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  • Company's logo on Facebook Apps

    - by Iuri Sampaio
    Since a few months ago I've struggling to find a good source explaning how to have my website logo on the facebook apps I attach on my website. In the link bellow (grabbed from facebook website) we can see a fair example of a Share app, with logo, title and description. https://www.facebook.com/sharer/sharer.php?u=https://parse.com I already completed app's profile with all kinds of information the forms have. What do I need to do to show my logo on facebook apps? Best wishes, Iuri

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  • Would you re-design completely under .Net?

    - by dboarman
    A very extensive application began as an Access-based system (for database storage). Forms were written in VB5 and/or VB6. As .Net became a fixture in the development community, certain modules have been rewritten. This seems very awkward and potentially costly just to maintain because of the cross-technologies and extra work to keep the two technologies happy with each other. Of course, the application uses a mix of ODBC OleDb and MySql. Would you think spending the time and resources to completely re-develop the application under .Net would be more cost effective? In an effort to develop a more stable application, wouldn't it make sense to use .Net? Or continue chasing Access bugs, adding new features in .Net (which may or may not create new bugs between .Net and Access), and rewriting old Access modules into .Net modules under time constraints that prevent proper design and development? Update The application uses OleDb and MySql - I corrected my previous statement. Also, to lend further support to rewriting: I have since found out that when the "porting" to .Net began, the VBA/VB6 code that existed was basically translated to the .Net equivalent. From my understanding, nothing was done to improve performance, or take advantage of new libraries or technologies. In my opinion, this creates a very fragile and unstable application. With every new update, this becomes more and more visible. As a help desk technician, I have noticed an increase in problems reported. The customers using the software have noticed an increase in problems and are commenting on it.

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  • Java - System design with distributed Queues and Locks

    - by sunny
    Looking for inputs to evaluate a design for a system (java) which would have a distributed queue serving several (but not too many) nodes. These nodes would process objects present in the distributed queue and on occasion require a distributed lock across the cluster on an arbitrary (distributed) data structures. These (distributed) data structures could potentially lie in a distributed cache. Eliminating Terracotta (DSO),Hazelcast and Akka what could be alternative choices. Currently considering zookeeper as a distributed locking mechanism. Since the recommendation of a znode is not to exceed the 1M size , the understanding is that zookeeper should not be used a distributed queue. And also from Netflix curator tech note 4. So should a distributed cache, say like memcached, or redis be used to emulate a distributed queue ? i.e. The distributed queue will be stored in the caches and will be locked cluster-wide via zookeeper. Are there potential pitfalls with this high-level approach. The objects don't need to be taken off the queue. The object will pass through a lifecycle which will determine its removal from the queue. There would be about 10k+ objects in a queue at a given time changing states and any node could service one stage of the object's lifecycle. (Although not strictly necessary .. i.e. one node could serve the entire lifecycle if that is more efficient.) Any suggestions/alternatives ? sidenote: new to zookeeper ; redis etc.

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  • Design and Print Your Own Christmas Cards in MS Word, Part 2: How to Print

    - by Eric Z Goodnight
    Creating greeting cards can be a lot of DIY fun around the holidays, but printing them can often be a nightmare. This simple How-To will show you how to figure out how to perfectly print your half fold card. Last week we showed you how to create a simple, attractive greeting card in Microsoft Word using Creative Commons images and basic fonts. If you missed out, it is still available, and the Word template used here can still be downloaded. If you have already made your Christmas card and are struggling to get it printed right, then this simple How-To is for you Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • Correct For Loop Design

