Search Results

Search found 10904 results on 437 pages for 'named entity recognition'.

Page 144/437 | < Previous Page | 140 141 142 143 144 145 146 147 148 149 150 151  | Next Page >

  • Can an app in opt/extras install themeable icons in /usr/share

    - by Peter Levi
    My application Variety Wallpaper Changer runs from /opt/extras and uses an indicator icon. I would like to make this indicator icon theme-specific. As far as I understand the standard way is to install named icons into /usr/share/icons with xdg-icon-resource at installation time (Am I right about this?). I have two questions regarding this: Variety installs and runs from /opt/extras.ubuntu.com. Is it acceptable for it to install icons in /usr/share using xdg-icon-resource or is there something else I can do to have theme-specific icons without special-casing themes and dynamically selecting the icon in the code? Variety is packaged using Quickly (and I'm myself a newbie at packaging) - how can I configure it to install theme-specific named icons at installation time?

    Read the article

  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

    Read the article

  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

    Read the article

  • Which programming language could I use for Natural Language Processing to extract clinical words?

    - by MACEE
    I am going to do entity extraction (like Named Entity Recognition) from clinical free text (unstructured raw text such as discharge summaries) and these entities could be any medical problem, medical tests or treatments. I am going to use one of i2b2 datasets (https://www.i2b2.org/) if case you are familiar with that. I am new to the NLP(Natural Language Processing) field and I need a programming language to support NLP tasks and also easily connect to the available libraries of machine learning algorithms like CRF. I don't know much java and I heard about Python, Perl and Scala but I am not sure which one would be the best option for this task?

    Read the article

  • Q&amp;A: Will my favourite ORM Foo work with SQL Azure?

    - by Eric Nelson
    short answer: Quite probably, as SQL Azure is very similar to SQL Server longer answer: Object Relational Mappers (ORMs) that work with SQL Server are likely but not guaranteed to work with SQL Azure. The differences between the RDBMS versions are small – but may cause problems, for example in tools used to create the mapping between objects and tables or in generated SQL from the ORM which expects “certain things” :-) More specifically: ADO.NET Entity Framework / LINQ to Entities can be used with SQL Azure, but the Visual Studio designer does not currently work. You will need to point the designer at a version of your database running of SQL Server to create the mapping, then change the connection details to run against SQL Azure. LINQ to SQL has similar issues to ADO.NET Entity Framework above NHibernate can be used against SQL Azure DevExpress XPO supports SQL Azure from version 9.3 DataObjects.Net supports SQL Azure Open Access from Telerik works “seamlessly”  - their words not mine :-) The list above is by no means comprehensive – please leave a comment with details of other ORMs that work (or do not work) with SQL Azure. Related Links: General guidelines and limitations of SQL Azure SQL Azure vs SQL Server

    Read the article

  • Be careful when Git suppresses bin Folders

    - by Marko Apfel
    Initial situation Often for Visual Studio projects the typical content of a .gitignore file contains this line bin or [B|b]in It is used to avoid that Git tries to track compile outputs as repository relevant data. Problem But keep in mind: this will also suppress bin folders of additional stuff like frameworks and toolsets. For instance Microsoft.SDKs contains a folder named Bin with a lot of programs Simian contains a folder named bin with the program themselves If you store such artifacts also in the repository - according to the principle of a “self containing project” – you could lost the content in the bin folder! Solution Till yet I don’t have a good idea. So I verify for each new added toolset or framework whether it has or has not such a bin folder. If it has, then I must add this bin folder manually to the repository so that Git track it.

    Read the article

  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model pieces. MD3 would probably work, but like OBJ, it doesn't have support for triangle strips. Considering the limitations of the formats above, I've come to the conclusion that it may be necessary to write my own format to accommodate my requirements, but that feels like reinventing the wheel. So, I need a format which can specify indexed tri-strips, supports textures, UV-mapping, collision data, can have multiple named segments and supports animations (have I forgotten anything?). Is there any format like that which already exists, or do I have to write my own?

