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  • Finally, upgrade from Nokia X3 to Samsung Galaxy S III

    This time, something slightly different but nonetheless not less interesting, hopefully. Living on a remote island like Mauritius, ill-praised 'Cyber Island' in the Indian Ocean, has its advantages in life style and relaxed environment to life in but in terms of technological aspects it can be quite a nightmare. Well, I guess this might be different story to report about... one day. Cyber Island Mauritius Despite it's shiny advertisement as Cyber Island and business in ICT hub to Africa, Mauritius is not on the latest track of available models in computer hardware or, in the context of this article, cellulars or smart-phone, or communication technology in general. Okay, I have to admit that this statement is only partly true. Money can buy, even here in Mauritius. Luckily, there are ways and ways to deal with this outcry of modern, read: technological, civilisation issues. Online shopping you might think? Yes, for sure, until you discover in your checkout procedure that a small island in the Indian Ocean isn't a preferred destination for delivery and the precious time you spent on putting your items into your cart and feeding your personal level of anticipation gets ruined on the last stint. Ordering from abroad saves you money Anyway, I got in touch with my personal courier and luckily there were some extra-kilos left in the luggage. First obstacle sorted, we have a Transporter! Okay, on the next occasion off to Amazon online and using their Prime service for fast delivery. Actually, the order was placed on Saturday evening and everything got delivered on Tuesday morning - nice job in less than 72 hours. Okay, among the items of that shopping rush I ordered a shiny Samsung Galaxy S III 16GB in oceanic blue - did I mention, that you hardly get a blue model in Mauritius? - for my BWE. Interesting side-notes: First, Amazon Germany dropped the prices for roughly 30% on the S3, and we got the 16GB model for less than 500 Euro (or approx. Rs. 19.500,-) compared to the usual Rs. 27.000,- on the local market. It even varies whether the local price is inclusive or exclusive VAT (15%). Second, since a while she was bothering me to get an iPhone and an iPad for her, fair enough I thought, decent hardware, posh design and reliable services. Until we watched the 'magical' introduction of Samsung's new models at the IFA exhibition, she read the bashing comments on Google+ on the iPhone 5 and I gave her a brief summary on the law suit between Apple and Samsung in the USA. So, yes, Samsung USA is right, the next big thing is already here - literally. My BWE loves the look and touch of the Galaxy S3. And for me it was more cost-effective in terms of purchases done at the App Store, ups, Play Store. Transfer of contacts, text messages and media files Okay, now that the hardware is in place, how to transfer all those contacts, text messages, media files, etc. between those two devices? In the past, I used to use the Nokia Communication Suite between various models but now for Android? Well, as usual Google and Bing are reliable friends and among the first hits I came across an article about How to Transfer Contacts from Nokia to Android. Couldn't be easier, right? Well, sort of... my main Windows systems are already running on Windows 8, and this actually caused problems with the mobile/smart-phone device drivers. The article provides the download for an older version 1.10 which upgrades to 2.11 (as time of writing this entry) but both couldn't get the Galaxy S3 and the Nokia connected. Shame on me... the product page clearly doesn't mention Windows 8 (for now) and Windows 8 isn't available for the general audience at all... After I took a spare machine running on Windows Vista everything went smooth. Software installed, upgrade done, device drivers for Android automatically downloaded and installed, and the same painless routine for the Nokia part. I think, I rebooted the system twice during the whole setup procedure but hey, it was more or less a distraction while coding some stuff in ASP.NET MVC and Telerik Kendo UI. The transfer of contacts and text messages was done via Wondershare MobileGo for Android, and all media files by moving the additional microSD card from one device to the other. But even without an external SD card, it would have been very easy to copy the files via Windows Explorer directly. Little catch and excellent service Fine, we are almost done and the only step left is to shift the SIM card... Ouch, gotcha! The X3 uses a standard size SIM card while the S III only accepts microSIM form factor. What an irony, bigger smartphone needs smaller SIM card. Luckily, the next showroom of Emtel is just 5 mins away up the road, and the service staff over there know their job. Finally, after roughly 10 mins of paper work, activation and small chit-chat, the S3 came to life on the mobile network. Owning a smart-phone now and knowing that my BWE would like to interact more on social networks away from home, especially to upload pictures and provide local 'check-ins', I activated a data package for her in advance, too. Even that it is Saturday, everything was already done and ready to be used. Nice bonus: The Emtel clerk directly offered me to set up the configuration for the Emtel data services, yes sure, go ahead, this saves me to search for that in the settings. Okay, spoiler-alert here, setting a static APN to access the Emtel network and the internet wouldn't be a challenge. But hey, she already had the phone in her hands and I could keep my eyes on the children. Well done, Emtel! Resume Thanks to the useful software package by Wondershare is was a hands-free experience to transfer all the data from a Nokia mobile on Symbian S60 to a Samsung Galaxy S III on Android Ice Cream Sandwich (ICS). In the future, this wont be a serious issue at all anymore thanks to synchronisation services and cloud storage. And for now, I'm only waiting for the official upgrades for Jelly Bean.

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  • Mapping Repeating Sequence Groups in BizTalk

    - by Paul Petrov
    Repeating sequence groups can often be seen in real life XML documents. It happens when certain sequence of elements repeats in the instance document. Here’s fairly abstract example of schema definition that contains sequence group: <xs:schemaxmlns:b="http://schemas.microsoft.com/BizTalk/2003"            xmlns:xs="http://www.w3.org/2001/XMLSchema"            xmlns="NS-Schema1"            targetNamespace="NS-Schema1" >  <xs:elementname="RepeatingSequenceGroups">     <xs:complexType>       <xs:sequencemaxOccurs="1"minOccurs="0">         <xs:sequencemaxOccurs="unbounded">           <xs:elementname="A"type="xs:string" />           <xs:elementname="B"type="xs:string" />           <xs:elementname="C"type="xs:string"minOccurs="0" />         </xs:sequence>       </xs:sequence>     </xs:complexType>  </xs:element> </xs:schema> And here’s corresponding XML instance document: <ns0:RepeatingSequenceGroupsxmlns:ns0="NS-Schema1">  <A>A1</A>  <B>B1</B>  <C>C1</C>  <A>A2</A>  <B>B2</B>  <A>A3</A>  <B>B3</B>  <C>C3</C> </ns0:RepeatingSequenceGroups> As you can see elements A, B, and C are children of anonymous xs:sequence element which in turn can be repeated N times. Let’s say we need do simple mapping to the schema with similar structure but with different element names: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Beta>B1</Beta>  <Gamma>C1</Gamma>  <Alpha>A2</Alpha>  <Beta>B2</Beta>  <Gamma>C2</Gamma> </ns0:Destination> The basic map for such typical task would look pretty straightforward: If we test this map without any modification it will produce following result: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Alpha>A2</Alpha>  <Alpha>A3</Alpha>  <Beta>B1</Beta>  <Beta>B2</Beta>  <Beta>B3</Beta>  <Gamma>C1</Gamma>  <Gamma>C3</Gamma> </ns0:Destination> The original order of the elements inside sequence is lost and that’s not what we want. Default behavior of the BizTalk 2009 and 2010 Map Editor is to generate compatible map with older versions that did not have ability to preserve sequence order. To enable this feature simply open map file (*.btm) in text/xml editor and find attribute PreserveSequenceOrder of the root <mapsource> element. Set its value to Yes and re-test the map: <ns0:Destinationxmlns:ns0="NS-Schema2">  <Alpha>A1</Alpha>  <Beta>B1</Beta>  <Gamma>C1</Gamma>  <Alpha>A2</Alpha>  <Beta>B2</Beta>  <Alpha>A3</Alpha>  <Beta>B3</Beta>  <Gamma>C3</Gamma> </ns0:Destination> The result is as expected – all corresponding elements are in the same order as in the source document. Under the hood it is achieved by using one common xsl:for-each statement that pulls all elements in original order (rather than using individual for-each statement per element name in default mode) and xsl:if statements to test current element in the loop:  <xsl:templatematch="/s0:RepeatingSequenceGroups">     <ns0:Destination>       <xsl:for-eachselect="A|B|C">         <xsl:iftest="local-name()='A'">           <Alpha>             <xsl:value-ofselect="./text()" />           </Alpha>         </xsl:if>         <xsl:iftest="local-name()='B'">           <Beta>             <xsl:value-ofselect="./text()" />           </Beta>         </xsl:if>         <xsl:iftest="local-name()='C'">           <Gamma>             <xsl:value-ofselect="./text()" />           </Gamma>         </xsl:if>       </xsl:for-each>     </ns0:Destination>  </xsl:template> BizTalk Map editor became smarter so learn and use this lesser known feature of XSLT 2.0 in your maps and XSL stylesheets.

