
    2010

    Debugging networks: split paths

    An annoying side effect of this type of resonating network, is, when you have a bug in the code, you generally don’t get 0 answers, but a whole lot. This can sometimes be very confusing to debug. Why does a certain path give a positive result, when it shouldn’t? And more importantly (from NND’s [...]

  • Feb
    24
    2010

    WPF is getting under my skin

    I have been fighting the WPF model all the way during the development of NND. And it is wearing me down. Latest problem: the updated selection box for frame element filters doesn’t want to get focus, making it impossible to use the keyboard. I guess the new release will have to wait until I can [...]

  • Feb
    22
    2010

    On resonance

    Just a small mental burp, while this thesaurus is (still) loading.
    In case you are looking for a mental image to visualize this whole concept, try this: Resonance. When a link gets activated (for instance, the one to the very first neuron), it creates a resonance that triggers one or more other neurons. This excitation in [...]

  • Jan
    20
    2010

    NND 0.3

    The new release is finally ready.  The Aici demo took a bit longer than planned. Also, lots of things have been fixed and updated. Here’s a non exhaustive list:

    There’s a complete new lockmanager running in the background. This is much more secure (thread-wise, that is) and a lot faster. It’s still a bit of [...]

  • Oct
    01
    2009

    Demos explained: Scanner

    Intro
    Time for the second demo overview: the Scanner.  It builds on most of the ideas found in the first demo but it goes way further, and actually does something very useful (although you wouldn’t say it at first).  It’s probably going to be a lengthy piece so I’m thinking of cutting it in 2 or [...]

  • Sep
    12
    2009

    NND 0.2 released

    I sort of blew out all the cylinders while attempting a first run directly from numbers to the English grammar: memory usage went up to +1.5 gig, thread count was +800 and a gazillion temporary neurons had been created before it all came to a grinding halt. Some redesign was required. So I beefed up [...]

  • Jun
    28
    2009

    Deadlocks and DotNet

    Well, that bear (you know, the deadlocks) turned out to be a formidable grizzly. Now, I don’t know about you, but me, when I see a monster like that, I turn around and run… I can assure you, there’s nothing better than a fierce predator on your tail to streamline things.  First to go was [...]

  • Jun
    09
    2009

    The debugger

    This is the very first debugger I have written, and I am pretty proud about it! It’s not a masterpiece, but functional.  The code definitely could use some tidying up and some speed tuning wouldn’t hurt at all, but you can trace bugs, inspect values and follow the program flow, and that’s already something I [...]

  • Jun
    05
    2009

    Designing code: Tips and tricks

    Note: this is the second part of in a group of 3.
    N2D is still in proto type stage, so there are plenty of idiosyncrasies to work around. Here are some tips and tricks that might make things a bit easier.

    When there is lots of code visible, things can slow down fast.  To avoid this, use [...]

  • Jun
    05
    2009

    Designing code: Statements

    Note: this is the second part of in a group of 3.
    All the different statement types, the general neuron types, some common static neurons, all the operators and the instructions can be accessed from the toolbox. You can easily drag and drop them on the editor.
    Assignment

    An assignment is used to assign one or more neurons [...]

 
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