    - by Yttrill
    What is the correct design for a for loop? Felix currently uses if len a > 0 do for var i in 0 upto len a - 1 do println a.[i]; done done which is inclusive of the upper bound. This is necessary to support the full range of values of a typical integer type. However the for loop shown does not support zero length arrays, hence the special test, nor will the subtraction of 1 work convincingly if the length of the array is equal to the number of integers. (I say convincingly because it may be that 0 - 1 = maxval: this is true in C for unsigned int, but are you sure it is true for unsigned char without thinking carefully about integral promotions?) The actual implementation of the for loop by my compiler does correctly handle 0 but this requires two tests to implement the loop: continue: if not (i <= bound) goto break body if i == bound goto break ++i goto continue break: Throw in the hand coded zero check in the array example and three tests are needed. If the loop were exclusive it would handle zero properly, avoiding the special test, but there'd be no way to express the upper bound of an array with maximum size. Note the C way of doing this: for(i=0; predicate(i); increment(i)) has the same problem. The predicate is tested after the increment, but the terminating increment is not universally valid! There is a general argument that a simple exclusive loop is enough: promote the index to a large type to prevent overflow, and assume no one will ever loop to the maximum value of this type.. but I'm not entirely convinced: if you promoted to C's size_t and looped from the second largest value to the largest you'd get an infinite loop!

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Choosing Technology To Include In Software Design

    How many of us have been forced to select one technology over another when designing a new system? What factors do we and should we consider? How can we ensure the correct business decision is made? When faced with this type of decision it is important to gather as much information possible regarding each technology being considered as well as the project itself. Additionally, I tend to delay my decision about the technology until it is ultimately necessary to be made. The reason why I tend to delay such an important design decision is due to the fact that as the project progresses requirements and other factors can alter a decision for selecting the best technology for a project. Important factors to consider when making technology decisions: Time to Implement and Maintain Total Cost of Technology (including Implementation and maintenance) Adaptability of Technology Implementation Team’s Skill Sets Complexity of Technology (including Implementation and maintenance) orecasted Return On Investment (ROI) Forecasted Profit on Investment (POI) Of the factors to consider the ROI and POI weigh the heaviest because the take in to consideration the other factors when calculating the profitability and return on investments.For a real world example let us consider developing a web based lead management system for a new company. This system can either be hosted on Microsoft Windows based web server or on a Linux based web server. Important Factors for this Example Implementation Team’s Skill Sets Member 1  Skill Set: Classic ASP, ASP.Net, and MS SQL Server Experience: 10 years Member 2  Skill Set: PHP, MySQL, Photoshop and MS SQL Server Experience: 3 years Member 3  Skill Set: C++, VB6, ASP.Net, and MS SQL Server Experience: 12 years Total Cost of Technology (including Implementation and maintenance) Linux Initial Year: $5,000 (Random Value) Additional Years: $3,000 (Random Value) Windows Initial Year: $10,000 (Random Value) Additional Years: $3,000 (Random Value) Complexity of Technology Linux Large Learning Curve with user driven documentation Estimated learning cost: $30,000 Windows Minimal based on Teams skills with Microsoft based documentation Estimated learning cost: $5,000 ROI Linux Total Cost Initial Total Cost: $35,000 Additional Cost $3,000 per year Windows Total Cost Initial Total Cost: $15,000 Additional Cost $3,000 per year Based on the hypothetical numbers it would make more sense to select windows based web server because the initial investment of the technology is much lower initially compared to the Linux based web server.

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  • Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment PRODUCT FAMILY: Oracle HCM - Benefits  July 13, 2011 at 1 pm PT, 2 pm MT, 4 pm ET This session AU gives you the information to define new and maintain all Compensation Objects used in your Benefits setup. Course highlights things to consider when getting ready for Open Enrollment or when there is a need to change compensation objects. We will review creating a new or ending an old program, plan, or option. We also review what to do when you need to move from an Unrestricted program to a Restricted one. TOPICS WILL INCLUDE: Adding or Modifying Compensation Objects Ending Compensation Objects Elements and Element Links Standard and Variable Rates Dependents and Beneficiaries Moving from Oracle Standard Benefits to Oracle Advanced Benefits A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • Design guideline for saving big byte stream in c# [migrated]

