what is mean by good programming"stytle" and explain why its important?
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Style has to do with naming conventions, how comments are used, indentation, and to an extent, efficency.  It is important so that other people (or if your code is really messy yourself) can read and follow the code.  It can help with debugging and later moddificaitions that might be made.  Basically, have a good style is a good habit to get into if you are a serious coder.
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Means your servlet needs a function called getCorpID() that returns something (depends upon what corpID is -- probably a Long).\n\nYou'll also want a setCorpID(WhatEverCorpIDIs obj) and implement that as well for struts to be nice.
31332
Visual Basic, or any programming language for that matter is extremely useful for a variety of uses.\n\nWhen I was starting off programming, I mostly wrote small utilities to make my, and my co-workers' jobs easier.  Early on, when I worked for a PC configuration company, I wrote a VB-based database application that used barcode scanners to track systems that went through the configuration center.  Prior to this, the process was done manually.  \n\nLater, as a desktop support tech, I wrote utilites to parse text files, backup common files when re-installing, or upgrading a user's PC, automatic virus updates on servers, etc.  Any manual data recording tasks (filling out forms, paper filing, etc.) can be enhanced, or replace by software.  Repetitive tasks can be replaced by automated utilities.  Even simple games to entertain during long stretches (like airplane flights) can be written (professional graphics not necessary).
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Your program is only a good as the documentation. Your program may be a work of art, but if it is not documented properly, then it will not achieve it's full potential. It is the same with any system design.  If it is not documented properly, or is not worded in plain english, then\nthe entire system suffers.
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There are situations where assembly code is the\n"right" solution -- typically when special instructions\nare needed or on rare occasions when a tiny piece of\ncode is both critical and not sufficiently optimized\nby a compiler.\n\nHowever, for the Sieve of Eratosthenes, a good compiler\nshould be able to generate code which is comparable to\nwhat most humans could write.\n\nI mention this to explain why I would recommend that\nyou take some C source for the Sieve and have your\ncompiler generate assembly code for you.\n\nOn a Linux/Unix/Solaris system, use the "-S" option:\n\ncc -S -O sieve.c\n\nand then take a look at the file "sieve.s".\n\nFast and easy.\n\nIf you want the assembly code to be easier to read,\ndon't optimize the code (ie. don't use the "-O" option).
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Some people know how to program and get a thrill thinking about all the havoc they can cause with a virus. Or they like the noterity it brings in the evil-hacker community.\n\nBasically, a more technical version of vandalizing stuff.
25105
To start with, it will be best to visit the site i've given below. You will find very good conceptual and programming knowledge along with sample programs with their outputs.
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Hmmmm ... not sure what  you are asking ... does it have to do with programming language? Might be better if you tried again in one of the more techie categories.
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The question is so broad its difficult to know where to start.\n\nDepending on the programming languages you are using, there are usually a multitude of Integrated Development Environments (IDEs) available. These help you organize and package your source codes. Some "languages" are more math and engineering oriented (like MathCAD and MATLAB.) There are also a number of Computer-Aided Design packages available.
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The programming cycle\nThis can be represented as in the following cycle:\n\nWrite program \nCompile \nAsk question \nGet answer \nRestart cycle.
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The attributes of a good programming language are actually an entire area of study within Computer Science.  Programming languages can be thought of in two areas.  Syntax and Semantics.  Syntax being how something must be written and semantics being what it means.  A good language is defined as one with minimal ambiguity.\n\nYou will find that a lot of people will claim languages like C and C++ are "good" because they are widley used and simple to understand, however from a scientific viewpoint these languages are actually quite bad.  For instance C++ has hundreds of ambiguities.  An easy example of this is the number of ways of incrementing a value in C++.  There are many (value++, value = value+1, value += 1) all do the same thing.\n\nThis is why languages like Haskell were created.  Haskell from this perspective is a good language (pain in the ass to work with however).\n\nHope this helps.
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You probably should be asking what are objects and how can they benefit a programmer?\n\nAn object describes something tangible, and provides you with the possible interactions to that object.\n\nAs an example: If you want to create a telephone object you would create the object and provide all the possible feature that descrivbe the telephone:\n\nColor, Rotary or Button, The Buttons themselves - including hold, redial, whatever extra buttons you want\n\nThe description gets as complicated as your task\n\nThen in the object you provide it with the interactions you want.\nIf you wnat an interaction for each button you can.  Or if you just want interaction with your special buttons and an interaction to Dial a number you can set these interactions up anyway you want.\n\nThe advantage to a programmer:\n1) all code for a phone is in one place.\n2) you can create multiple phone that look and work differently based upon your description:\n\nPhone Rotary = new Phone(true,"Black");\nPhone PushButton = new Phone(false,"White");\nPushButton.HasHold = true;\n\nSince you wrote the code in phone to handle dialing a number you could do:\n\nRotary.Dial("555.123.4567");\nPushButton.Dial("555.123.4567");\n\nIf the dialing feature doesn't work you just go to one place to fix it and you're done.\n\n\nI've been using object-oriented programming for over 5 years, if you want to discuss it more in depth feel free to email me.