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Yes, I did it - Skydiving in Mauritius

    Finally, I did it or better said we did it. Already back in November last year I saw the big billboard advertisement of Skydive Austral Mauritius near Caudan Waterfront in Port Louis and decided for myself that this is going to be the perfect birthday gift for my wife. Simply out of curiosity I would join her tandem jump with a second instructor. Due to her pregnancy of our son I had to be patient... But then finally, her birthday had arrived and on our midnight celebration session I showed her her netbook with the website preloaded. Actually, it was the "perfect" timing... Recovery from her cesarean is fine, local weather conditions are gorgious and the children were under surveillance of my mum - spending her annual holidays on the island. So, after late wake-up in the morning, we packed our stuff and off we went. According to Google Maps direction indication we had to drive for roughly 50km (only) but traffic here in Mauritius is always challenging. The dropzone is at the Zone Industrielle Mon Loisir Sugar Estate near Riviere du Rempart at the northern east coast. Anyways, we were not in a hurry and arrived there shortly after noon. The access road to the airfield are just small down-driven paths through sugar cane fields and according to our daughter "it's bumpy!". True true true... The facilities at Skydive Austral Mauritius are complete except for food. Enough space for parking, easy handling at the reception and a lot to see for the kids. There's even a big terrace with several sets of tables and chairs, small bar for soft drinks, strictly non-alcoholic. The team over there is all welcoming and warm-hearthy! Having the kids with us was no issue at all. Quite the opposite, our daugther was allowed to discover a lot of things than we adults did. Even visiting the small air plane was on the menu for her. Really great stuff! While waiting for our turn we enjoyed watching other people getting ready in the jump gear, taking off with the Cessna, and finally coming back down on the tandem parachute. Actually, the different expressions on their faces was one of the best parts while waiting. Great mental preparation as my wife was getting more anxious about her first jump... {loadposition content_adsense} First, we got some information about the procedures on the plane about how to get seated, tight up with our instructors and how to get ready for the jump off the plane as soon as we arrive the height of 10.000 ft. All well explained and easy to understand after all.Next, we met with our jumpers Chris and Lee aka "Rasta" to get dressed and ready for take-off. Those guys are really cool and relaxed for their job. From that point on, the DVD session / recording for my wife's birthday started and we really had a lot of fun... The difference between that small Cessna and a commercial flight with an Airbus or a Boeing is astronomic! The climb up to 10.000 ft took us roughly 25 minutes and we enjoyed the magnificent view over the turquoise lagunes near Poste de Flacq, Lafayette and Isle d'Ambre on the north-east coast. After flying through the clouds we sun-bathed and looked over "iced-sugar covered" Mauritius. You might have a look at the picture gallery of Skydive Mauritius for better imagination. The moment of truth, or better said, point of no return came after approximately 25 minutes. The door opens, moving into position on the side on top of the wheel and... out! Back flip and free fall! Slight turns and Wooooohooooo! through the clouds... It so amazing and breath-taking! So undescribable! You have to experience this yourself! Some seconds later the parachute opened and we glided smoothly with some turns and spins back down to the dropzone. The rest of the family could hear and see us soon and the landing was easy going. We never had any doubts or fear about our instructors. They did a great job and we are looking forward to book our next job. I might even consider to follow educational classes on skydiving and earn a license. By the way, feel free to get in touch with Skydive Austral Mauritius. Either via contact details on their website or tweeting a little bit with them. Follow the tweets of Chris and fellows on SkydiveAustral.

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  • Easiest, most fun way to program 2D games? Flash? XNA? Some other engine?

    - by Maxi
    Hi, this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple of small games but I'm doubtful of the performance. I would like to make a fairly large strategy game, with several hundred units fighting simultaneously, explosions and animations included. Also zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say that Flash is a good technology for making large 2D games easily? I really like Actionscript, and I love how easy everything is in Flash. There are several engines available which make it even easier. I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well, but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game to someone. If I use XNA, I would have to make all the tools myself, and I'd probably have to make them with WPF. (I'd love to make tools with Adobe AIR, but unfortunately the API's for image manipulation etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development? I prefer: C#, Actionscript. I don't mind using c++ if the toolset is above average, but I highly doubt that there is something out there like that. Please prove me wrong :) So summary: I'd like to use Flash, but I don't know if it scales well enough. I'm not a scripter, I want some real APIs that I can work with inside a proper IDE. Just for information, I looked at several alternatives, I'm actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly, they are horrible. Absolutely unusable, I'd need to make my own for sure. I didn't look at their API, but if their tools are so bad, I'm not inclined to look further. Unity3D. This one is quite nice, but I really don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each platform separately. The editor usability is average, the product overall is good enough for most purposes, but learning it myself would be overkill. Shiva 3D. It looks good enough, but again: I don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C# bindings get dropped repeatedly. I'm not an engine enthusiast, I just want to make a game. I don't see this happening with Irrlicht. Ogre3D. Way too much work, it's just a graphics engine. Also no multiple platform support and c++. Torque2D. Costs something to use, and I didn't hear a lot of good things about support and documentation. Also costs extra for each platform.

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  • Effectiveness and Efficiency

