Search Results

Search found 22224 results on 889 pages for 'point of sale'.

Page 149/889 | < Previous Page | 145 146 147 148 149 150 151 152 153 154 155 156  | Next Page >

  • Ledge grab and climb in Unity3D

    - by BallzOfSteel
    I just started on a new project. In this project one of the main gameplay mechanics is that you can grab a ledge on certain points in a level and hang on to it. Now my question, since I've been wrestling with this for quite a while now. How could I actually implement this? I have tried it with animations, but it's just really ugly since the player will snap to a certain point where the animation starts.

    Read the article

  • Atheros AR9285 / Lenovo G560 wireless not working after installing 13.04

    - by teyi
    I had Ubuntu 12.04 initially installed on my laptop. I upgraded to 12.10 then 13.04. Everything worked fine, including wireless. After adding a new memory card ( I only had 2 gb and one memory slot free) my wireess stopped working. I backed up all my data and reinstallled Ubuntu 13.04. Everything works fine except wireess. I bought this laptop in 2010 from Japan. It has Intel Core i5 CPU M 450 @2.40 Ghz * 4 3,7 Gb RAM os type 64 bit The output of iwconfig: eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off The output of rfkill list all: 0: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no The output of lshw -C network: *-network description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:05:00.0 logical name: wlan0 version: 01 serial: 78:e4:00:7d:fe:fa width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.8.0-19-generic firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d6400000-d640ffff *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:06:00.0 logical name: eth0 version: 02 serial: 88:ae:1d:2b:36:ac size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full ip=192.168.2.2 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:2000(size=256) memory:d2410000-d2410fff memory:d2400000-d240ffff memory:d2420000-d243ffff The wi-fi network appears as disconnected ( it's greyed out) Strangely enough I see a wifi network ( not mine) but not mine or the rest. That network doesn't require a password . I click on it, try to connect and i get an error message: failed to connect to xxxxx ... 32) The access point/org/freedesktop/NetworkManager/AccessPoint/0 was not in the scan list. Someone help please

    Read the article

  • Is RTD Stateless or Stateful?

