Posted on July 9, 2008 by Josh Heitzman
The partial caching of the calculations of the technical indicator resulted in a 35% less runtime and experimentation with the various complier and linker optimizations switches resulted in a little be more of a speed up for in runtime being an overall of 39% shorter.
The analysis code likely has some spots that will benefit from [...]
Filed under: Programming | Tagged: Optimization | No Comments »
Posted on June 7, 2008 by Josh Heitzman
NinjaTrader’s support for strategies is definitely superior to that of StrategyDesk. NinjaTrader allows strategies to control the number of shares bought and sold, so it can be setup to roll profits into the next trade for backtesting (you could do taxes as well, but I haven’t bothered with that yet). The optimizer is [...]
Filed under: Programming | Tagged: Backtesting, NinjaTrader, Technical Analysis | No Comments »
Posted on May 20, 2008 by Josh Heitzman
I just added the following update to the section titled “Komodo vs PyScripter vs WingIDE - Running and Debugging” of my recent post titled “Komodo Edit vs Komodo IDE vs WingIDE vs PyScripter”:
While debugging Komodo IDE does not show you the current value of any variable if you mouse hover over it. Both PyScripter and [...]
Filed under: Programming | Tagged: Debug, Debugger, IDE, Komodo, Komodo IDE, PyScripter, Python, Wing IDE | No Comments »
Posted on May 16, 2008 by Josh Heitzman
Komodo Edit vs Komodo IDE
Komodo Edit is an free dynamic language editor put out by Active State, while Komodo IDE is Active State’s commercial dynamic language IDE. The two share a common project system, so although I had installed and used Komodo Edit first, when installed Komodo IDE and opened it for the first [...]
Filed under: Programming | Tagged: Code Completion, Debug, Debugger, Editor, Goto Definition, IDE, Komodo, Komodo Edit, Komodo IDE, PyScripter, Python, Wing IDE | 2 Comments »
Posted on May 11, 2008 by Josh Heitzman
Just had a major mental block on the word delegation. While in software design and implementation the three (along with association) are very similar they aren’t precisely the same. More importantly searching on aggregation and composition wasn’t getting me the info I needed for what I was trying to do in Python, so [...]
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Posted on May 10, 2008 by Josh Heitzman
PyScripter
I had used PyScripter last year in the development of a Pylons web app and generally seemed to be up to the task; however, for my current work I’m running into to some issues I had not noticed previously:
Internal interpreter (bad) state - I can find no way to clear the state of the IDE’s [...]
Filed under: Programming | Tagged: Editor, IDE, PyScripter, Python, Wing IDE | 3 Comments »
Posted on May 8, 2008 by Josh Heitzman
Maybe I just haven’t found the correct place to look, but I couldn’t find all of the info I was looking for on Python metaclasses all in one place. I ended up referencing:
the last chapter of the Python Cookbook
the wikipedia entry for Metaclasses
Unifying types and classes in Python 2.2
A Primer on Python Metaclass Programming
the [...]
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Posted on February 29, 2008 by Josh Heitzman
Getting two processes talking to each other over UDP/IP with Twisted was no problem. There was a Win32 one hack the author’s had put in that would have been a show stopper; however, they did it in such a way that it was possible put in a hack to remove their hack, so no [...]
Filed under: Game Development, Programming | Tagged: Game Development, Programming, Python | No Comments »
Posted on February 24, 2008 by Josh Heitzman
Over the last week and half wxPython and PyOpenGL haven’t made me wish I was working in C++ except in one instance today where call through wxPython into wxWidgets wasn’t returning so long as the window was being moved or resized but it isn’t really that big of a deal since windows don’t actually get [...]
Filed under: Game Development, Programming | Tagged: Game Development, OpenGL, Programming, Python | No Comments »
Posted on February 15, 2008 by Josh Heitzman
At first look the Python bindings for DirectX, DirectPython were looking pretty promising. The API set is small, the included docs seem verbose enough to actually be useful, and the included samples illustrated using vertex and index hardware buffers directly which is one of the things I didn’t feel like grepping through the OGRE [...]
Filed under: Game Development, Programming | Tagged: DirectX, Game Development, OpenGL, Programming, Python | 1 Comment »