    - by Daniel Moth
    In the professional environment, i.e. at work, I am always seeking personal growth and to be challenged. The result is that my assignments, my work list, my tasks, my goals, my commitments, my [insert whatever word resonates with you] keep growing (in scope and desired impact). Which in turn means I have to keep finding new ways to deliver more value, while not falling into the trap of working more hours. To do that I continuously evaluate both my effectiveness and my efficiency. EFFECTIVENESS The first thing I check is my effectiveness: Am I doing the right things? Am I focusing too much on unimportant things? Am I spending more time doing stuff that is important to my team/org/division/business/company, or am I spending it on stuff that is important to me and that I enjoy doing? Am I valuing activities that maybe I have outgrown and should be delegated to others who are at a stage I have surpassed (in Microsoft speak: is the work I am doing level appropriate or am I still operating at the previous level)? Notice how the answers to those questions change over time and due to certain events, so I have to remind myself to revisit them frequently. Events that force me to re-examine them are: change of role, change of team/org/etc, change of direction of team/org/etc, re-org, new hires on the team that take on some of the work I did, personal promotion, change of manager... and if none of those events has occurred since the last annual review, I ask myself those at each annual review anyway. If you think you are not being effective at work, make a list of the stuff that you do and start tracking where your time goes. In parallel, have a discussion with your manager about where they think your time should go. Ultimately your time is finite and hence it is your most precious investment, don't waste it. If your management doesn't value as highly what you spend your time on, then either convince your management, or stop spending your time on it, or find different management: Lead, Follow, or get out of the way! That's my view on effectiveness. You have to fix that before moving to being efficient, or you may end up being very efficient at stuff that nobody wants you to be doing in the first place. For example, you may be spending your time writing blog posts and becoming better and faster at it all the time. If your manager thinks that is not even part of your job description, you are wasting your time to satisfy your inner desires. Nobody can help you with your effectiveness other than your management chain and your management peers - they are the judges of it. EFFICIENCY The second thing I check is my efficiency: Am I doing things right? For me, doing things right means that I deliver the same quality of work faster [than what I used to, and than my peers, and than expected of me]. The result is that I can achieve more [than what I used to, and than my peers, and than expected of me]. Notice how the efficiency goal is a more portable one. If, by whatever criteria, you think you are the best at [insert your own skill here], this can change at two events: because you have new colleagues (who are potentially better than your older ones), and it can change with a change of manager (who has potentially higher expectations). That's about it. Once you are efficient at something, you carry that with you... All you need to really be doing here is, when taking on new kinds of work that you haven't done before, try a few approaches and devise a system so that you can become efficient at this new activity too... Just keep "collecting" stuff that you are efficient at. If you think you are not being efficient at something, break it down: What are the steps you take to complete that task? How long do you spend on each step? Talk to others about what steps they take, to see if you can optimize some steps away or trade them for better steps, or just learn how to complete a step faster. Have a system for every task you take so that you can have repeatable success. That's my view on efficiency. You have to fix it so that you can free up time to do more. When you plan a route from A to B - all else being equal - you try to get there as fast as possible so why would you not want to do that with your everyday work? For example, imagine you are inefficient at processing email: You spend more time than necessary dealing with email, and you still end up with dropped email threads and with slower response times than others. How can you improve? Talk to someone that you think is good at this, understand their system (e.g. here is my email processing system) and come up with one that works for you. Parting Thoughts Are you considered, by your colleagues and manager, an effective and efficient person at your workplace? If you are, what would you change if you were asked by your management to do the job of two people? Seriously, think about that! Your immediate reaction may be "that is not possible", but it actually is. You just have to re-assess what things that were previously important will now stop being important, by discussing them with your management and reaching agreement on relative priorities. For example, stuff that was previously on your plate may now have to be delegated or dropped. Where you thought you were efficient, maybe now you have to find an even faster path to completion, perhaps keeping in mind that Perfect is the Enemy of “Good Enough”. My personal experience (from both observing others and from my own reflection) is that when folks are struggling to keep up at work it is because of two reasons: They are investing energy in stuff that they enjoy doing which the business regards as having a lower priority than a lot of other things on their plate. They are completing tasks to a level of higher quality than what is required (due to personal pride) missing the big picture which almost always mandates completing three tasks at good enough quality than knocking only one of them out of the park while the other two come in late or not at all. There is a lot of content on the web, so I strongly encourage you to use your favorite search engine to read other views on effectiveness and efficiency (Bing, Google). Comments about this post by Daniel Moth welcome at the original blog.

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  • BizTalk 2009 - Custom Functoid Wizard

    - by StuartBrierley
    When creating BizTalk maps you may find that there are times when you need perform tasks that the standard functoids do not cover.  At other times you may find yourself reapeating a pattern of standard functoids over and over again, adding visual complexity to an otherwise simple process.  In these cases you may find it preferable to create your own custom functoids.  In the past I have created a number of custom functoids from scratch, but recently I decided to try out the Custom Functoid Wizard for BizTalk 2009. After downloading and installing the wizard you should start Visual Studio and select to create a new BizTalk Server Functoid Project. Following the splash screen you will be presented with the General Properties screen, where you can set the classname, namespace, assembly name and strong name key file. The next screen is the first set of properties for the functoid.  First of all is the fuctoid ID; this must be a value above 6000. You should also then set the name, tooltip and description of the functoid.  The name will appear in the visual studio toolbox and the tooltip on hover over in the toolbox.  The descrition will be shown when you configure the functoid inputs when using it in a map; as such it should provide a decent level of information to allow the functoid to be used. Next you must set the category, exception mesage, icon and implementation language.  The category will affect the positioning of the functoid within the toolbox and also some of the behaviours of the functoid. We must then define the parameters and connections for our new functoid.  Here you can define the names and types of your input parameters along with the minimum and maximum number of input connections.  You will also need to define the types of connections accepted and the output type of the functoid. Finally you can click finish and your custom functoid project will be created. The results of this process can be seen in the solution explorer, where you will see that a project, functoid class file and a resource file have been created for you. If you open the class file you will see that the following code has been created for you: The "base" function sets all the properties that you previsouly detailed in the custom functoid wizard.  public TestFunctoids():base()  {    int functoidID;    // This has to be a number greater than 6000    functoidID = System.Convert.ToInt32(resmgr.GetString("FunctoidId"));    this.ID = functoidID;    // Set Resource strings, bitmaps    SetupResourceAssembly(ResourceName, Assembly.GetExecutingAssembly());    SetName("FunctoidName");                     SetTooltip("FunctoidToolTip");    SetDescription("FunctoidDescription");    SetBitmap("FunctoidBitmap");    // Minimum and maximum parameters that the functoid accepts    this.SetMinParams(2);    this.SetMaxParams(2);    /// Function name that needs to be called when this Functoid is invoked.    /// Put this in GAC.    SetExternalFunctionName(GetType().Assembly.FullName,     "MyCompany.BizTalk.Functoids.TestFuntoids.TestFunctoids", "Execute");    // Category for this functoid.    this.Category = FunctoidCategory.String;    // Input and output Connection type    this.OutputConnectionType = ConnectionType.AllExceptRecord;    AddInputConnectionType(ConnectionType.AllExceptRecord);   } The "Execute" function provides a skeleton function that contains the code to be executed by your new functoid.  The inputs and outputs should match those you defined in the Custom Functoid Wizard.   public System.Int32 Execute(System.Int32 Cool)   {    ResourceManager resmgr = new ResourceManager(ResourceName, Assembly.GetExecutingAssembly());    try    {     // TODO: Implement Functoid Logic    }    catch (Exception e)    {     throw new Exception(resmgr.GetString("FunctoidException"), e);    }   } Opening the resource file you will see some of the various string values that you defined in the Custom Functoid Wizard - Name, Tooltip, Description and Exception. You can also select to look at the image resources.  This will display the embedded icon image for the functoid.  To change this right click the icon and select "Import from File". Once you have completed the skeleton code you can then look at trying out your functoid. To do this you will need to build the project, copy the compiled DLL to C:\Program Files\Microsoft BizTalk Server 2009\Developer Tools\Mapper Extensions and then refresh the toolbox in visual studio.

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Can ping device from one computer and not the other