    - by [email protected]
    Yes.   A stateless service is one where each request is an independent transaction that can be processed by any of the servers in a cluster.  A stateful service is one where state is kept in a server's memory from transaction to transaction, thus necessitating the proper routing of requests to the right server. The main advantage of stateless systems is simplicity of design. The main advantage of stateful systems is performance. I'm often asked whether RTD is a stateless or stateful service, so I wanted to clarify this issue in depth so that RTD's architecture will be properly understood. The short answer is: "RTD can be configured as a stateless or stateful service." The performance difference between stateless and stateful systems can be very significant, and while in a call center implementation it may be reasonable to use a pure stateless configuration, a web implementation that produces thousands of requests per second is practically impossible with a stateless configuration. RTD's performance is orders of magnitude better than most competing systems. RTD was architected from the ground up to achieve this performance. Features like automatic and dynamic compression of prediction models, automatic translation of metadata to machine code, lack of interpreted languages, and separation of model building from decisioning contribute to achieving this performance level. Because  of this focus on performance we decided to have RTD's default configuration work in a stateful manner. By being stateful RTD requests are typically handled in a few milliseconds when repeated requests come to the same session. Now, those readers that have participated in implementations of RTD know that RTD's architecture is also focused on reducing Total Cost of Ownership (TCO) with features like automatic model building, automatic time windows, automatic maintenance of database tables, automatic evaluation of data mining models, automatic management of models partitioned by channel, geography, etcetera, and hot swapping of configurations. How do you reconcile the need for a low TCO and the need for performance? How do you get the performance of a stateful system with the simplicity of a stateless system? The answer is that you make the system behave like a stateless system to the exterior, but you let it automatically take advantage of situations where being stateful is better. For example, one of the advantages of stateless systems is that you can route a message to any server in a cluster, without worrying about sending it to the same server that was handling the session in previous messages. With an RTD stateful configuration you can still route the message to any server in the cluster, so from the point of view of the configuration of other systems, it is the same as a stateless service. The difference though comes in performance, because if the message arrives to the right server, RTD can serve it without any external access to the session's state, thus tremendously reducing processing time. In typical implementations it is not rare to have high percentages of messages routed directly to the right server, while those that are not, are easily handled by forwarding the messages to the right server. This architecture usually provides the best of both worlds with performance and simplicity of configuration.   Configuring RTD as a pure stateless service A pure stateless configuration requires session data to be persisted at the end of handling each and every message and reloading that data at the beginning of handling any new message. This is of course, the root of the inefficiency of these configurations. This is also the reason why many "stateless" implementations actually do keep state to take advantage of a request coming back to the same server. Nevertheless, if the implementation requires a pure stateless decision service, this is easy to configure in RTD. The way to do it is: Mark every Integration Point to Close the session at the end of processing the message In the Session entity persist the session data on closing the session In the session entity check if a persisted version exists and load it An excellent solution for persisting the session data is Oracle Coherence, which provides a high performance, distributed cache that minimizes the performance impact of persisting and reloading the session. Alternatively, the session can be persisted to a local database. An interesting feature of the RTD stateless configuration is that it can cope with serializing concurrent requests for the same session. For example, if a web page produces two requests to the decision service, these requests could come concurrently to the decision services and be handled by different servers. Most stateless implementation would have the two requests step onto each other when saving the state, or fail one of the messages. When properly configured, RTD will make one message wait for the other before processing.   A Word on Context Using the context of a customer interaction typically significantly increases lift. For example, offer success in a call center could double if the context of the call is taken into account. For this reason, it is important to utilize the contextual information in decision making. To make the contextual information available throughout a session it needs to be persisted. When there is a well defined owner for the information then there is no problem because in case of a session restart, the information can be easily retrieved. If there is no official owner of the information, then RTD can be configured to persist this information.   Once again, RTD provides flexibility to ensure high performance when it is adequate to allow for some loss of state in the rare cases of server failure. For example, in a heavy use web site that serves 1000 pages per second the navigation history may be stored in the in memory session. In such sites it is typical that there is no OLTP that stores all the navigation events, therefore if an RTD server were to fail, it would be possible for the navigation to that point to be lost (note that a new session would be immediately established in one of the other servers). In most cases the loss of this navigation information would be acceptable as it would happen rarely. If it is desired to save this information, RTD would persist it every time the visitor navigates to a new page. Note that this practice is preferred whether RTD is configured in a stateless or stateful manner.  

    Read the article

  • Establishing WebLogic Server HTTPS Trust of IIS Using a Microsoft Local Certificate Authority