    - by Praveen
    I have an application where I am receiving big byte array very fast around per 50 miliseconds. The byte array contains some information like file name etc. The data (byte array ) may come from several sources. Each time I receive the data, I have to find the file name and save the data to that file name. I need some guide lines to how should I design it so that it works efficient. Following is my code... public class DataSaver { private static Dictionary<string, FileStream> _dictFileStream; public static void SaveData(byte[] byteArray) { string fileName = GetFileNameFromArray(byteArray); FileStream fs = GetFileStream(fileName); fs.Write(byteArray, 0, byteArray.Length); } private static FileStream GetFileStream(string fileName) { FileStream fs; bool hasStream = _dictFileStream.TryGetValue(fileName, out fs); if (!hasStream) { fs = new FileStream(fileName, FileMode.Append); _dictFileStream.Add(fileName, fs); } return fs; } public static void CloseSaver() { foreach (var key in _dictFileStream.Keys) { _dictFileStream[key].Close(); } } } How can I improve this code ? I need to create a thread maybe to do the saving.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Naming your website longname.com vs shortcatchy.net vs shortcatchy.info

    - by jskye
    I'm designing a website that will basically be a social network for sharing information. I have the domain $$$$d.net and the same domain $$$$d.info where $$$$ is a word (that runs into the d) pertaining to the purpose of the site . The .com of this domain was already taken, but they've got nothing showing. They only have a not reached google error showing ie. dont seem to be trying to sell it either. I also have the long name of the site $$$$------&&&&&&&&&.com where the words $$$$ and &&&&&&&&& would contribute relevant seo to the site. In fact the word $$$$------ would also if a one letter spelling mistake is recognised at all by google, which i doubt but am unsure about. But as a brandname the $$$$------ word still works relevantly. Which do you think is a better choice to use? The short catchy name with the .info for relevance to information The .net which is more familiar than .info but slightly less relevant maybe. (But i think net as in network still works cos as i said it will be a social networking site). The long, .com domain which has more SEO plus a pun albeit on a spelling mistake. I know its kind of a subjective question and also hard to answer without knowing the name (which I've obfuscated because I'm only in initial design stage) but nevertheless im interested in what some of you guys think.

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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Object construction design

    - by James
    I recently started to use c# to interface with a database, and there was one part of the process that appeared odd to me. When creating a SqlCommand, the method I was lead to took the form: SqlCommand myCommand = new SqlCommand("Command String", myConnection); Coming from a Java background, I was expecting something more similar to SqlCommand myCommand = myConnection.createCommand("Command String"); I am asking, in terms of design, what is the difference between the two? The phrase "single responsibility" has been used to suggest that a connection should not be responsible for creating SqlCommands, but I would also say that, in my mind, the difference between the two is partly a mental one of the difference between a connection executing a command and a command acting on a connection, the latter of which seems less like what I have been lead to believe OOP should be. There is also a part of me wondering if the two should be completely separate, and should only come together in some sort of connection.execute(command) method. Can anyone help clear up these differences? Are any of these methods "more correct" than the others from an OO point of view? (P.S. the fact that c# is used is completely irrelevant. It just highlighted to me that different approaches were used)

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Best practice- handling images on website

    - by Steve
    I am porting an old eCommerce site to MVC 3 and would like to take advantage of design improvements. The site currently has product images stored in 3 sizes: thumbnail, medium (for display in a list) and expanded for a zoomed look. Right now we are having to upload 3 separate images that are sized exactly right, provide 3 different names that match what the site expects, etc., it is a pain. I'd like to upload just 1 file, the large one, then let the site reduce it to needed sizes, and I'd like the flexibility to change the thumbnail and list sizes depending on user preferences, form factor (e.g. mobile, iPad, desktop), etc. so might need many copies of the same image. My question is should the image be reduced then saved several times upon upload and if so what is a good storage/naming convention? The other idea is to store just the single image but resize it programmatically before serving it to the client. Has anybody done this and what are the tradeoffs besides a few more machine cycles? How do you pass a temporary image in memory to the client (there is no URL)?