    - by Sean Duggan
    I've recently been assigned to work on a diagnostic program done in C++ which communicates with a piece of electronic equipment. Our normal scenario involves communicating via an RS232 interface, but I've been asked to make our program work over ethernet, source code having been done in Visual Basic. After much thrashing about trying to get the code to work and continuing to get 10049 Winsock errors when I tried to connect, I tried pinging the switch. From the computer the VB program is running on, I can see the switch via ping, nslookup, tracert, and pathping (I was going down the list of programs) and I can do this via URI or IP address. From my laptop, sending the same commands fails every time. They're both using the same network cable and the same USB-to-Ethernet device (I've been swapping them between tests) but one can see the switch and the other cannot. I'm working on the programming end, but the ping results makes me think that there might be a network issue stymieing me. wry grin I'm not much of a network guy, so I'm appealing to expert assistance. Both computers are running Windows XP if that helps. The connection is to an "IP-RS8" device which then connects to our VCU-C units. Each unit is accessible via URI or IP address on the desktop computer we usually have connected to the units (it's running the older VB program that I was asked to lift the networking code from). The connection is made via a USB-to-Ethernet adapter so as to leave the regular Ethernet port available for connecting to the company network. Hmm... come to think of it, I've probably been confusing the issue, talking about pinging "the switch" rather than indicating that it's the devices. My apologies. Communication is generally done with a DLL that uses Winsock functions to make queries for data from the VCU and then to receive. I'm failing when connecting. I haven't found anything on the firewall which should block these commands, but I'll keep poking. I don't know if it's potentially relevant, but on the desktop, the adapter maps to Local Area Connection 3 while on the laptop, it consistently maps to Local Area Connection 2. Currently reading up on DHCP. IPConfig /all results: Desktop Host Name . . . . . . . . . . . . : AMERDAEXXXXXX Primary Dns Suffix . . . . . . . : amer.example.com Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : COMPANY.com amer.example.com atle.example.com cone.example.com apac.example.com scan.example.com bYX.example.com Ethernet adapter Local Area Connection X: Connection-specific DNS Suffix . : amer.example.com Description . . . . . . . . . . . : Broadcom NetXtreme XYxx Gigabit Controller Physical Address. . . . . . . . . : YY-XX-YB-XX-XX-XX Dhcp Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IP Address. . . . . . . . . . . . : XYY.XXX.XY.XXX Subnet Mask . . . . . . . . . . . : XXX.XXX.XXY.Y Default Gateway . . . . . . . . . : XYY.XXX.XY.X DHCP Server . . . . . . . . . . . : XY.XXX.XXY.XX DNS Servers . . . . . . . . . . . : XY.XXX.XXY.XX XY.XXY.XXY.XX Primary WINS Server . . . . . . . : XY.XXX.XXY.X Secondary WINS Server . . . . . . : XY.XXY.XXY.X Lease Obtained. . . . . . . . . . : Thursday, July XX, XYXX XY:XX:XX AM Lease Expires . . . . . . . . . . : Sunday, July XX, XYXX XY:XX:XX AM Ethernet adapter Local Area Connection X: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : ASIX axYYYYX USBX.Y to Fast Ethernet Adapter Physical Address. . . . . . . . . : YY-XY-BY-YX-XY-AY Dhcp Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IP Address. . . . . . . . . . . . : XY.Y.Y.X Subnet Mask . . . . . . . . . . . : XXX.XXX.XXY.Y Default Gateway . . . . . . . . . : XY.Y.Y.X DHCP Server . . . . . . . . . . . : XY.Y.Y.XY DNS Servers . . . . . . . . . . . : XY.Y.Y.X Lease Obtained. . . . . . . . . . : Thursday, July XX, XYXX XY:XX:XY AM Lease Expires . . . . . . . . . . : Tuesday, August YX, XYXX XX:XY:XY AM Laptop Windows IP Configuration Host Name . . . . . . . . . . . . : AMERLAFYYXXYX Primary Dns Suffix . . . . . . . : amer.example.com Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : COMPANY.com amer.example.com atle.example.com cone.example.com apac.example.com scan.example.com bYX.example.com Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : amer.example.com Description . . . . . . . . . . . : Intel(R) 82567LM Gigabit Network Connection Physical Address. . . . . . . . . : YY-XY-BY-DY-XB-YX Dhcp Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IP Address. . . . . . . . . . . . : XYY.XXX.XY.XY Subnet Mask . . . . . . . . . . . : XXX.XXX.XXY.Y Default Gateway . . . . . . . . . : XYY.XXX.XY.X DHCP Server . . . . . . . . . . . : XY.XXX.XXY.XX DNS Servers . . . . . . . . . . . : XY.XXX.XXY.XX XY.XXY.XXY.XX Primary WINS Server . . . . . . . : XY.XXX.XXY.X Secondary WINS Server . . . . . . : XY.XXY.XXY.X Lease Obtained. . . . . . . . . . : Thursday, July XX, XYXX XX:XX:XX AM Lease Expires . . . . . . . . . . : Sunday, July XX, XYXX XX:XX:XX AM Ethernet adapter {XYXAAYXX-YEDY-XXYX-YYEX-BYXYXXYEEYEX}: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Nortel IPSECSHM Adapter - Packet Scheduler iniport Physical Address. . . . . . . . . : XX-XX-XX-XX-XX-YY Dhcp Enabled. . . . . . . . . . . : No IP Address. . . . . . . . . . . . : Y.Y.Y.Y Subnet Mask . . . . . . . . . . . : Y.Y.Y.Y Default Gateway . . . . . . . . . : Ethernet adapter Leaf Networks Adapter: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Leaf Networks Adapter Physical Address. . . . . . . . . : YY-FF-FA-BC-YF-AY Dhcp Enabled. . . . . . . . . . . : No IP Address. . . . . . . . . . . . : X.XYY.XY.XX Subnet Mask . . . . . . . . . . . : XXX.Y.Y.Y Default Gateway . . . . . . . . . : Ethernet adapter Local Area Connection 3: Media State . . . . . . . . . . . : Media disconnected Description . . . . . . . . . . . : Bluetooth LAN Access Server Driver Physical Address. . . . . . . . . : YY-FX-AX-YA-BY-CA Ethernet adapter Wireless Network Connection 2: Media State . . . . . . . . . . . : Media disconnected Description . . . . . . . . . . . : Intel(R) WiFi Link 5300 AGN Physical Address. . . . . . . . . : YY-XX-YA-CX-FC-YE Ethernet adapter Local Area Connection 2: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : ASIX ax88772 USB2.0 to Fast Ethernet Adapter Physical Address. . . . . . . . . : YY-XY-BY-YX-XY-AY Dhcp Enabled. . . . . . . . . . . : No IP Address. . . . . . . . . . . . : XYX.XYY.X.X Subnet Mask . . . . . . . . . . . : XXX.XXX.XXX.Y Default Gateway . . . . . . . . . :

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  • How to fix a NHibernate lazy loading error "no session or session was closed"?

    - by MCardinale
    I'm developing a website with ASP.NET MVC, NHibernate and Fluent Hibernate and getting the error "no session or session was closed" when I try to access a child object. These are my domain classes: public class ImageGallery { public virtual int Id { get; set; } public virtual string Title { get; set; } public virtual IList<Image> Images { get; set; } } public class Image { public virtual int Id { get; set; } public virtual ImageGallery ImageGallery { get; set; } public virtual string File { get; set; } } These are my maps: public class ImageGalleryMap:ClassMap<ImageGallery> { public ImageGalleryMap() { Id(x => x.Id); Map(x => x.Title); HasMany(x => x.Images); } } public class ImageMap:ClassMap<Image> { public ImageMap() { Id(x => x.Id); References(x => x.ImageGallery); Map(x => x.File); } } And this is my Session Factory helper class: public class NHibernateSessionFactory { private static ISessionFactory _sessionFactory; private static ISessionFactory SessionFactory { get { if(_sessionFactory == null) { _sessionFactory = Fluently.Configure() .Database(MySQLConfiguration.Standard.ConnectionString(MyConnString)) .Mappings(m => m.FluentMappings.AddFromAssemblyOf<ImageGalleryMap>()) .ExposeConfiguration(c => c.Properties.Add("hbm2ddl.keywords", "none")) .BuildSessionFactory(); } return _sessionFactory; } } public static ISession OpenSession() { return SessionFactory.OpenSession(); } } Everything works fine, when I get ImageGallery from database using this code: IImageGalleryRepository igr = new ImageGalleryRepository(); ImageGallery ig = igr.GetById(1); But, when I try to access the Image child object with this code string imageFile = ig.Images[1].File; I get this error: Initializing[Entities.ImageGallery#1]-failed to lazily initialize a collection of role: Entities.ImageGallery.Images, no session or session was closed Someone know how can I fix this? Thank you very much!

