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  • Modern programming language with intuitive concurrent programming abstractions

    - by faif
    I am interested in learning concurrent programming, focusing on the application/user level (not system programming). I am looking for a modern high level programming language that provides intuitive abstractions for writing concurrent applications. I want to focus on languages that increase productivity and hide the complexity of concurrent programming. To give some examples, I don't consider a good option writing multithreaded code in C, C++, or Java because IMHO my productivity is reduced and their programming model is not intuitive. On the other hand, languages that increase productivity and offer more intuitive abstractions such as Python and the multiprocessing module, Erlang, Clojure, Scala, etc. would be good options. What would you recommend based on your experience and why?

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  • XNA Level Select Menu

    - by user29901
    I'll try to explain this the best I can. I'm trying to create a level select menu for a game I'm making. The menu is basically a group of blocks numbered 1-16, similar to something like the Angry Birds menu. What I've done is created a cursor, basically just an outline to surround a block, that the user can move to select what level they want to play. What I want it do is move from block to block instead of simply moving around on the X and Y axes as it does now. So my question is, how can I get the cursor (highLight in the below code) to move from block to block(destinationRectangle1 etc. in the code)? /// Field for the "cursor" Vector2 highLightPos = new Vector2(400, 200); ///This is the Update code KeyboardState keyBoardState = Keyboard.GetState(); if (keyBoardState.IsKeyDown(Keys.Up)) highLightPos.Y--; if (keyBoardState.IsKeyDown(Keys.Down)) highLightPos.Y++; if (keyBoardState.IsKeyDown(Keys.Right)) highLightPos.X++; if (keyBoardState.IsKeyDown(Keys.Left)) highLightPos.X--; /// This is the draw code SpriteBatch spriteBatch = ScreenManager.SpriteBatch; Rectangle screenRectangle = new Rectangle(0, 0, 1280, 720); Rectangle destinationRectangle1 = new Rectangle(400, 200, 64, 64); Rectangle frameRectangle1 = new Rectangle(0, 0, 64, 64); Rectangle destinationRectangle2 = new Rectangle(500, 200, 64, 64); Rectangle frameRectangle2 = new Rectangle(64, 0, 64, 64); Rectangle destinationRectangle3 = new Rectangle(600, 200, 64, 64); Rectangle frameRectangle3 = new Rectangle(128, 0, 64, 64); Rectangle destinationRectangle4 = new Rectangle(700, 200, 64, 64); Rectangle frameRectangle4 = new Rectangle(192, 0, 64, 64); Rectangle destinationRectangle5 = new Rectangle(800, 200, 64, 64); Rectangle frameRectangle5 = new Rectangle(256, 0, 64, 64); Rectangle destinationRectangle6 = new Rectangle(400, 300, 64, 64); Rectangle frameRectangle6 = new Rectangle(320, 0, 64, 64); Rectangle destinationRectangle7 = new Rectangle(500, 300, 64, 64); Rectangle frameRectangle7 = new Rectangle(384, 0, 64, 64); Rectangle destinationRectangle8 = new Rectangle(600, 300, 64, 64); Rectangle frameRectangle8 = new Rectangle(448, 0, 64, 64); Rectangle destinationRectangle9 = new Rectangle(700, 300, 64, 64); Rectangle frameRectangle9 = new Rectangle(0, 64, 64, 64); Rectangle destinationRectangle10 = new Rectangle(800, 300, 64, 64); Rectangle frameRectangle10 = new Rectangle(64, 64, 64, 64); Rectangle destinationRectangle11 = new Rectangle(400, 400, 64, 64); Rectangle frameRectangle11 = new Rectangle(128, 64, 64, 64); Rectangle destinationRectangle12 = new Rectangle(500, 400, 64, 64); Rectangle frameRectangle12 = new Rectangle(192, 64, 64, 64); Rectangle destinationRectangle13 = new Rectangle(600, 400, 64, 64); Rectangle frameRectangle13 = new Rectangle(256, 64, 64, 64); Rectangle destinationRectangle14 = new Rectangle(700, 400, 64, 64); Rectangle frameRectangle14 = new Rectangle(320, 64, 64, 64); Rectangle destinationRectangle15 = new Rectangle(800, 400, 64, 64); Rectangle frameRectangle15 = new Rectangle(384, 64, 64, 64); Rectangle destinationRectangle16 = new Rectangle(600, 500, 64, 64); Rectangle frameRectangle16 = new Rectangle(448, 64, 64, 64); spriteBatch.Begin(); spriteBatch.Draw(forestBG, screenRectangle, Color.White); spriteBatch.Draw(highLight, highLightPos, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle1, frameRectangle1, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle2, frameRectangle2, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle3, frameRectangle3, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle4, frameRectangle4, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle5, frameRectangle5, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle6, frameRectangle6, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle7, frameRectangle7, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle8, frameRectangle8, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle9, frameRectangle9, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle10, frameRectangle10, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle11, frameRectangle11, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle12, frameRectangle12, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle13, frameRectangle13, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle14, frameRectangle14, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle15, frameRectangle15, Color.White); spriteBatch.Draw(levelSelectTiles, destinationRectangle16, frameRectangle16, Color.White); spriteBatch.End(); PS, I'm aware that this code is probably inefficient, cumbersome or that there's a better way to draw parts of a tile sheet. Any suggestions would be appreciated.