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  • publishing asp.net website give "Object reference not set to an instance of an object." error

    - by Johan
    Good day I am using VS 2008 I am getting fed up with this error. I have search all over the web and tried every possible suggestion to this error I could find. 1. delete app_code, build, add files back, publish. (did not work) 2. delete temporary asp.net files (did not work) in the end I even tried the command line and get the following stacktrace. error ASPRUNTIME: Object reference not set to an instance of an object. [NullReferenceException]: Object reference not set to an instance of an object. at System.Web.Compilation.BuildManager.CopyPrecompiledFile(VirtualFile vfile, String destPhysicalPath) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.CopyStaticFilesRecursive(VirtualDirect ory sourceVdir, String destPhysicalDir, Boolean topLevel) at System.Web.Compilation.BuildManager.PrecompileAppInternal(VirtualPath star tingVirtualDir) at System.Web.Compilation.BuildManager.PrecompileApp(VirtualPath startingVirt ualDir) at System.Web.Compilation.BuildManager.PrecompileApp(ClientBuildManagerCallba ck callback) at System.Web.Compilation.BuildManagerHost.PrecompileApp(ClientBuildManagerCa llback callback) at System.Web.Compilation.BuildManagerHost.PrecompileApp(ClientBuildManagerCa llback callback) at System.Web.Compilation.ClientBuildManager.PrecompileApplication(ClientBuil dManagerCallback callback, Boolean forceCleanBuild) at System.Web.Compilation.ClientBuildManager.PrecompileApplication(ClientBuil dManagerCallback callback) at System.Web.Compilation.Precompiler.Main(String[] args) I used the following command line: aspnet_compiler.exe -p d:\code\websites\brokerweb -v / d:\code\websites\published -f -c -errorstack -u Please help as I cannot publish this site at all at present and it worked fine for quite a long time now before this stupid error. Regards Johan

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  • Which third party website thumbnailing services do you use?

    - by Ben Delarre
    I've got a requirement for showing thumbnails of arbitrary websites. I need to be able to show small thumbnails (120px by 90px), and larger thumbnails of around 480px wide. I'll need to specify the queue and invalid placeholder images and preferably have a pingback when the queued images are processed so I can respond appropriately. I'd also need a simple API I can use either directly embedded in my HTML, or from a simple web request to queue the images. I've been looking at various services ranging from low-fi services, to large scale ones - here's some examples: www.bitpixels.com Uses Google AppEngine, seems like a prototype or a toy. Free! www.websnapr.com Tried using this, made a free account and requested a thumbnail. Waited a few minutes and refreshed a couple of times, and ended up having the account banned. Free is tricky yes, but if I can't try it out successfully I'm disinclined to pay. www.shrinktheweb.com Free account seems to be very quick. Lots of documentation on the site, and even covers local caching of the images to your own server (documentation mostly in PHP). Quality of thumbnails look good, and there appear to be sufficient options for setting thumbnail placeholder images and parameters for altering how the thumbnailing is done. Also supports large 'screenshots' of URLs - very useful for me. Discovered the PRO pricing is an à la carte menu, allowing me to select just the features I want and keep the monthly cost low. Excellent stuff, have decided to use this service. www.thumbalizr.com Good coverage of thumbnail sizes and control options - even allowing specification for browser width when thumbnailing. No ping-back, but I can live without that. Supports local caching of images with PHP API, would prefer .NET, but can port it if necessary. Looks like a fairly professional service but seems fairly expensive for the number of thumbnails you get to generate. apologies for lack of proper linking - spam protection! I'm not entirely convinced by any of them, and since this will be a long term service I'd like some stability and support. I'm willing to pay for the service, but I'd want something that fulfills most if not all of my requirements for that. I should also mention that we're hosted on Windows under IIS, so local solutions involving Xvfb and the like sadly can't be used for this project. So my question is: what services do you use? How have they panned out, are you happy with them?

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  • Are there any good videos out there on Java Design Patterns?

    - by Becky Reamy
    My team would like to spend some time at lunch learning design patterns. Previously, we watched some videos on Javascript which we found very useful as a way to start discussions. We would like to do the same thing with design patterns so that we don't have to spend a lot of time (outside of work) researching individual patterns in order to give a presentation. I did a little searching and came up fairly empty handed. Any help would be appreciated. It doesn't even have to be a video, even something that we can listen to (maybe a book on tape even).

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  • Overwhelmed by design patterns... where to begin?