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  • Defining an Entity Framework 1:1 association

    - by Craig Fisher
    I'm trying to define a 1:1 association between two entities (one maps to a table and the other to a view - using DefinedQuery) in an Entity Framework model. When trying to define the mapping for this in the designer, it makes me choose the (1) table or view to map the association to. What am I supposed to choose? I can choose either of the two tables but then I am forced to choose a column from that table (or view) for each end of the relationship. I would expect to be able to choose a column from one table for one end of the association and a column from the other table for the other end of the association, but there's no way to do this. Here I've chosen to map to the "DW_ WF_ClaimInfo" view and it is forcing me to choose two columns from that view - one for each end of the relationship. I've also tried defining the mapping manually in the XML as follows: <AssociationSetMapping Name="Entity1Entity2" TypeName="ClaimsModel.Entity1Entity2" StoreEntitySet="Entity1"> <EndProperty Name="Entity2"> <ScalarProperty Name="DOCUMENT" ColumnName="DOCUMENT" /> </EndProperty> <EndProperty Name="Entity1"> <ScalarProperty Name="PK_DocumentId" ColumnName="PK_DocumentId" /> </EndProperty> </AssociationSetMapping> But this gives: Error 2010: The Column 'DOCUMENT' specified as part of this MSL does not exist in MetadataWorkspace. Seems like it still expects both columns to come from the same table, which doesn't make sense to me. Furthermore, if I select the same key for each end, e.g.: <AssociationSetMapping Name="Entity1Entity2" TypeName="ClaimsModel.Entity1Entity2" StoreEntitySet="Entity1"> <EndProperty Name="Entity2"> <ScalarProperty Name="DOCUMENT" ColumnName="PK_DocumentId" /> </EndProperty> <EndProperty Name="Entity1"> <ScalarProperty Name="PK_DocumentId" ColumnName="PK_DocumentId" /> </EndProperty> </AssociationSetMapping> I then get: Error 3021: Problem in Mapping Fragment starting at line 675: Each of the following columns in table AssignedClaims is mapped to multiple conceptual side properties: AssignedClaims.PK_DocumentId is mapped to <AssignedClaimDW_WF_ClaimInfo.DW_WF_ClaimInfo.DOCUMENT, AssignedClaimDW_WF_ClaimInfo.AssignedClaim.PK_DocumentId> What am I not getting?

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  • Using scipy.interpolate.splrep function

    - by Koustav Ghosal
    I am trying to fit a cubic spline to a given set of points. My points are not ordered. I CANNOT sort or reorder the points, since I need that information. But since the function scipy.interpolate.splrep works only on non-duplicate and monotonically increasing points I have defined a function that maps the x-coordinates to a monotonically increasing space. My old points are: xpoints=[4913.0, 4912.0, 4914.0, 4913.0, 4913.0, 4913.0, 4914.0, 4915.0, 4918.0, 4921.0, 4925.0, 4932.0, 4938.0, 4945.0, 4950.0, 4954.0, 4955.0, 4957.0, 4956.0, 4953.0, 4949.0, 4943.0, 4933.0, 4921.0, 4911.0, 4898.0, 4886.0, 4874.0, 4865.0, 4858.0, 4853.0, 4849.0, 4848.0, 4849.0, 4851.0, 4858.0, 4864.0, 4869.0, 4877.0, 4884.0, 4893.0, 4903.0, 4913.0, 4923.0, 4935.0, 4947.0, 4959.0, 4970.0, 4981.0, 4991.0, 5000.0, 5005.0, 5010.0, 5015.0, 5019.0, 5020.0, 5021.0, 5023.0, 5025.0, 5027.0, 5027.0, 5028.0, 5028.0, 5030.0, 5031.0, 5033.0, 5035.0, 5037.0, 5040.0, 5043.0] ypoints=[10557.0, 10563.0, 10567.0, 10571.0, 10575.0, 10577.0, 10578.0, 10581.0, 10582.0, 10582.0, 10582.0, 10581.0, 10578.0, 10576.0, 10572.0, 10567.0, 10560.0, 10550.0, 10541.0, 10531.0, 10520.0, 10511.0, 10503.0, 10496.0, 10490.0, 10487.0, 10488.0, 10488.0, 10490.0, 10495.0, 10504.0, 10513.0, 10523.0, 10533.0, 10542.0, 10550.0, 10556.0, 10559.0, 10560.0, 10559.0, 10555.0, 10550.0, 10543.0, 10533.0, 10522.0, 10514.0, 10505.0, 10496.0, 10490.0, 10486.0, 10482.0, 10481.0, 10482.0, 10486.0, 10491.0, 10497.0, 10506.0, 10516.0, 10524.0, 10534.0, 10544.0, 10552.0, 10558.0, 10564.0, 10569.0, 10573.0, 10576.0, 10578.0, 10581.0, 10582.0] Plots: The code for the mapping function and interpolation is: xnew=[] ynew=ypoints for c3,i in enumerate(xpoints): if np.isfinite(np.log(i*pow(2,c3))): xnew.append(np.log(i*pow(2,c3))) else: if c==0: xnew.append(np.random.random_sample()) else: xnew.append(xnew[c3-1]+np.random.random_sample()) xnew=np.asarray(xnew) ynew=np.asarray(ynew) constant1=10.0 nknots=len(xnew)/constant1 idx_knots = (np.arange(1,len(xnew)-1,(len(xnew)-2)/np.double(nknots))).astype('int') knots = [xnew[i] for i in idx_knots] knots = np.asarray(knots) int_range=np.linspace(min(xnew),max(xnew),len(xnew)) tck = interpolate.splrep(xnew,ynew,k=3,task=-1,t=knots) y1= interpolate.splev(int_range,tck,der=0) The code is throwing an error at the function interpolate.splrep() for some set of points like the above one. The error is: File "/home/neeraj/Desktop/koustav/res/BOS5/fit_spline3.py", line 58, in save_spline_f tck = interpolate.splrep(xnew,ynew,k=3,task=-1,t=knots) File "/usr/lib/python2.7/dist-packages/scipy/interpolate/fitpack.py", line 465, in splrep raise _iermessier(_iermess[ier][0]) ValueError: Error on input data But for other set of points it works fine. For example for the following set of points. xpoints=[1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1629.0, 1630.0, 1630.0, 1630.0, 1631.0, 1631.0, 1631.0, 1631.0, 1630.0, 1629.0, 1629.0, 1629.0, 1628.0, 1627.0, 1627.0, 1625.0, 1624.0, 1624.0, 1623.0, 1620.0, 1618.0, 1617.0, 1616.0, 1615.0, 1614.0, 1614.0, 1612.0, 1612.0, 1612.0, 1611.0, 1610.0, 1609.0, 1608.0, 1607.0, 1607.0, 1603.0, 1602.0, 1602.0, 1601.0, 1601.0, 1600.0, 1599.0, 1598.0] ypoints=[10570.0, 10572.0, 10572.0, 10573.0, 10572.0, 10572.0, 10571.0, 10570.0, 10569.0, 10565.0, 10564.0, 10563.0, 10562.0, 10560.0, 10558.0, 10556.0, 10554.0, 10551.0, 10548.0, 10547.0, 10544.0, 10542.0, 10541.0, 10538.0, 10534.0, 10532.0, 10531.0, 10528.0, 10525.0, 10522.0, 10519.0, 10517.0, 10516.0, 10512.0, 10509.0, 10509.0, 10507.0, 10504.0, 10502.0, 10500.0, 10501.0, 10499.0, 10498.0, 10496.0, 10491.0, 10492.0, 10488.0, 10488.0, 10488.0, 10486.0, 10486.0, 10485.0, 10485.0, 10486.0, 10483.0, 10483.0, 10482.0, 10480.0] Plots: Can anybody suggest what's happening ?? Thanks in advance......

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  • SilverLight 3 Beginner question: Scroll with mousewheel and zoom image with panning

    - by JP Hellemons
    Hello, I would like to make a small silverlight app which displays one fairly large image which can be zoomed in by scrolling the mouse and then panned with the mouse. it's similar to the function in google maps and i do not want to use deepzoom. here is what i have at the moment. please keep in mind that this is my first silverlight app: this app is just for me to see it's a good way to build in a website. so it's a demo app and therefor has bad variable names. the initial image is 1800px width. private void sc_MouseWheel(object sender, MouseWheelEventArgs e) { var st = (ScaleTransform)plaatje.RenderTransform; double zoom = e.Delta > 0 ? .1 : -.1; st.ScaleX += zoom; st.ScaleY += zoom; } this works, but could use some smoothing and it's positioned top left and not centered. the panning is like this: found it @ http://stackoverflow.com/questions/741956/wpf-pan-zoom-image and converted it to this below to work in silverlight Point start; Point origin; bool captured = false; private void plaatje_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { plaatje.CaptureMouse(); captured = true; var tt = (TranslateTransform)((TransformGroup)plaatje.RenderTransform) .Children.First(tr => tr is TranslateTransform); start = e.GetPosition(canvasje); origin = new Point(tt.X, tt.Y); } private void plaatje_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { plaatje.ReleaseMouseCapture(); captured = false; } private void plaatje_MouseMove(object sender, MouseEventArgs e) { if (!captured) return; var tt = (TranslateTransform)((TransformGroup)plaatje.RenderTransform).Children.First(tr => tr is TranslateTransform); double xVerschuiving = start.X - e.GetPosition(canvasje).X; double yVerschuiving = start.Y - e.GetPosition(canvasje).Y; tt.X = origin.X - xVerschuiving; tt.Y = origin.Y - yVerschuiving; } so the scaling isn't smooth and the panning isn't working, because when i click it, the image disappears. thanks in advanced!