    - by user647124
    Everyone agrees that self-signed and demo certificates for SSL and HTTPS should never be used in production and preferred not to be used elsewhere. Most self-signed and demo certificates are provided by vendors with the intention that they are used only to integrate within the same environment. In a vendor’s perfect world all application servers in a given enterprise are from the same vendor, which makes this lack of interoperability in a non-production environment an advantage. For us working in the real world, where not only do we not use a single vendor everywhere but have to make do with self-signed certificates for all but production, testing HTTPS between an IIS ASP.NET service provider and a WebLogic J2EE consumer application can be very frustrating to set up. It was for me, especially having found many blogs and discussion threads where various solutions were described but did not quite work and were all mostly similar but just a little bit different. To save both you and my future (who always seems to forget the hardest-won lessons) all of the pain and suffering, I am recording the steps that finally worked here for reference and sanity. How You Know You Need This The first cold clutches of dread that tells you it is going to be a long day is when you attempt to a WSDL published by IIS in WebLogic over HTTPS and you see the following: <Jul 30, 2012 2:51:31 PM EDT> <Warning> <Security> <BEA-090477> <Certificate chain received from myserver.mydomain.com - 10.555.55.123 was not trusted causing SSL handshake failure.> weblogic.wsee.wsdl.WsdlException: Failed to read wsdl file from url due to -- javax.net.ssl.SSLKeyException: [Security:090477]Certificate chain received from myserver02.mydomain.com - 10.555.55.123 was not trusted causing SSL handshake failure. The above is what started a three day sojourn into searching for a solution. Even people who had solved it before would tell me how they did, and then shrug when I demonstrated that the steps did not end in the success they claimed I would experience. Rather than torture you with the details of everything I did that did not work, here is what finally did work. Export the Certificates from IE First, take the offending WSDL URL and paste it into IE (if you have an internal Microsoft CA, you have IE, even if you don’t use it in favor of some other browser). To state the semi-obvious, if you received the error above there is a certificate configured for the IIS host of the service and the SSL port has been configured properly. Otherwise there would be a different error, usually about the site not found or connection failed. Once the WSDL loads, to the right of the address bar there will be a lock icon. Click the lock and then click View Certificates in the resulting dialog (if you do not have a lock icon but do have a Certificate Error message, see http://support.microsoft.com/kb/931850 for steps to install the certificate then you can continue from the point of finding the lock icon). Figure 1: View Certificates in IE Next, select the Details tab in the resulting dialog Figure 2: Use Certificate Details to Export Certificate Click Copy to File, then Next, then select the Base-64 encoded option for the format Figure 3: Select the Base-64 encoded option for the format For the sake of simplicity, I choose to save this to the root of the WebLogic domain. It will work from anywhere, but later you will need to type in the full path rather than just the certificate name if you save it elsewhere. Figure 4: Browse to Save Location Figure 5: Save the Certificate to the Domain Root for Convenience This is the point where I ran into some confusion. Some articles mentioned exporting the entire chain of certificates. This supposedly works for some types of certificates, or if you have a few other tools and the time to learn them. For the SSL experts out there, they already have these tools, know how to use them well, and should not be wasting their time reading this article meant for folks who just want to get things wired up and back to unit testing and development. For the rest of us, the easiest way to make sure things will work is to just export all the links in the chain individually and let WebLogic Server worry about re-assembling them into a chain (which it does quite nicely). While perhaps not the most elegant