    - by Pete
    I am writing a simple prototype code to demonstrate & profile I/O schemes (HDF4, HDF5, HDF5 using parallel IO, NetCDF, etc.) for a physics code. Since focus is on IO, the rest of the program is very simple: class Grid { public: floatArray x,y,z; }; class MyModel { public: MyModel(const int &nip1, const int &njp1, const int &nkp1, const int &numProcs); Grid grid; map<string, floatArray> plasmaVariables; }; Where floatArray is a simple class that lets me define arbitrary dimensioned arrays and do mathematical operations on them (i.e. x+y is point-wise addition). Of course, I could use better encapsulation (write accessors/setters, etc.), but that's not the concept I'm struggling with. For the I/O routines, I am envisioning applying simple inheritance: Abstract I/O class defines read & write functions to fill in the "myModel" object HDF4 derived class HDF5 HDF5 using parallel IO NetCDF etc... The code should read data in any of these formats, then write out to any of these formats. In the past, I would add an AbstractIO member to myModel and create/destroy this object depending on which I/O scheme I want. In this way, I could do something like: myModelObj.ioObj->read('input.hdf') myModelObj.ioObj->write('output.hdf') I have a bit of OOP experience but very little on the Design Patterns front, so I recently acquired the Gang of Four book "Design Patterns: Elements of Reusable Object-Oriented Software". OOP designers: Which pattern(s) would you recommend I use to integrate I/O with the myModel object? I am interested in answering this for two reasons: To learn more about design patterns in general Apply what I learn to help refactor an large old crufty/legacy physics code to be more human-readable & extensible. I am leaning towards applying the Decerator pattern to myModel, so I can attach the I/O responsibilities dynamically to myModel (i.e. whether to use HDF4, HDF5, etc.). However, I don't feel very confident that this is the best pattern to apply. Reading the Gang of Four book cover-to-cover before I start coding feels like a good way to develop an unhealthy caffeine addiction. What patterns do you recommend?

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  • Help with C# program design implementation: multiple array of lists or a better way?

    - by Bob
    I'm creating a 2D tile-based RPG in XNA and am in the initial design phase. I was thinking of how I want my tile engine to work and came up with a rough sketch. Basically I want a grid of tiles, but at each tile location I want to be able to add more than one tile and have an offset. I'd like this so that I could do something like add individual trees on the world map to give more flair. Or set bottles on a bar in some town without having to draw a bunch of different bar tiles with varying bottles. But maybe my reach is greater than my grasp. I went to implement the idea and had something like this in my Map object: List<Tile>[,] Grid; But then I thought about it. Let's say I had a world map of 200x200, which would actually be pretty small as far as RPGs go. That would amount to 40,000 Lists. To my mind I think there has to be a better way. Now this IS pre-mature optimization. I don't know if the way I happen to design my maps and game will be able to handle this, but it seems needlessly inefficient and something that could creep up if my game gets more complex. One idea I have is to make the offset and the multiple tiles optional so that I'm only paying for them when needed. But I'm not sure how I'd do this. A multiple array of objects? object[,] Grid; So here's my criteria: A 2D grid of tile locations Each tile location has a minimum of 1 tile, but can optionally have more Each extra tile can optionally have an x and y offset for pinpoint placement Can anyone help with some ideas for implementing such a design (don't need it done for me, just ideas) while keeping memory usage to a minimum? If you need more background here's roughly what my Map and Tile objects amount to: public struct Map { public Texture2D Texture; public List<Rectangle> Sources; //Source Rectangles for where in Texture to get the sprite public List<Tile>[,] Grid; } public struct Tile { public int Index; //Where in Sources to find the source Rectangle public int X, Y; //Optional offsets }

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  • How can I login in a website with Pyhon?

    - by Shady
    How can I do it? I was trying to enter some specified link (with urllib), but to do it, I need to log. I have this source from the site <form id="login-form" action="auth/login" method="post"> <div> <!--label for="rememberme">Remember me</label><input type="checkbox" class="remember" checked="checked" name="remember me" /--> <label for="email" id="email-label" class="no-js">Email</label> <input id="email-email" type="text" name="handle" value="" autocomplete="off" /> <label for="combination" id="combo-label" class="no-js">Combination</label> <input id="password-clear" type="text" value="Combination" autocomplete="off" /> <input id="password-password" type="password" name="password" value="" autocomplete="off" /> <input id="sumbitLogin" class="signin" type="submit" value="Sign In" /> It's possible?

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