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  • launching mapview from main activity (button)

    - by arc
    Hi all. Going round in circles here i think. I have an activity called Locate; public class Locate extends Activity { public static String lat; public static String lon; public static String number; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.locate); final Button buttonMaps = (Button) findViewById(R.id.ButtonMaps); buttonMaps.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { Toast.makeText(getBaseContext(), "Button Pressed", Toast.LENGTH_SHORT).show(); try { Intent i = new Intent(getBaseContext(), displayMap.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); startActivity(i); } catch (ActivityNotFoundException e) { Toast.makeText(getBaseContext(), "Activity Not Found", Toast.LENGTH_SHORT).show(); } }}); // Toast.makeText(getBaseContext(), "lat: " + lat + " long: " + lon + " from: " + testname, Toast.LENGTH_LONG).show(); } If I make the displayMap class into a normal Activity, and just have display a toast message confirming it has loaded - then it works fine. If i do this though; public class displayMap extends MapActivity { /** Called when the activity is first created. */ public void onCreate() { setContentView(R.layout.displaymap); Toast.makeText(getBaseContext(), "Display Map", Toast.LENGTH_SHORT).show(); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } } Then as soon as I click the Button, I get a force close. I have the correct 'uses-library' tag in my manifest; <application android:icon="@drawable/icon" android:label="@string/app_name"> <uses-library android:name="com.google.android.maps" /> I don't get what it just force closes everytime i try and load it. If I make this my onClick handler then it will fire up a working googlemaps/default mapview public void onClick(View v) { Toast.makeText(getBaseContext(), "Button Pressed", Toast.LENGTH_SHORT).show(); Uri uri=Uri.parse("geo:"+Locate.lat+","+Locate.lon); StartActivity(new Intent(Intent.ACTION_VIEW, uri)); } But that is not what I am trying to do, I want my own - so that I can add overlays etc to it. But it does prove that the permission are set correctly and that the lib is there. The logcat error when the app FCs is a Unexpected DEX error. Can anyone point in the right direction here?

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  • EntityManagerFactory error on Websphere

    - by neverland
    I have a very weird problem. Have an application using Hibernate and spring.I have an entitymanger defined which uses a JNDI lookup .It looks something like this <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"> <property name="dataSource" ref="dataSource" /> <property name="persistenceUnitName" value="ConfigAPPPersist" /> <property name="jpaVendorAdapter"> <bean class="org.springframework.orm.jpa.vendor.HibernateJpaVendorAdapter"> <property name="showSql" value="true" /> <property name="generateDdl" value="false" /> <property name="databasePlatform" value="org.hibernate.dialect.Oracle9Dialect" /> </bean> </property> </bean> <bean id="dataSource" class="org.springframework.jdbc.datasource.WebSphereDataSourceAdapter"> <property name="targetDataSource"> <bean class="org.springframework.jndi.JndiObjectFactoryBean"> <property name="jndiName" value="jdbc/pmp" /> </bean> </property> </bean> This application runs fine in DEV. But when we move to higher envs the team that deploys this application does it successfully initially but after a few restarts of the application the entitymanager starts giving this problem Caused by: javax.persistence.PersistenceException: [PersistenceUnit: ConfigAPPPersist] Unable to build EntityManagerFactory at org.hibernate.ejb.Ejb3Configuration.buildEntityManagerFactory(Ejb3Configuration.java:677) at org.hibernate.ejb.HibernatePersistence.createContainerEntityManagerFactory(HibernatePersistence.java:132) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1368) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1334) ... 32 more Caused by: org.hibernate.MappingException: **property mapping has wrong number of columns**: com.***.***.jpa.marketing.entity.MarketBrands.$performasure_j2eeInfo type: object Now you would say this is pretty obvious the entity MarketBrands is incorrect. But its not it maps to the table just fine. And the same code works on DEV. Also the jndi cannot be incorrect since it deploys and works fine initially but throws uo this error after a restart. This is weird and not very logical. But if someone has faced this or has any idea on what might be causing this Please!! help The persistence.xml for the persitence unit has very little <?xml version="1.0" encoding="UTF-8"?> <persistence xmlns="http://java.sun.com/xml/ns/persistence" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://java.sun.com/xml/ns/persistence http://java.sun.com/xml/ns/persistence/persistence_1_0.xsd" version="1.0"> <persistence-unit name="ConfigAPPPersist"> <!-- commented code --> </persistence-unit> </persistence>

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  • Freetype2 failing under WoW64

    - by Necrolis
    I built a tff to D3D texture function using freetype2(2.3.9) to generate grayscale maps from the fonts. it works great under native win32, however, on WoW64 it just explodes (well, FT_Done and FT_Load_Glyph do). from some debugging, it seems to be a problem with HeapFree as called by free from FT_Free. I know it should work, as games like WCIII, which to the best of my knowledge use freetype2, run fine, this is my code, stripped of the D3D code(which causes no problems on its own): FT_Face pFace = NULL; FT_Error nError = 0; FT_Byte* pFont = static_cast<FT_Byte*>(ARCHIVE_LoadFile(pBuffer,&nSize)); if((nError = FT_New_Memory_Face(pLibrary,pFont,nSize,0,&pFace)) == 0) { FT_Set_Char_Size(pFace,nSize << 6,nSize << 6,96,96); for(unsigned char c = 0; c < 95; c++) { if(!FT_Load_Glyph(pFace,FT_Get_Char_Index(pFace,c + 32),FT_LOAD_RENDER)) { FT_Glyph pGlyph; if(!FT_Get_Glyph(pFace->glyph,&pGlyph)) { LOG("GET: %c",c + 32); FT_Glyph_To_Bitmap(&pGlyph,FT_RENDER_MODE_NORMAL,0,1); FT_BitmapGlyph pGlyphMap = reinterpret_cast<FT_BitmapGlyph>(pGlyph); FT_Bitmap* pBitmap = &pGlyphMap->bitmap; const size_t nWidth = pBitmap->width; const size_t nHeight = pBitmap->rows; //add to texture atlas } } } } else { FT_Done_Face(pFace); delete pFont; return FALSE; } FT_Done_Face(pFace); delete pFont; return TRUE; } ARCHIVE_LoadFile returns blocks allocated with new. As a secondary question, I would like to render a font using pixel sizes, I came across FT_Set_Pixel_Sizes, but I'm unsure as to whether this stretches the font to fit the size, or bounds it to a size. what I would like to do is render all the glyphs at say 24px (MS Word size here), then turn it into a signed distance field in a 32px area. Update After much fiddling, I got a test app to work, which leads me to think the problems are arising from threading, as my code is running in a secondary thread. I have compiled freetype into a static lib using the multithread DLL, my app uses the multithreaded libs. gonna see if i can set up a multithreaded test. Also updated to 2.4.4, to see if the problem was a known but fixed bug, didn't help however. Update 2 After some more fiddling, it turns out I wasn't using the correct lib for 2.4.4 -.- after fixing that, the test app works 100%, but the main app still crashes when FT_Done_Face is called, still seems to be a crash in the memory heap management of windows. is it possible that there is a bug in freetype2 that makes it blow up under user threads?