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  • Stairway to Database Source Control Level 2: Getting a Database into Source Control

    In this level, we're going to continue the philosophy of learning by example, and get a database into our SVN repository. We will also consider our overall approach to source control for databases, and the manner in which our team will develop these databases, concurrently. 24% of devs don’t use database source control – make sure you aren’t one of themVersion control is standard for application code, but databases haven’t caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out…

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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • Level selection view - similiar to Angry Bird's

    - by Piotr
    I am making game and need to prepare view for level selection. Could you recommend me some opensource library which could I use? I need icons to vibrate after long pressing one of them, some callbacks after choosing them, possibility to prepare custom icon's view, page control and horizontal scrolling. I was trying to use OpenSpringBoard but weirdly couldn't see scrollview and pagecontrol working in this project - it seems that there's possibility to use only one page. On the other hand, myLauncher(https://github.com/dlinsin/myLauncher) isn't so easy to include in project, as I need a seperate view with some delegate methods. I need to be compatible with iOS 4.2

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  • Why should we use low level languages if a high level one like python can do almost everything? [closed]

    - by killown
    I know python is not suitable for things like microcontrolers, make drivers etc, but besides that, you can do everything using python, companys get stuck with speed optimizations for real hard time system but does forget other factors which one you can just upgrade your hardware for speed proposes in order to get your python program fit in it, if you think how much cust can the company have to maintain a system written in C, the comparison is like that: for example: 10 programmers to mantain a system written in c and just one programmer to mantain a system written in python, with python you can buy some better hardware to fit your python program, I think that low level languages tend to get more cost, since programmers aren't so cheaply than a hardware upgrade, then, this is my point, why should a system be written in c instead of python?

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  • High level project workflow

    - by user775060
    We are a small software company trying our hand at our second game. Since our first games' process was a living nightmare (since we used webdevelopment workflow) I have decided to educate myself on how to manage a game project on a high level. How does your process work, from idea to launch? Preferably in situations where you have a team that needs to cooperate. I've seen these 2 links, which are useful in a way, but was wondering if there are better/more comprehensive ways to do this? http://www.goodcontroller.com/blog/?p=136 http://gogogic.wordpress.com/2009/02/09/symbol6-how-we-created-an-iphone-game/ All input would be infinitely appreciated.

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  • cross resolution level design advice [on hold]

    - by Mike
    I was looking for some beginner advice regarding level design across multiple resolutions. I believe the answer is likely "it depends", but any input from anyone with real experience is very appreciated. Basically, I am building a 2D Super Metroid type game. If rooms/levels are to be a tiled grid, what are some general best practices for designing rooms when taking into account different resolutions? Since more or less tiles could fit vertically on a single screen depending on the resolution, is it better to design towards possibly having more of the room visible depending on the screen (with a bare minimum needed for gameplay), or should I fix the design at a certain tile height and scale the graphics?

