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  • How to verify real people?

    - by Gerben Jacobs
    For a music community, I want bands to be able to verify themselves. What is the best way to do this? For example I could let the record label mail me, but some bands are indepedent. I could also ask them to put a 'code' on their website or Facebook page and then check manually. I'm not per se looking for a waterproof solution, so no scanning of real life documents and I'm okay with doing the checks manually. In other words, how can you verify real people with their virtual presence?

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  • Annual Review: what hard data should a developer bring?

    - by sunpech
    Many companies have annual reviews for their employees. I've heard that it's generally a good idea to muster up some hard data to analyze and bring to the review. The better the data, the better the chances to help support a promotion or raise. What I mean by hard data, are tangible numbers-- something that can be measured and/or calculated. Obviously data that a developer would have access to. Something intangible would be how beautiful the code a developer has written. I think this would be very hard to measure, nor would upper management care for it. My question is: For a software developer, what kind of hard data should be analyzed and brought to a review to help highlight good work that was done? An example I've been given in the past: The support tickets produced by each project a developer was involved in. Are the numbers low? Are the rate per month getting lower? Etc.

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • Sun Ray Hardware Last Order Dates & Extension of Premier Support for Desktop Virtualization Software

    - by Adam Hawley
    In light of the recent announcement  to end new feature development for Oracle Virtual Desktop Infrastructure Software (VDI), Oracle Sun Ray Software (SRS), Oracle Virtual Desktop Client (OVDC) Software, and Oracle Sun Ray Client hardware (3, 3i, and 3 Plus), there have been questions and concerns regarding what this means in terms of customers with new or existing deployments.  The following updates clarify some of these commonly asked questions. Extension of Premier Support for Software Though there will be no new feature additions to these products, customers will have access to maintenance update releases for Oracle Virtual Desktop Infrastructure and Sun Ray Software, including Oracle Virtual Desktop Client and Sun Ray Operating Software (SROS) until Premier Support Ends.  To ensure that customer investments for these products are protected, Oracle  Premier Support for these products has been extended by 3 years to following dates: Sun Ray Software - November 2017 Oracle Virtual Desktop Infrastructure - March 2017 Note that OVDC support is also extended to the above dates since OVDC is licensed by default as part the SRS and VDI products.   As a reminder, this only affects the products listed above.  Oracle Secure Global Desktop and Oracle VM VirtualBox will continue to be enhanced with new features from time-to-time and, as a result, they are not affected by the changes detailed in this message. The extension of support means that customers under a support contract will still be able to file service requests through Oracle Support, and Oracle will continue to provide the utmost level of support to our customers as expected,  until the published Premier Support end date.  Following the end of Premier Support, Sustaining Support remains an 'indefinite' period of time.   Sun Ray 3 Series Clients - Last Order Dates For Sun Ray Client hardware, customers can continue to purchase Sun Ray Client devices until the following last order dates: Product Marketing Part Number Last Order Date Last Ship Date Sun Ray 3 Plus TC3-P0Z-00, TC3-PTZ-00 (TAA) September 13, 2013 February 28, 2014 Sun Ray 3 Client TC3-00Z-00 February 28, 2014 August 31, 2014 Sun Ray 3i Client TC3-I0Z-00 February 28, 2014 August 31, 2014 Payflex Smart Cards X1403A-N, X1404A-N February 28, 2014 August 31, 2014 Note the difference in the Last Order Date for the Sun Ray 3 Plus (September 13, 2013) compared to the other products that have a Last Order Date of February 28, 2014. The rapidly approaching date for Sun Ray 3 Plus is due to a supplier phasing-out production of a key component of the 3 Plus.   Given September 13 is unfortunately quite soon, we strongly encourage you to place your last time buy as soon as possible to maximize Oracle's ability fulfill your order. Keep in mind you can schedule shipments to be delivered as late as the end of February 2014, but the last day to order is September 13, 2013. Customers wishing to purchase other models - Sun Ray 3 Clients and/or Sun Ray 3i Clients - have additional time (until February 28, 2014) to assess their needs and to allow fulfillment of last time orders.  Please note that availability of supply cannot be absolutely guaranteed up to the last order dates and we strongly recommend placing last time buys as early as possible.  Warranty replacements for Sun Ray Client hardware for customers covered by Oracle Hardware Systems Support contracts will be available beyond last order dates, per Oracle's policy found on Oracle.com here.  Per that policy, Oracle intends to provide replacement hardware for up to 5 years beyond the last ship date, but hardware may not be available beyond the 5 year period after the last ship date for reasons beyond Oracle's control. In any case, by design, Sun Ray Clients have an extremely long lifespan  and mean time between failures (MTBF) - much longer than PCs, and over the years we have continued to see first- and second generations of Sun Rays still in daily use.  This is no different for the Sun Ray 3, 3i, and 3 Plus.   Because of this, and in addition to Oracle's continued support for SRS, VDI, and SROS, Sun Ray and Oracle VDI deployments can continue to expand and exist as a viable solution for some time in the future. Continued Availability of Product Licenses and Support Oracle will continue to offer all existing software licenses, and software and hardware support including: Product licenses and Premier Support for Sun Ray Software and Oracle Virtual Desktop Infrastructure Premier Support for Operating Systems (for Sun Ray Operating Software maintenance upgrades/support)  Premier Support for Systems (for Sun Ray Operating Software maintenance upgrades/support and hardware warranty) Support renewals For More Information For more information, please refer to the following documents for specific dates and policies associated with the support of these products: Document 1478170.1 - Oracle Desktop Virtualization Software and Hardware Lifetime Support Schedule Document 1450710.1 - Sun Ray Client Hardware Lifetime schedule Document 1568808.1 - Document Support Policies for Discontinued Oracle Virtual Desktop Infrastructure, Sun Ray Software and Hardware and Oracle Virtual Desktop Client Development For Sales Orders and Questions Please contact your Oracle Sales Representative or Saurabh Vijay ([email protected])