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  • Putting update logic in your migrations

    - by Daniel Abrahamsson
    A couple of times I've been in the situation where I've wanted to refactor the design of some model and have ended up putting update logic in migrations. However, as far as I've understood, this is not good practice (especially since you are encouraged to use your schema file for deployment, and not your migrations). How do you deal with these kind of problems? To clearify what I mean, say I have a User model. Since I thought there would only be two kinds of users, namely a "normal" user and an administrator, I chose to use a simple boolean field telling whether the user was an adminstrator or not. However, after I while I figured I needed some third kind of user, perhaps a moderator or something similar. In this case I add a UserType model (and the corresponding migration), and a second migration for removing the "admin" flag from the user table. And here comes the problem. In the "add_user_type_to_users" migration I have to map the admin flag value to a user type. Additionally, in order to do this, the user types have to exist, meaning I can not use the seeds file, but rather create the user types in the migration (also considered bad practice). Here comes some fictional code representing the situation: class CreateUserTypes < ActiveRecord::Migration def self.up create_table :user_types do |t| t.string :name, :nil => false, :unique => true end #Create basic types (can not put in seed, because of future migration dependency) UserType.create!(:name => "BASIC") UserType.create!(:name => "MODERATOR") UserType.create!(:name => "ADMINISTRATOR") end def self.down drop_table :user_types end end class AddTypeIdToUsers < ActiveRecord::Migration def self.up add_column :users, :type_id, :integer #Determine type via the admin flag basic = UserType.find_by_name("BASIC") admin = UserType.find_by_name("ADMINISTRATOR") User.all.each {|u| u.update_attribute(:type_id, (u.admin?) ? admin.id : basic.id)} #Remove the admin flag remove_column :users, :admin #Add foreign key execute "alter table users add constraint fk_user_type_id foreign key (type_id) references user_types (id)" end def self.down #Re-add the admin flag add_column :users, :admin, :boolean, :default => false #Reset the admin flag (this is the problematic update code) admin = UserType.find_by_name("ADMINISTRATOR") execute "update users set admin=true where type_id=#{admin.id}" #Remove foreign key constraint execute "alter table users drop foreign key fk_user_type_id" #Drop the type_id column remove_column :users, :type_id end end As you can see there are two problematic parts. First the row creation part in the first model, which is necessary if I would like to run all migrations in a row, then the "update" part in the second migration that maps the "admin" column to the "type_id" column. Any advice?

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  • Function-Local Static Const variable Initialization semantics.

    - by Hassan Syed
    The questions are in bold, for those that cannot be bothered reading a question in depth. This is a followup to this question. It is to do with the initialization semantics of static variables in functions. Static variables should be initialized once, and their internal state might be altered later - as I (currently) do in the linked question. However, the code in question does not require the feature to change the state of the variable later. Let me clarrify my position, since I don't require the string object's internal state to change. The code is for a trait class for meta programming, and as such would would benifit from a const char * const ptr -- thus Ideally a local cost static const variable is needed. My educated guess is that in this case the string in question will be optimally placed in memory by the link-loader, and that the code is more secure and maps to the intended semantics. This leads to the semantics of such a variable "The C++ Programming language Third Edition -- Stroustrup" does not have anything (that I could find) to say about this matter. All that is said is that the variable is initialized once when the flow of control of the thread first reaches the code. This leads me to ponder if the following code would be sensible, and if not what are the intended semantics ?. #include <iostream> const char * const GetString(const char * x_in) { static const char * const x = x_in; return x; } int main() { const char * const temp = GetString("yahoo"); std::cout << temp << std::endl; const char * const temp2 = GetString("yahoo2"); std::cout << temp2 << std::endl; } The following compiles on GCC and prints "yahoo" twice. Which is what I want -- However it might not be standards compliant (which is why I post this question). It might be more elegant to have two functions, "SetString" and "String" where the latter forwards to the first. If it is standards compliant does someone know of a templates implementation in boost (or elsewhere) ?

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  • How do you implement position-sensitive zooming inside a JScrollPane?

    - by tucuxi
    I am trying to implement position-sensitive zooming inside a JScrollPane. The JScrollPane contains a component with a customized 'paint' that will draw itself inside whatever space it is allocated - so zooming is as easy as using a MouseWheelListener that resizes the inner component as required. But I also want zooming into (or out of) a point to keep that point as central as possible within the resulting zoomed-in (or -out) view (this is what I refer to as 'position-sensitive' zooming), similar to how zooming works in google maps. I am sure this has been done many times before - does anybody know the "right" way to do it under Java Swing?. Would it be better to play with Graphic2D's transformations instead of using JScrollPanes? Sample code follows: package test; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import javax.swing.*; public class FPanel extends javax.swing.JPanel { private Dimension preferredSize = new Dimension(400, 400); private Rectangle2D[] rects = new Rectangle2D[50]; public static void main(String[] args) { JFrame jf = new JFrame("test"); jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); jf.setSize(400, 400); jf.add(new JScrollPane(new FPanel())); jf.setVisible(true); } public FPanel() { // generate rectangles with pseudo-random coords for (int i=0; i<rects.length; i++) { rects[i] = new Rectangle2D.Double( Math.random()*.8, Math.random()*.8, Math.random()*.2, Math.random()*.2); } // mouse listener to detect scrollwheel events addMouseWheelListener(new MouseWheelListener() { public void mouseWheelMoved(MouseWheelEvent e) { updatePreferredSize(e.getWheelRotation(), e.getPoint()); } }); } private void updatePreferredSize(int n, Point p) { double d = (double) n * 1.08; d = (n > 0) ? 1 / d : -d; int w = (int) (getWidth() * d); int h = (int) (getHeight() * d); preferredSize.setSize(w, h); getParent().doLayout(); // Question: how do I keep 'p' centered in the resulting view? } public Dimension getPreferredSize() { return preferredSize; } private Rectangle2D r = new Rectangle2D.Float(); public void paint(Graphics g) { super.paint(g); g.setColor(Color.red); int w = getWidth(); int h = getHeight(); for (Rectangle2D rect : rects) { r.setRect(rect.getX() * w, rect.getY() * h, rect.getWidth() * w, rect.getHeight() * h); ((Graphics2D)g).draw(r); } } }

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  • Advice for Architecture Design Logic for software application

    - by Prasad
    Hi, I have a framework of basic to complex set of objects/classes (C++) running into around 500. With some rules and regulations - all these objects can communicate with each other and hence can cover most of the common queries in the domain. My Dream: I want to provide these objects as icons/glyphs (as I learnt recently) on a workspace. All these objects can be dragged/dropped into the workspace. They have to communicate only through their methods(interface) and in addition to few iterative and conditional statements. All these objects are arranged finally to execute a protocol/workflow/dataflow/process. After drawing the flow, the user clicks the Execute/run button. All the user interaction should be multi-touch enabled. The best way to show my dream is : Jeff Han's Multitouch Video. consider Jeff is playing with my objects instead of the google maps. :-) it should be like playing a jigsaw puzzle. Objective: how can I achieve the following while working on this final product: a) the development should be flexible to enable provision for web services b) the development should enable easy web application development c) The development should enable client-server architecture - d) further it should also enable mouse based drag/drop desktop application like Adobe programs etc. I mean to say: I want to economize on investments. Now I list my efforts till now in design : a) Created an Editor (VB) where the user writes (manually) the object / class code b) On Run/Execute, the code is copied into a main() function and passed to interpreter. c) Catch the output and show it in the console. The interpreter can be separated to become a server and the Editor can become the client. This needs lot of standard client-server architecture work. But some how I am not comfortable in the tightness of this system. Without interpreter is there much faster and better embeddable solution to this? - other than writing a special compiler for these objects. Recently learned about AXIS-C++ can help me - looks like - a friend suggested. Is that the way to go ? Here are my questions: (pl. consider me a self taught programmer and NOT my domain) a) From the stage of C++ objects to multi-touch product, how can I make sure I will develop the parallel product/service models as well.? What should be architecture aspects I should consider ? b) What technologies are best suited for this? c) If I am thinking of moving to Cloud Computing, how difficult/ how redundant / how unnecessary my efforts will be ? d) How much time in months would it take to get the first beta ? I take the liberty to ask if any of the experts here are interested in this project, please email me: [email protected] Thank you for any help. Looking forward.