solution, the multi-step process is easy to repeat and uses only tools that are immediately available and require no learning curve. So… Next, go to Tools then Internet Options then the Content tab and click Certificates. Go to the Trust Root Certificate Authorities tab and find the certificate root for your Microsoft CA cert (look for the Issuer of the certificate you exported earlier). Figure 6: Trusted Root Certification Authorities Tab Export this one the same way as before, with a different name Figure 7: Use a Unique Name for Each Certificate Repeat this once more for the Intermediate Certificate tab. Import the Certificates to the WebLogic Domain Now, open an command prompt, navigate to [WEBLOGIC_DOMAIN_ROOT]\bin and execute setDomainEnv. You should then be in the root of the domain. If not, CD to the domain root. Assuming you saved the certificate in the domain root, execute the following: keytool -importcert -alias [ALIAS-1] -trustcacerts -file [FULL PATH TO .CER 1] -keystore truststore.jks -storepass [PASSWORD] An example with the variables filled in is: keytool -importcert -alias IIS-1 -trustcacerts -file microsftcert.cer -keystore truststore.jks -storepass password After several lines out output you will be prompted with: Trust this certificate? [no]: The correct answer is ‘yes’ (minus the quotes, of course). You’ll you know you were successful if the response is: Certificate was added to keystore If not, check your typing, as that is generally the source of an error at this point. Repeat this for all three of the certificates you exported, changing the [ALIAS-1] and [FULL PATH TO .CER 1] value each time. For example: keytool -importcert -alias IIS-1 -trustcacerts -file microsftcert.cer -keystore truststore.jks -storepass password keytool -importcert -alias IIS-2 -trustcacerts -file microsftcertRoot.cer -keystore truststore.jks -storepass password keytool -importcert -alias IIS-3 -trustcacerts -file microsftcertIntermediate.cer -keystore truststore.jks -storepass password In the above we created a new JKS key store. You can re-use an existing one by changing the name of the JKS file to one you already have and change the password to the one that matches that JKS file. For the DemoTrust.jks  that is included with WebLogic the password is DemoTrustKeyStorePassPhrase. An example here would be: keytool -importcert -alias IIS-1 -trustcacerts -file microsoft.cer -keystore DemoTrust.jks -storepass DemoTrustKeyStorePassPhrase keytool -importcert -alias IIS-2 -trustcacerts -file microsoftRoot.cer -keystore DemoTrust.jks -storepass DemoTrustKeyStorePassPhrase keytool -importcert -alias IIS-2 -trustcacerts -file microsoftInter.cer -keystore DemoTrust.jks -storepass DemoTrustKeyStorePassPhrase Whichever keystore you use, you can check your work with: keytool -list -keystore truststore.jks -storepass password Where “truststore.jks” and “password” can be replaced appropriately if necessary. The output will look something like this: Figure 8: Output from keytool -list -keystore Update the WebLogic Keystore Configuration If you used an existing keystore rather than creating a new one, you can restart your WebLogic Server and skip the rest of this section. For those of us who created a new one because that is the instructions we found online… Next, we need to tell WebLogic to use the JKS file (truststore.jks) we just created. Log in to the WebLogic Server Administration Console and navigate to Servers > AdminServer > Configuration > Keystores. Scroll down to “Custom Trust Keystore:” and change the value to “truststore.jks” and the value of “Custom Trust Keystore Passphrase:” and “Confirm Custom Trust Keystore Passphrase:” to the password you used when earlier, then save your changes. You will get a nice message similar to the following: Figure 9: To Be Safe, Restart Anyways The “No restarts are necessary” is somewhat of an exaggeration. If you want to be able to use the keystore you may need restart the server(s). To save myself aggravation, I always do. Your mileage may vary. Conclusion That should get you there. If there are some erroneous steps included for your situation in particular, I will offer up a semi-apology as the process described above does not take long at all and if there is one step that could be dropped from it, is still much faster than trying to figure this out from other sources.