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  • Bullet Time in Real Life: Impacts Slowed Down with High Speed Cameras

    - by Jason Fitzpatrick
    Combine a little shooting range fun with a camera capable of shooting a million frames per second and you’ve got yourself the basis of pretty hypnotizing video. In the video above various rifle and handgun rounds are fired at a variety of materials–sheet metal, plate metal, gelatin–and captured in a halo of fragments and splatters. Have an equally enthralling high speed video to share? Throw a link in the comments! [via Mashable] How To Be Your Own Personal Clone Army (With a Little Photoshop) How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • What payment gateways fit my website?

    - by Amr ElGarhy
    I am building an image hosting website and users will pay for extra storage, this means that for example: each 1GB over the first 3GB, I will charge the user for some money per GB. I want to integrate in my website a payment way so that I can let the users pay through and also let me to collect these money later either getting them through ATM or to get it in my bank account. I can't user paypal because it is not working in my country Egypt. Can you advice me with a service and some tips about how users will pay and how I will get the money from.

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  • Geek Deals: Discounted Monitors, Cheap Peripherals, and Free Apps

    - by Jason Fitzpatrick
    Looking to save some cash while stocking up on computers, peripherals, apps, and other goodies? Hit up our deal list for discounts on all manner of geeky gear. We’ve combed the net and grabbed some fresh off the press deals for you to take advantage of. Unlike traditional brick and mortar sales internet deals are fast and furious so don’t be surprised if by the time you get to a particularly hot deal the stock is gone or the uses-per-coupon rate has been exceeded. How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Renewing a SSL certificate with GoDaddy

    - by Flavien
    GoDaddy sells SSL certificates for $12 per year (the most basic one). I have bought one of those last year, and now is the time to renew. However they are now asking for $50 for the renewal (the $12 is apparently a discount). Is there a way to get the $12 price for a renewal. Is it going to work if I buy a new certificate at $12, and use the same host as the one I had before, or are they going to prevent me from doing that?

