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  • How to declare different non-JPA annotations on embedded classes

    - by e99y
    @Embedded public class EmbedMe { private String prop1; private String prop2; } @Entity public class EncryptedEmbedded { @Embeddable private EmbedMe enc; } I am current using Jasypt for encryption. Is there a way to indicate that the @Embeddable in EncryptedEmbedded will use @Type(value = "newDeclaredTypeHere") per attribute (prop1, prop2)? Thanks in advance... ;)

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  • how to get the value from a textbox that is next to my text

    - by oo
    i have an html page where i have a table of items (one item per row) where each item is a html link that says "Add" and there is a textbox next to each link with a number in it. the text link and the textbox are in the same td inside the row of the table. how do i, using jquery, capture the value from the textbox that is to the right of the link i click on.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Looking for a script/tool to dump a list of installed features and programs on Windows Server 2008 R

    - by Hamish Grubijan
    Hi, The same compiled .Net / C++ / Com program does different things on two seemingly same computers. Both have DOZENS of things installed on them. I would like to figure out what the difference between the two is by looking at an ASCII diff. Before that I need to "serialize" the list of installed things in a plain readable format - sorted alphabetically + one item per line. A Python script would be ideal, but I also have Perl, PowerShell installed. Thank you.

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  • Finding object count where a field is unique in Django

    - by Johnd
    I have a model that is something like this: class Input(models.Model): details = models.CharField(max_length=1000) user = models.ForeignKey(User) class Case(Input): title = models.CharField(max_length=200) views = models.IntegerField() class Argument(Input): case = models.ForeignKey(Case) side = models.BooleanField() A user can submit many arguments, per case. I want to be able to say how many users have submitted side=true arguments. I mean if 1 user had 10 arguments and another user had 2 arguments (both side=true) I'd want the count to be 2, not 12.

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  • Mysql Windows "mysqldump -t" restore

    - by Glide
    Yes it's Windows sorry. I'm using mysqldump with the option -T which creates a sql and a txt file per table. mysqldump -u user -ppass db -T path I use that option to be able to restore easily one table. Now I'd like to restore all the tables. mysql -u user -ppass db < path/*.sql Obvously doesn't work Also, I don't know where do my funcs/procs go. Thx

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  • Is nginx / node.js / postgres a very scalable architecture?

    - by Luc
    I have an app running with: one instance of nginx as the frontend (serving static file) a cluster of node.js application for the backend (using cluster and expressjs modules) one instance of Postgres as the DB Is this architecture sufficient if the application needs scalability (this is only for HTTP / REST requests) for: 500 request per seconds (each requests only fetches data from the DB, those data could be several ko, and with no big computation needed after the fetch). 20000 users connected at the same time Where could be the bottlenecks ?

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  • 'Subquery returned more than 1 value' problem in EntityFramework

    - by plotnick
    I have one 'Transaction' entity object with 'Operations' navproperty with multiplicity of 'Many'. When I'm adding only one operation per transaction nothing happens, but when I'm trying to add more than one operation, db.SaveChanges() throws an exception like 'Subquery returned more than 1 value blah, blah, blah' How can I solve that? Help me guys please... BTW... Could you tell me how can I see the exact query string that EF passes to Sql Server on db.SaveChanges() method?

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  • MacPorts / Terminal: `Unrecognized action "sudo"`

    - by Chris
    I'm trying to install Image Magick on MAMP. And I'm seriously out of my depth. I've installed MacPorts, and opened the terminal. I've typed in sudo port -v selfupdate per the instructions on http://www.macports.org/install.php#pkg But the response I get from the Terminal is Unrecognized action "sudo" I've googled and googled, but can't find anything that makes a slab of sense. Any clever people feeling generous?

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  • Add multiple ActionName for button

    - by NewToBirtReporting
    I have one controller on which i have Save button click event. Im using same controller and view for Add and Edit purpose. My code is as per below [HttpPost] [Button(ButtonName = "Save")] [ActionName("Create")] [ValidateAntiForgeryToken(Salt = "PostData")] public ActionResult Save(Ntegra m_Ntegra,FormCollection form) {} As Im Using ActionName("Create") here so button can not work for ActionName("Edit"). can anyone tell me how i can achive my requirnment!! Thanks for help...... :)

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  • Asp.net or flash programming please help

    - by hugasuga
    Hi friends I am new to Programming.During last year I learned flash programming as well as Asp.net I am good at both. But i am confused about choosing asp.net or flash programming As per career which one will get me good salary and which one will me more secure Please help me on this with reasoning which one i should choose

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  • Persisting dynamically loaded user controls in view state.

    - by User_003
    I am dynamically loading user control in Button Click event, since these user controls are dynamically loaded I have to recreate all previous user controls as well per click. My user control just has two textboxes for now, but I am not able to persist my inputs across postbacks. My ids are same everytime. I have enableViewstate ="true" in all controls all up to page level. Please adivce.

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  • which text writing classes are the most efficient for writing lots of small files?

    - by Robert H
    I have to write 300+ files to a server share on a hourly basis. A quick implementation using CreateText takes approximately 1.4 seconds per file. I know there is a better way to do this, but I am unsure which way is actually the quickest/most efficient; hence my question: Which text writing class is the most efficient for writing hundreds of small files ( 336 bytes on average ) to a server share?

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  • Efficient quaternion angular velocity

    - by user3736210
    I have an orientation expressed with a quaternion and an angular velocity expressed as either a quaternion or a number (radians per second around the original orientation). I understand how to do this using conversion to axis-angle but that method is rather computationally expensive and is not a realistic option. How would I go about modifying the orientation quaternion given a time interval (in seconds)? I need a solution for both cases (the quaternion and the number).

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  • Using PHP to determine if a localfile has been replaced?

    - by Rob
    I have a MySQL database with some URLs in it. One URL per row. Each URL has my script on it. What I am wanting to do, is check if the file is still there via a PHP script. Not check if it 404'd, but rather check if it has been modified or replaced. Is this possible? If so, how would it be accomplished?

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  • Maintaining many socket connections with a single thread

    - by John
    Many tutorials on socket communication I see seem to use 1 thread per socket. But on a server used for online gaming, you might have 10k concurrent users - 10k threads isn't probably a wonderful idea. I came across a tool (SmartFox) which claims to use a single thread for monitoring all socket connections, potentially thousands of them. This app happens to be in Java, but I figure C++ or C# could do the same... how would you achieve this?

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