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Defect Density\n\nOne of the easiest ways to judge whether a program is ready to release is to measure its defect density—the number of defects per line of code. Suppose that the first version of your product, GigaTron 1.0, consisted of 100,000 lines of code, that you detected 650 defects prior to the software’s release, and that 50 more defects were reported after the software was released. The software therefore had a lifetime defect count of 700 defects, and a defect density of 7 defects per thousand lines of code (KLOC). \n\nSuppose that GigaTron 2.0 consisted of 50,000 additional lines of code, that you detected 400 defects prior to release, and another 75 after release. The total defect density of that release would be 475 total defects divided by 50,000 new lines of code, or 9.5 defects per KLOC. \n\nNow suppose that you’re trying to decide whether GigaTron 3.0 is reliable enough to ship. It consists of 100,000 new lines of code, and you’ve detected 600 defects so far, or 6 defects per KLOC. Unless you have a good reason to think that your development process has improved with this project, your experience should lead you to expect between 7 and 10 defects per KLOC. The number of defects you should attempt to find will vary depending on the level of quality you’re aiming for. If you want to remove 95 percent of all defects before shipping, you would need to detect somewhere between 650 and 950 pre-release defects. This technique suggests that the product is not quite ready to ship. \n\nThe more historical project data you have, the more confident you can be in your pre-release defect density targets. If you have data from only two projects and the range is as broad as 7 to 10 defects per KLOC, that leaves a lot of wiggle room for an expert judgment about whether the third project will be more like the first or second. But if you’ve tracked defect data for 10 projects and found that their average lifetime defect rate is 7.4 defects per KLOC with a standard deviation of 0.4 defects, you have a great deal of guidance indeed.
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If you've never used an object-oriented language before, you need to understand the underlying concepts before beginning to write code. You need to know what an object is, what a class is, how objects and classes are related, and how objects communicate by using messages.\n\nObject-oriented programming. Objects of the program interact by sending messages to each other.\n\nWhat Is an Object? (in the Learning the Java Language trail)\n\n    An object is a software bundle of related variables and methods. Software objects are often used to model real-world objects you find in everyday life. \n\nWhat Is a Message? (in the Learning the Java Language trail)\n\n    Software objects interact and communicate with each other using messages. \n\nWhat Is a Class? (in the Learning the Java Language trail)\n\n    A class is a blueprint or prototype that defines the variables and the methods common to all objects of a certain kind. \n\nWhat Is Inheritance? (in the Learning the Java Language trail)\n\n    A class inherits state and behavior from its superclass. Inheritance provides a powerful and natural mechanism for organizing and structuring software programs. \n\nWhat Is an Interface? (in the Learning the Java Language trail)\n\n    An interface is a contract in the form of a collection of method and constant declarations. When a class implements an interface, it promises to implement all of the methods declared in that interface. \n\nHow Do These Concepts Translate into Code? (in the Learning the Java Language trail)\n\n    This section looks at a small applet, and shows you the code that creates objects, implements classes, sends messages, establishes a superclass, and implements an interface.\n\nfor the importance part\n\nObject-oriented programming is claimed to give more flexibility, easing changes to programs, and is widely popular in large-scale software engineering. Furthermore, proponents of OOP claim that OOP is easier to learn for those new to computer programming than previous approaches, and that the OOP approach is often simpler to develop and to maintain, lending itself to more direct analysis, coding, and understanding of complex situations and procedures than other programming methods. Translation from real-world phenomena/objects (and conversely) is eased because there is direct mapping from the real-world to the object-oriented program (generally a many-to-one). The converse mapping, from the object-oriented program back to the real-world, is by way of a one-to-many mapping, where each 'many' is seen to be a collection of well-defined subsets (or superset), which together compose a real-world object. The corresponding object defined in the program may be seen as representing some proper subset of the real-world object's features.
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Business as a rule is interested in money over design.\n\nIf something with bloated code is quicker to produce and start earning then thats what they will go with.\n\nThe major reason is because people are tied up with speed issues in development cycles so anything to get that software out the door.
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here are the 2 best and used by programmers,, i know,, \n\nhttp://free.grisoft.com/doc/1\n\nhttp://housecall.trendmicro.com/
710553
What does this have to do with programming & design?