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  • Benchmarking CPU processing power

    - by Federico Zancan
    Provided that many tools for computers benchmarking are available already, I'd like to write my own, starting with processing power measurement. I'd like to write it in C under Linux, but other language alternatives are welcome. I thought starting from floating point operations per second, but it is just a hint. I also thought it'd be correct to keep track of CPU number of cores, RAM amount and the like, to more consistently associate results with CPU architecture. How would you proceed to the task of measuring CPU computing power? And on top of that: I would worry about a properly minimum workload induced by concurrently running services; is it correct to run benchmarking as a standalone (and possibly avulsed from the OS environment) process?

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  • Log oddities: 404s for client-garbled image URLs

    - by Chris Adams
    I've noticed some odd 404s which appear to be broken URL rewriting code: Our deep zoom view generates images URLs like this: /media/204/service/dzi/1/1_files/7/0_0.jpg I see some - well under <1% - requests for slightly altered URLs: /media/204/s/rvice/d/i/1/1_files/7/0_0.jpg These requests come from IP addresses all over the world (US, Canada, China, Russia, India, Israel, etc.), desktop and mobile users with multiple user-agents (Chrome, IE, Firefox, Mobile Safari, etc.), and there is plenty of normal activity in the same session so I'm assuming this is either widespread malware or some broken proxy service. I have not seen them from anything other than images, which suggests that this may be some sort of content filter. Has anyone else seen this? My CDN logs show the first request on June 8th ramping up from several dozen to several hundred per day.

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  • Podcast: Dell Perot Systems Relies on Oracle In-Memory Database Cache

    - by john.brust
    Recently we spoke with Bill Binko, Technology Consultant at Dell Perot Systems, about a high volume web-based content delivery system they implemented for a client with Oracle In-Memory Database Cache. Their client needed to respond to ~1 billion hits (web requests) per day, but hadn't been able to support this load. Oracle In-Memory Database Cache allowed for multiple & complicated queries to take place without ever hitting the disk...providing sub-millisecond response time and ability to manage much higher high volumes of data. Old System: Old SQL Server Database, over 300 servers, difficult to maintain. New System: One Oracle Database 11g instance, multiple Oracle RAC nodes, backed up by Oracle Data Guard, and Oracle In-Memory Database Cache to cut query response times by 10x. Listen to the podcast.

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  • How do I restrict my kids' computing time?

    - by Takkat
    Access to our computer (not only to the internet) needs to be restricted for the accounts of my kids (7, 8) until they are old enough to manage this by themselves. Until then we need to be able to define the following: the hours of the day when computing is o.k. (e.g. 5 - 9 pm) the days of the week when computing is not o.k. (e.g. mondays to fridays) the amount of time allowed per day (e.g. 2 hours) In 11.10 all of the following that used to do the job don't work any more: Timekpr: for 11.10 not available through the ppa. The installed version from 11.04 does not work in 11.10. Timoutd: command line alternative, but in 11.10 removed from the repositories. Gnome Nanny: Looks great but repeatedly crashes to force restarting X-server. So we can't use or recommed this program at the moment. Are there any other alternatives?

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • GNOME 3.2 Menu Not Loading

    - by chazdg
    Gnome 3.2 Menu is not loading. I wanted to add a minimize and maximize to the right of my windows. So I did the following: gconftool-2 --set /apps/metacity/general/button_layout --type string "menu:minimize,maximize,close" logout and login that it per the instructions of this website: Instructions I logged out and back in and that was it. No menu. Help!!! By the way, there is a fix on this website to restore Gnome. However it did not work. Another odd thing was that Gnome Tweak Tool is black under the Shell Extension tab.