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  • Learning Python from Beginner to Advanced level

    - by Christofer Bogaso
    I have some problems in my hand and would like to resolve them by myself (rather than hiring some professional, obviously due to cash problem!): build a really good website (planning to set-up my own start-up). build some good software (preferrably with exe installation files) on many mathematical and statistical techniques. To accomplish those tasks, is it worth to learn Python in advance level? I have advanced programming experiences with R and Matlab and VBA (and some sort of C), however not anything on Python. Be very grateful if experts put some guidance here. Thanks for your time.

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  • RewriteRule not working at server level?

    - by Alexis Wilke
    I wanted to forbid some robots from doing certain things to my websites and decided to add a RewriteRule for that purpose. The rule works when put in one of my <VirtualHost *:80> tag and looks like this: RewriteEngine On RewriteCond %{HTTP_USER_AGENT} libwww-perl RewriteCond %{REQUEST_METHOD} POST RewriteRule . - [F,L] However, I wanted to apply that to all my websites instead of just one of them. So with the newest version of Apache2 settings, I decided to put that code in the security.conf file. This file is defined under /etc/apache2/conf-available/... (and yes, I have a softlink from the /etc/apache2/conf-enabled/... directory.) However, if the definition is only in the conf-available/security.conf files, it somehow gets ignored. From the documentation, it says that these Rewrite* commands all work at server level! Any idea of what I would be missing?

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • SQL SERVER Check the Isolation Level with DBCCuseroptions

    In recent consultancy project coordinator asked me – “can you tell me what is the isolation level for this database?” I have worked with different isolation levels but have not ever queried database for the same. I quickly looked up bookonline and found out the DBCC command which can give me the same details. You [...]...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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  • Will having a website duplicated on multiple top level domains be penalised by search engines [duplicate]

    - by user1020317
    This question already has an answer here: Will having multiple domains improve my seo? 7 answers I'm running a website for a global company, and although we rank first in search engine results here in Ireland, a search done from other countries doesn't rank us as highly. If I register the domain at other top level domain names (eg. example.co.uk, example.nor etc.) and then just mirror the .com site to those other domains, will I be penalised by search engines for having duplicate content? Has anyone else faced a similar problem and found a way to capture the global search engine? Thanks.

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  • Webcast - C-level Perspectives on How HR Can Take on a Bigger Role in Strategic Planning

    - by Scott Ewart
    The Economist Intelligence Unit (EIU), on behalf of IBM and Oracle, recently surveyed a number of C-level executives in North America and Western Europe to understand how HR can take on a bigger role in driving growth. The resulting reports highlight the actions senior HR leaders can take to place themselves at the heart of the debate on a company's strategic direction.In this session, IBM and Oracle HCM specialists will review the findings of the EIU research reports and provide guidance on how technology innovation can help to align talent strategies with long term business goals. Participants will gain an understanding of the following: Results of the Economist Intelligence Unit study around "Executive Perceptions of the HR Function" Differences in perspective between CEOs and CFOs Identify how the HR professional can take a bigger role in driving business growth Join us on Thursday, October 25 for a live webcast. Speakers:Gina Wells Global Oracle HCM LeaderIBM Global Business Services Michelle NewellSenior Director, HCM Applications MarketingOracle Register Here For the Webcast on Thursday, October 25.

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • How to control / disable low level battery on bluetooth mouse

    - by Alberto
    I have a little problem with my Kesington Bluetooth Mouse on Ubuntu 12.10. Ubuntu 12.10 considers my bluetooth mouse battery as a system battery as if it was the main laptop battery (so I have two on the battery indicator, the main and the bluetooth one). When it runs low level, near to die, battery, my laptop acts as if it was the main battery and I must quickly stop bluetooth and continue on the touchpad if I want to work. Can anyone help me? Maybe I prefer to disable the battery control over the mouse, I don't care about it, I know it is fully charged, but Ubuntu always starts on 33% or less, I just want to work with it and when it will be battery-off I will recharge the batteries. Many thanks in advance. Alberto.