    Read the article

  • A Good Developer is So Hard to Find

    - by James Michael Hare
    Let me start out by saying I want to damn the writers of the Toughest Developer Puzzle Ever – 2. It is eating every last shred of my free time! But as I've been churning through each puzzle and marvelling at the brain teasers and trivia within, I began to think about interviewing developers and why it seems to be so hard to find good ones.  The problem is, it seems like no matter how hard we try to find the perfect way to separate the chaff from the wheat, inevitably someone will get hired who falls far short of expectations or someone will get passed over for missing a piece of trivia or a tricky brain teaser that could have been an excellent team member.   In shops that are primarily software-producing businesses or other heavily IT-oriented businesses (Microsoft, Amazon, etc) there often exists a much tighter bond between HR and the hiring development staff because development is their life-blood. Unfortunately, many of us work in places where IT is viewed as a cost or just a means to an end. In these shops, too often, HR and development staff may work against each other due to differences in opinion as to what a good developer is or what one is worth.  It seems that if you ask two different people what makes a good developer, often you will get three different opinions.   With the exception of those shops that are purely development-centric (you guys have it much easier!), most other shops have management who have very little knowledge about the development process.  Their view can often be that development is simply a skill that one learns and then once aquired, that developer can produce widgets as good as the next like workers on an assembly-line floor.  On the other side, you have many developers that feel that software development is an art unto itself and that the ability to create the most pure design or know the most obscure of keywords or write the shortest-possible obfuscated piece of code is a good coder.  So is it a skill?  An Art?  Or something entirely in between?   Saying that software is merely a skill and one just needs to learn the syntax and tools would be akin to saying anyone who knows English and can use Word can write a 300 page book that is accurate, meaningful, and stays true to the point.  This just isn't so.  It takes more than mere skill to take words and form a sentence, join those sentences into paragraphs, and those paragraphs into a document.  I've interviewed candidates who could answer obscure syntax and keyword questions and once they were hired could not code effectively at all.  So development must be more than a skill.   But on the other end, we have art.  Is development an art?  Is our end result to produce art?  I can marvel at a piece of code -- see it as concise and beautiful -- and yet that code most perform some stated function with accuracy and efficiency and maintainability.  None of these three things have anything to do with art, per se.  Art is beauty for its own sake and is a wonderful thing.  But if you apply that same though to development it just doesn't hold.  I've had developers tell me that all that matters is the end result and how you code it is entirely part of the art and I couldn't disagree more.  Yes, the end result, the accuracy, is the prime criteria to be met.  But if code is not maintainable and efficient, it would be just as useless as a beautiful car that breaks down once a week or that gets 2 miles to the gallon.  Yes, it may work in that it moves you from point A to point B and is pretty as hell, but if it can't be maintained or is not efficient, it's not a good solution.  So development must be something less than art.   In the end, I think I feel like development is a matter of craftsmanship.  We use our tools and we use our skills and set about to construct something that satisfies a purpose and yet is also elegant and efficient.  There is skill involved, and there is an art, but really it boils down to being able to craft code.  Crafting code is far more than writing code.  Anyone can write code if they know the syntax, but so few people can actually craft code that solves a purpose and craft it well.  So this is what I want to find, I want to find code craftsman!  But how?   I used to ask coding-trivia questions a long time ago and many people still fall back on this.  The thought is that if you ask the candidate some piece of coding trivia and they know the answer it must follow that they can craft good code.  For example:   What C++ keyword can be applied to a class/struct field to allow it to be changed even from a const-instance of that class/struct?  (answer: mutable)   So what do we prove if a candidate can answer this?  Only that they know what mutable means.  One would hope that this would infer that they'd know how to use it, and more importantly when and if it should ever be used!  But it rarely does!  The problem with triva questions is that you will either: Approve a really good developer who knows what some obscure keyword is (good) Reject a really good developer who never needed to use that keyword or is too inexperienced to know how to use it (bad) Approve a really bad developer who googled "C++ Interview Questions" and studied like hell but can't craft (very bad) Many HR departments love these kind of tests because they are short and easy to defend if a legal issue arrises on hiring decisions.  After all it's easy to say a person wasn't hired because they scored 30 out of 100 on some trivia test.  But unfortunately, you've eliminated a large part of your potential developer pool and possibly hired a few duds.  There are times I've hired candidates who knew every trivia question I could throw out them and couldn't craft.  And then there are times I've interviewed candidates who failed all my trivia but who I took a chance on who were my best finds ever.    So if not trivia, then what?  Brain teasers?  The thought is, these type of questions measure the thinking power of a candidate.  The problem is, once again, you will either: Approve a good candidate who has never heard the problem and can solve it (good) Reject a good candidate who just happens not to see the "catch" because they're nervous or it may be really obscure (bad) Approve a candidate who has studied enough interview brain teasers (once again, you can google em) to recognize the "catch" or knows the answer already (bad). Once again, you're eliminating good candidates and possibly accepting bad candidates.  In these cases, I think testing someone with brain teasers only tests their ability to answer brain teasers, not the ability to craft code. So how do we measure someone's ability to craft code?  Here's a novel idea: have them code!  Give them a computer and a compiler, or a whiteboard and a pen, or paper and pencil and have them construct a piece of code.  It just makes sense that if we're going to hire someone to code we should actually watch them code.  When they're done, we can judge them on several criteria: Correctness - does the candidate's solution accurately solve the problem proposed? Accuracy - is the candidate's solution reasonably syntactically correct? Efficiency - did the candidate write or use the more efficient data structures or algorithms for the job? Maintainability - was the candidate's code free of obfuscation and clever tricks that diminish readability? Persona - are they eager and willing or aloof and egotistical?  Will they work well within your team? It may sound simple, or it may sound crazy, but when I'm looking to hire a developer, I want to see them actually develop well-crafted code.