    Read the article

  • Opinion for my recruitment portal idea [closed]

    - by user1498503
    I am creating a recruitment portal for IT professionals. In this, recruiters while creating a job post would be asked to create a skills requirement matrix. Essential Skills : asp.net MVC Entity Framework Desired Skills : SQL Server 2008 IIS 7.0 On the other hand job seekers would also have their own skills matrix Jobseeker #1 Core Skills : asp.net MVC Entity Framework MangoDB Secondary Skills : SQL Server 2008 IIS 7.0 Jobseeker #2 Core Skills : asp.net Web forms Secondary Skills : SQL Server 2008 IIS 7.0 So when both job seekers apply for the same job. Would it be a good idea for both of them to see each other's skills matrix for comparison?Also no personal details and CVs are shared. I think comparisons would help job seekers to understand what their areas of improvement are and could motivate to fill the skills gap. Your opinion would be appreciated. Regards

    Read the article

  • save the transient instance before flushing

    - by eugenn
    Exception: object references an unsaved transient instance - save the transient instance before flushing: Child How to reproduce issue: 1. Hibernate is load the entity "Parent". The property "child" is null 2. The "Parent" is rendered on the screen and after that the "child" property is auto instantiated. So I have the following graph: Parent.child != null Parent.child.childId = null Parent.child.childKey = "" Parent.child.childName = "" Question: How I could to force the Hibernate to ignore updating or inserting Child entity WHEN childId = null? If childId != null I would like just create relation. <hibernate-mapping> <class name="com.test.Parent" entity-name="ParentObject" table="parent" dynamic-insert="false" dynamic-update="true" optimistic-lock="version"> <id name="rowId" type="long"> <column name="RowID" /> <generator class="native" /> </id> <version name="versionSequence" type="integer" unsaved-value="null" generated="never" insert="false"> <column name="VersionSequence" /> </version> <many-to-one name="child" entity-name="Child" fetch="select" optimistic-lock="true" embed-xml="false" update="true" insert="false"> <column name="ChildID" /> </many-to-one> <property name="dateCreated" type="timestamp"> <column name="DateCreated" length="0" /> </property> <property name="dateUpdated" type="timestamp" update="false"> <column name="DateUpdated" length="0" /> </property> </class> </hibernate-mapping> <hibernate-mapping> <class name="com.Child" entity-name="Child" table="Child" dynamic-insert="false" dynamic-update="true" optimistic-lock="version"> <id name="childId" type="long" > <column name="ChildID" /> <generator class="native" /> </id> <version name="versionSequence" type="integer" insert="false" generated="never" > <column name="VersionSequence" /> </version> <property name="childKey" type="string" > <column name="ChildKey" length="20" /> </property> <property name="childName" type="string" > <column name="ChildName" length="30" /> </property> <property name="childNumber" type="string" > <column name="ChildNumber" /> </property> <property name="dateCreated" type="timestamp"> <column name="DateCreated" /> </property> <property name="dateUpdated" type="timestamp" update="false"> <column name="DateUpdated" /> </property> </class> </hibernate-mapping>

    Read the article

  • unzip can't work well?

    - by sgsheg
    Things like this, my friend send me a package named qcon.zip with his Mac pc. I use ubuntu system,when I use the command to unzip the folder,I found something was wrong.I check the permission,and use another soft named 7z,but it can't work now. when i use the command unzip qcon.zip unzip qcon.zip -d test/ it returns me that: unzip: cannot find or open ”-O, ”-O.zip or ”-O.ZIP. So after install 7z,the command I use , Error: qcon.zip: Can not open file as archive --add the command file--- file qcon.zip it returns qcon.zip: Zip archive data, at least v1.0 to extract So,what can I do now,the folder permission is right.