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • How do I make a simple level system?

    - by ROROX
    I've been learning programming for a while and things are slow but steady. I only have a couple experiments that look something like a game (JavaScript,HTML5,CANVAS). One of the things I would like to establish this early in my process though is a basic level system to my games. I'm thinking like Atari, NES type simple. mainMenu , level1 , level2 , ... Later I'll work on including such screens as; titleScreen , pause , highScore. But for now just looking for the basics. Any good articles/tutorial links would help. Or just a snippet of code I can look over. Thank you kindly :)

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  • Column-Level Encryption in SQL Server

    Beginning with SQL Server 2005, column-level encryption and decryption capabilities were made available within the database, providing a solution for situations where one-off types of data need to be secured beyond your existing authorization, authentication or firewall settings. This article provides an overview and example of securing a column using native SQL Server cryptography functions. Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

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  • After low level formatting can microsoft track previously pirated windows installed on pc

    - by Neelabh
    am getting call from Microsoft and they are forcing me to purchase so many licensed software but my budget is not that much.. So they are asking for On-Site Audit (SAM Review)... So I did low level formatting of my All PC's and Installed Ubuntu. So can they track I installed pirated windows xp earlier on these system or I need to change hardware.. After formatting on what parameter Microsoft Track earlier piracy: 1) By any Harddisk ID 2) By any Motherboard ID 3) By any IP Address Please help me otherwise I have to borrow so much money for licensing fee. Thanks in Advance..

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  • Stairway to T-SQL DML Level 4: The Mathematics of SQL: Part 1

    A relational database contains tables that relate to each other by key values. When querying data from these related tables you may choose to select data from a single table or many tables. If you select data from many tables, you normally join those tables together using specified join criteria. The concepts of selecting data from tables and joining tables together is all about managing and manipulating sets of data. In Level 4 of this Stairway we will explore the concepts of set theory and mathematical operators to join, merge, and return data from multiple SQL Server tables. Get Smart with SQL Backup Pro Powerful centralised management, encryption and more.SQL Backup Pro was the smartest kid at school Discover why.

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  • Multi Level Security via Roles

    - by Geertjan
    I'm simulating a small scenario: Users can be dragged into roles; roles can be dragged into role groups. When a drop is made into a role group, a new role is created (WindowManager.getDefault().setRole("")). Then, when the user logs in, they log into a particular role. Depending on the role they log into, a different role group is assigned, which maps to a certain "role" in NetBeans Platform terms, i.e., the related level of security is applied and the related windows open.

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  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

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  • Low Level Software and Devices

    - by user271619
    I'm looking at a new chapter in my career. I'm a web developer, but now I'm starting to play around with C, compilers, and things I didn't have to work with before. It's all very intriguing! As I'm getting more and more into the "lower level" arena, I'm wondering how devices (mice, printers, webcams, microphones, etc...) are controlled, managed, detected, or used in general with software. I ask because I'm really having a hard time finding straightforward documentation online describing or giving examples of how hardware interacts with software. Does someone know of decent sites that can get me started learning this?

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  • How to learn programming from very basic level to advanced level? [closed]

    - by user1022209
    I know many programming languages ,skills and concepts in very basic, such as PHP, Java, Object-oriented technology. Using PHP, I can build a simple website with CRUD, login function. Using Java, I can make an basic swing csv/plain text editor in which user can switch between 2 different views. In term of object-oriented Technology, I clearly understand what encapsulation, inheritance and Polymorphism are I want to know more about programming. Sometimes I "google" some of the topics I am interested at , the more I see on the internet, the more I feel I am a small potato in the world ( indeed I am ). The codings/concepts are difficult to understand. I lacks confidence right now so I am asking this question :( What is the best way to learn programming to advanced level? Just buy a book and read it page to page? Thanks for any helps

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