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  • Custom Rails actions: I have issues every time

    - by normalocity
    Every time I go to add a custom action to a controller, I completely screw it up somehow. I'm trying to add a route "listings/buyer_listings", that will display all of my listings where someone is a buyer (rather than a seller). With the routes.rb file below, when I go to "listings/buyer_listings", I get routed instead to "users" WTF? In the past, I've had to define my routes using "map.", but this seems like a very verbose way to do something that should work with the :collection specification. You can see that I've done this with many routes as specified toward the end of the file, such as "edit_my_profile", etc. If I put the ":collection" part last my browser routes to the "show" action, which is not the correct action, and which also doesn't make sense to me why it would even do this. If I do "rake routes", my routes look correctly mapped. If I go into a Ruby console and have it recognize the url, it maps to the correct action, so what am I missing? ActionController::Routing::Routes.draw do |map| map.resources :locations map.resources :browse_boxes map.resources :tags map.resources :ratings map.resources :listings, :collection => { :buyer_listings => :get }, :has_many => :bids, :has_many => :comments map.resources :users map.resources :invite_requests map.resource :user_session map.resource :account, :controller => "users" map.root :controller => "listings", :action => "index" # optional, this just sets the root route map.login "login", :controller => "user_sessions", :action => "new" map.logout "logout", :controller => "user_sessions", :action => "destroy" map.search "search", :controller => "listings", :action => "search" map.edit_my_profile "edit_my_profile", :controller => "users", :action => "edit_my_profile" map.all_listings "all_listings", :controller => "listings", :action => "all_listings" map.my_listings "my_listings", :controller => "listings", :action => "my_listings" map.posting_guidelines "posting_guidelines", :controller => "listings", :action => "posting_guidelines" map.filter_on "filter_on", :controller => "listings", :action => "filter_on" map.top_25_tags "top_25_tags", :controller => "tagging_search", :action => "top_25_tags" map.connect ':controller/:action/:id' map.connect ':controller/:action/:id.:format' end

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  • Grouping geographical shapes

    - by grenade
    I am using Dundas Maps and attempting to draw a map of the world where countries are grouped into regions that are specific to a business implementation. I have shape data (points and segments) for each country in the world. I can combine countries into regions by adding all points and segments for countries within a region to a new region shape. foreach(var region in GetAllRegions()){ var regionShape = new Shape { Name = region.Name }; foreach(var country in GetCountriesInRegion(region.Id)){ var countryShape = GetCountryShape(country.Id); regionShape.AddSegments(countryShape.ShapeData.Points, countryShape.ShapeData.Segments); } map.Shapes.Add(regionShape); } The problem is that the country border lines still show up within a region and I want to remove them so that only regional borders show up. Dundas polygons must start and end at the same point. This is the case for all the country shapes. Now I need an algorithm that can: Determine where country borders intersect at a regional border, so that I can join the regional border segments. Determine which country borders are not regional borders so that I can discard them. Sort the resulting regional points so that they sequentialy describe the shape boundaries. Below is where I have gotten to so far with the map. You can see that the country borders still need to be removed. For example, the border between Mongolia and China should be discarded whereas the border between Mongolia and Russia should be retained. The reason I need to retain a regional border is that the region colors will be significant in conveying information but adjacent regions may be the same color. The regions can change to include or exclude countries and this is why the regional shaping must be dynamic. EDIT: I now know that I what I am looking for is a UNION of polygons. David Lean explains how to do it using the spatial functions in SQL Server 2008 which might be an option but my efforts have come to a halt because the resulting polygon union is so complex that SQL truncates it at 43,680 characters. I'm now trying to either find a workaround for that or find a way of doing the union in code.

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  • Workflow for statistical analysis and report writing

    - by ws
    Does anyone have any wisdom on workflows for data analysis related to custom report writing? The use-case is basically this: Client commissions a report that uses data analysis, e.g. a population estimate and related maps for a water district. The analyst downloads some data, munges the data and saves the result (e.g. adding a column for population per unit, or subsetting the data based on district boundaries). The analyst analyzes the data created in (2), gets close to her goal, but sees that needs more data and so goes back to (1). Rinse repeat until the tables and graphics meet QA/QC and satisfy the client. Write report incorporating tables and graphics. Next year, the happy client comes back and wants an update. This should be as simple as updating the upstream data by a new download (e.g. get the building permits from the last year), and pressing a "RECALCULATE" button, unless specifications change. At the moment, I just start a directory and ad-hoc it the best I can. I would like a more systematic approach, so I am hoping someone has figured this out... I use a mix of spreadsheets, SQL, ARCGIS, R, and Unix tools. Thanks! PS: Below is a basic Makefile that checks for dependencies on various intermediate datasets (w/ ".RData" suffix) and scripts (".R" suffix). Make uses timestamps to check dependencies, so if you 'touch ss07por.csv', it will see that this file is newer than all the files / targets that depend on it, and execute the given scripts in order to update them accordingly. This is still a work in progress, including a step for putting into SQL database, and a step for a templating language like sweave. Note that Make relies on tabs in its syntax, so read the manual before cutting and pasting. Enjoy and give feedback! http://www.gnu.org/software/make/manual/html%5Fnode/index.html#Top R=/home/wsprague/R-2.9.2/bin/R persondata.RData : ImportData.R ../../DATA/ss07por.csv Functions.R $R --slave -f ImportData.R persondata.Munged.RData : MungeData.R persondata.RData Functions.R $R --slave -f MungeData.R report.txt: TabulateAndGraph.R persondata.Munged.RData Functions.R $R --slave -f TabulateAndGraph.R report.txt

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  • conflicting declaration when filling a static std::map class member variable

    - by Max
    I have a class with a static std::map member variable that maps chars to a custom type Terrain. I'm attempting to fill this map in the class's implementation file, but I get several errors. Here's my header file: #ifndef LEVEL_HPP #define LEVEL_HPP #include <bitset> #include <list> #include <map> #include <string> #include <vector> #include "libtcod.hpp" namespace yarl { namespace level { class Terrain { // Member Variables private: std::bitset<5> flags; // Member Functions public: explicit Terrain(const std::string& flg) : flags(flg) {} (...) }; class Level { private: static std::map<char, Terrain> terrainTypes; (...) }; } } #endif and here's my implementation file: #include <bitset> #include <list> #include <map> #include <string> #include <vector> #include "Level.hpp" #include "libtcod.hpp" using namespace std; namespace yarl { namespace level { /* fill Level::terrainTypes */ map<char,Terrain> Level::terrainTypes['.'] = Terrain("00001"); // clear map<char,Terrain> Level::terrainTypes[','] = Terrain("00001"); // clear map<char,Terrain> Level::terrainTypes['\''] = Terrain("00001"); // clear map<char,Terrain> Level::terrainTypes['`'] = Terrain("00001"); // clear map<char,Terrain> Level::terrainTypes[178] = Terrain("11111"); // wall (...) } } I'm using g++, and the errors I get are src/Level.cpp:15: error: conflicting declaration ‘std::map, std::allocator yarl::level::Level::terrainTypes [46]’ src/Level.hpp:104: error: ‘yarl::level::Level::terrainTypes’ has a previous declaration as ‘std::map, std::allocator yarl::level::Level::terrainTypes’ src/Level.cpp:15: error: declaration of ‘std::map, std::allocator yarl::level::Level::terrainTypes’ outside of class is not definition src/Level.cpp:15: error: conversion from ‘yarl::level::Terrain’ to non-scalar type ‘std::map, std::allocator ’ requested src/Level.cpp:15: error: ‘yarl::level::Level::terrainTypes’ cannot be initialized by a non-constant expression when being declared I get a set of these for each map assignment line in the implementation file. Anyone see what I'm doing wrong? Thanks for your help.

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