    Read the article

  • Using HTML entities in XML Literals (Avner Aharoni)

    One of the common use-cases of XML literals is creating HTML. However, HTML entities cannot be used in XML literals since LINQ to XML directly supports only the Data type definitions (DTD) defined in the XML 1.0 spec. You can read more about it here. The workaround is to use the Unicode representation of the entity, although its not as readable as the HTML entities, the output is the same. Here are two examples of HTML entities from the XHTML spec :   Entity...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Using HTML entities in XML Literals (Avner Aharoni)

    One of the common use-cases of XML literals is creating HTML. However, HTML entities cannot be used in XML literals since LINQ to XML directly supports only the Data type definitions (DTD) defined in the XML 1.0 spec. You can read more about it here. The workaround is to use the Unicode representation of the entity, although its not as readable as the HTML entities, the output is the same. Here are two examples of HTML entities from the XHTML spec :   Entity...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • AndEngine Foreground Sprite

    - by McGrey
    I'm developing an Android game and have some troubles: I want to add some foreground sprites, that must obstruct my player. Se the following example: Its a screenshot from "Shinobi 3". We can see the player, the enemy, the background and two foreground trees, that hide the player's arm and part of the enemy. I'm using AndEngine GLES2 Anchor Center and I am trying to add a new layer to my scene. Sprite Forest = new Sprite(getWidth() * 0.5f, textureHeightForest * 0.5f + 100, ResourcesManager.getInstance().foreground_forest_region, vbom); Entity foregroundLayer = new Entity(); foregroundLayer.attachChild(hillFurthest); attachChild(foregroundLayer); But it still shows behind my player sprite. I am trying to find something in HUD-class (it's always shown in the foreground), but got no results. Can anyone help please?

    Read the article

  • memristor is a new paradigm (fourth element in integrated circuits)? [closed]

    - by lsalamon
    The memristor will bring a new paradigm of programming, opened enormous opportunities to enable the machines to gain knowledge, creating a new paradigm toward the intelligence altificial. Do you believe that we are paving the way for the era of intelligent machines? More info about : Brain-like systems? "As for the human brain-like characteristics, memristor technology could one day lead to computer systems that can remember and associate patterns in a way similar to how people do. This could be used to substantially improve facial recognition technology or to provide more complex biometric recognition systems that could more effectively restrict access to personal information. These same pattern-matching capabilities could enable appliances that learn from experience and computers that can make decisions." [EDITED] The way is open. News on the subject Brain-Like Computer Closer to Realization

    Read the article

  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

    Read the article

  • Best Practices for serializing/persisting String Object Dictionary entities

    - by Mark Heath
    I'm noticing a trend towards using a dictionary of string to object (or sometimes string to string), instead of strongly typed objects. For example, the new Katana project makes heavy use of IDictionary<string,object>. This approach avoids the need to continually update your entity classes/DTOs and the database tables that persist them with new properties. It also avoids the need to create new derived entity types to support new types of entity, since the Dictionary is flexible enough to store any arbitrary properties. Here's a contrived example: class StorageDevice { public int Id { get; set; } public string Name { get; set; } } class NetworkShare : StorageDevice { public string Path { get; set; } public string LoginName { get; set; } public string Password { get; set; } } class CloudStorage : StorageDevice { public string ServerUri { get; set } public string ContainerName { get; set; } public int PortNumber { get; set; } public Guid ApiKey { get; set; } } versus: class StorageDevice { public IDictionary<string, object> Properties { get; set; } } Basically I'm on the lookout for any talks, books or articles on this approach, so I can pick up on any best practices / difficulties to avoid. Here's my main questions: Does this approach have a name? (only thing I've heard used so far is "self-describing objects") What are the best practices for persisting these dictionaries into a relational database? Especially the challenges of deserializing them successfully with strongly typed languages like C#. Does it change anything if some of the objects in the dictionary are themselves lists of strongly typed entities? Should a second dictionary be used if you want to temporarily store objects that are not to be persisted/serialized across a network, or should you use some kind of namespacing on the keys to indicate this?