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  • Free C# Online Classes

    Now you can learn C language online from expert teachers of WiZiQ. These are Free Online Classes on C# which are scheduled on different timings. You can join the class as per your convenience.  Below are some of the topics which are covered in the classes:Programming with Collections in C#.NETIntroduction to Complex NumbersC++ Fundamental 2C++ ProgrammingThe recordings of these classes are also available which you can view anytime. ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Is Paypal the best solution for payment gateway for a website?

    - by Pennf0lio
    I have a realty website that needs a payment gateway for their property reservation. The reservation fee range from $500-$600 and about 5-6 people per month. I was wondering if Paypal is the best solution for accepting Payment. What will be the Pros and Cons using Paypal. Paypal was my first choice because It's easy to integrate on my existing website and I wouldn't be minding so much on the security. P.S. It's not a part of the question, But If you can site some realty website that accept payment and would be a good inspiration. It would be highly appreciated. Thanks!

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  • Subclassing to avoid line length

    - by Super User
    The standard line length of code is 80 characters per line. This is accepted and followed by the most of programmers. I working on a state machine of a character and is necessary for me follow this too. I have four classes who pass this limit. I can subclass each class in two more and then avoid the line length limit. class Stand class Walk class Punch class Crouch The new classes would be StandLeft, StandRight and so on. Stand, Walk, Punch and Crouch would be then abstract classes. The question if there is a limit for the long of the hierarchies tree or this is depends of the case.

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  • How do I totally disable all forms of session management in Xubuntu?

    - by Evan Carroll
    Xubuntu remembers things like xfce-terminal and chromium whenever my system starts up. I don't want that function to happen, ever. I want every restart to be fresh. How do I disable this functionality. I've seen numerous tutorials that unchecking the "Save sessions for future logins" screen in Log Off would work, but it does't seem to work for me. When the system comes back the other applications are open. I've also deleted the files in autostart, as per this question.

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • Payback Is The Coupon King

    - by Troy Kitch
    PAYBACK GmbH operates the largest marketing and couponing platforms in the world—with more than 50 million subscribers in Germany, Poland, India, Italy, and Mexico.  The Security Challenge Payback handles millions of requests for customer loyalty coupons and card-related transactions per day under tight latency constraints—with up to 1,000 attributes or more for each PAYBACK subscriber. Among the many challenges they solved using Oracle, they had to ensure that storage of sensitive data complied with the company’s stringent privacy standards aimed at protecting customer and purchase information from unintended disclosure. Oracle Advanced Security The company deployed Oracle Advanced Security to achieve reliable, cost-effective data protection for back-up files and gain the ability to transparently encrypt data transfers. By using Oracle Advanced Security, organizations can comply with privacy and regulatory mandates that require encrypting and redacting (display masking) application data, such as credit cards, social security numbers, or personally identifiable information (PII). Learn more about how PAYBACK uses Oracle.

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  • UML Class diagrams with Java packages?

    - by loosebruce
    I am trying to model in UML 2.0 a Java servlet application that has three classes Servlet class; essentially a main class that acts as the controller DatabaseLogic; contains methods for database operations XMLBuilder; builds an XML from a query result string The classes use a variety of packages from the Java library. I am unsure how to model this in UML Do I have to create a package and show which libraries are used for each individual class or can I just have one large package in the diagram with all the libraries showing which classes have dependencies on which. As per this diagram This is my first time working with java properly (im a C++ guy) Apart from being a bit messy , is this a correct UML representation of the system I described? Does a Package in UML mean the same as a Package in Java?

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • When to do Code Review

    - by mcass20
    We have recently moved to a scrum process and are working on tasks and user stories inside of sprints. We would like to do code reviews frequently to make them less daunting. We are thinking that doing them on a user story level but are unsure how to branch our code to account for this. We are using VS and TFS 2010 and we are a team of 6. We currently branch for features but are working on changing to branching for scrum. We do not currently use shelvesets and don't really want to implement if there are other techniques available. How do you recommend we implement code review per user story?

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