    Read the article

  • How does a government development shop transition to developing open source solutions?

    - by Rob Oesch
    Our shop has identified several reasons why releasing our software solutions to the open source community would be a good idea. However, there are several reasons from a business stand point why converting our shop to open source would be questioned. I need help from anyone out there who has gone through this transition, or is in the process. Specifically a government entity. About our shop: - We develop and support web and client applications for the local law enforcement community. - We are NOT a private company, rather a public sector entity Some questions that tend to come about when we have this discussion are: We're a government agency, so isn't our code already public? How do we protect ourselves from being 'hacked' if someone looks into our code? (There are obvious answers to this question like making sure you don't hard code passwords, etc. However, the discussion needs to consider an audience of executives who are very security conscience.)

    Read the article

  • What do you do when one thinks the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

    Read the article

  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

    Read the article

  • Point me to info about constructing filters (of lists)

    - by jah
    I would like some pointers to information which would help me understand how to go about providing the ability to filter a list of entities by their attributes as well as by attributes of related entities. As an example, imagine a web app which provides order management of some kind. Orders and related entities are stored in a relational database. And imagine that the app has an interface which lists the orders. The problem is: how does one allow the list to be filtered by, for example:- order number (an attribute) line item name (an attribute of a n-n related entity) some text in an administrative note related to the order (text found in an attribute of a 1-1 related entity) I'm trying to discover whether there is something like a standard, efficient way to construct the queries and the filtering form; or some possible strategies; or any theory on the topic; or some example code. My google foo fails me.

    Read the article

  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

    Read the article

  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

    Read the article

  • ASP.Net MVC 2 is it possible to get the same instance of model(with slight changes) in HttpPost meth

    - by jjjjj
    Hi I have a complex entity User: public class User : BaseEntity { public virtual Taxi Taxi { get; set; } --> That is why i call it "complex" public virtual string Login { get; set; } public virtual string Password { get; set; } } where Taxi is a parent of User (Taxi has-many Users): public class Taxi : BaseEntity { public virtual string Name { get; set; } public virtual string ClientIp { get; set; } } BaseEntity consists of public virtual int Id { get; private set; } The problem occurs while trying to edit User [Authorize] public ActionResult ChangeAccountInfo() { var user = UserRepository.GetUser(User.Identity.Name); return View(user); } My ChangeAccountInfo.aspx <fieldset> <legend>Fields</legend> <% %> <div class="editor-label"> <%: Html.LabelFor(model => model.Login) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Login) %> <%: Html.ValidationMessageFor(model => model.Login) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.Password) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Password) %> <%: Html.ValidationMessageFor(model => model.Password) %> </div> <div class="editor-field"> <%: Html.HiddenFor(model => model.Taxi.Name)%> </div> <p> <input type="submit" value="Save" /> </p> </fieldset> Post changes: [Authorize] [HttpPost] public ActionResult ChangeAccountInfo(User model) { if (ModelState.IsValid) { UserRepository.UpdateUser(model); return RedirectToAction("ChangeAccountInfoSuccess", "Account"); } return View(model); } But, the (User model) parameter has User.Id == 0 -- User entity had 5 before edit User.Login == "my new login" User.Password == "my new password" User.Taxi.Id == 0 -- User.Taxi entity had 3 before edit User.Taxi.Name == "old hidden name" User.Taxi.ClientIp == null -- User entity had 192.168.0.1 before edit Q: Is it possible not to mark all the fields of an entity (that should be in my UpdateUser) with tag "hidden" but still have them unchanged in my HttpPost method? e.g. not User.Taxi.ClientIp = null, but User.Taxi.ClientIp = 192.168.0.1 I'm using nhibernate, if it matters.

    Read the article

< Previous Page | 140 141 142 143 144 145 146 147 148 149 150 151  | Next Page >