    Read the article

  • Which K-factor should be used in case players have different K-factor values

    - by DmitryN
    I am implementing a ranking system based on the Elo rating and cannot get a point about the K-factor. If two players with different skills and, therefore, different K-factors are playing, which exactly K-factor should be used when changing their ratings? For example, player A has rating 2500 and K-factor 16 (probability ~75%) while player B has rating 2300 and K-factor 24 (probability ~25%). If player A wins, do I need to use 16 as K-factor for both players or 16 for player A and 24 for player B?

    Read the article

  • Configuring Multi-Tap on Synaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It successfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action (i have checked that the three-finger tap is supported by my laptop's touchpad since it works on Windows) I read on a forum to use this as a guide. I have successfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

    Read the article

  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

    Read the article

  • Configuring Multi-Tap on Synpaptics Touchpad

    - by nunos
    I am having a hard time configuring my notebook's touchpad. The touchpad already works. It succesfully responds to one-finger tap, two-finger tap and two-finger vertical scrolling. What I want to accomplish: change two-finger tap action from right-mouse click to middle-mouse click add three-finger tap functionality to yield right-mouse click action I read on a forum to use this as a guide. I have succesfully accomplished point 1 with synclient TapButton2=2. However, I have to do it everytime I log in. I have tried to put that command on /etc/rc.local but the computer always boots and logins with the default configuration. Regarding point 2, I have tried synclient TapButton3=3 but it doesn't do anything when I three-finger tap the touchpad. I am running Ubuntu 11.10 on an Asus N82JV. /etc/X11/xorg.conf: nuno@mozart:~$ cat /etc/X11/xorg.conf Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection /usr/share/X11/xorg.conf.d/50-synaptics.conf: nuno@mozart:~$ cat /usr/share/X11/xorg.conf.d/50-synaptics.conf # Example xorg.conf.d snippet that assigns the touchpad driver # to all touchpads. See xorg.conf.d(5) for more information on # InputClass. # DO NOT EDIT THIS FILE, your distribution will likely overwrite # it when updating. Copy (and rename) this file into # /etc/X11/xorg.conf.d first. # Additional options may be added in the form of # Option "OptionName" "value" # Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "TapButton1" "1" Option "TapButton2" "2" Option "TapButton3" "3" EndSection xinput list: nuno@mozart:~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=12 [slave pointer (2)] ? ? Microsoft Microsoft® Nano Transceiver v2.0 id=13 [slave pointer (2)] ? ? ETPS/2 Elantech Touchpad id=16 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Video Bus id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? USB2.0 2.0M UVC WebCam id=10 [slave keyboard (3)] ? Microsoft Microsoft® Nano Transceiver v2.0 id=11 [slave keyboard (3)] ? Asus Laptop extra buttons id=14 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=15 [slave keyboard (3)]

    Read the article

  • SCOM, 90 days in, III. Stuff to Add

    - by merrillaldrich
    This is the third installment of a series on our deployment of System Center at my workplace, emphasis on SQL Server MP. At this point we’ve got Operations Manager installed, and up and running, and we’ve been able to categorize all the monitored servers into production, preproduction, test and DR using groups that have dynamic membership rules. We’ve got the SQL management pack working with out-of-the-box settings, and used it to locate all the SQL Server stack services like the engine, reporting...(read more)

    Read the article

  • w WARN: Thread pool pressure. Using current thread for a work item.

    - by GrumpyOldDBA
    The skill set needed by a DBA can be quite diverse at times and a run in with SSRS 2005 probably illustrates the point quite well. I don't have skills in IIS although I was responsible for the design and deployment of an online mortage application site some years ago.I had to get hands on with IIS5, firewalls, intrusion systems, ISA Server, dmzs, NAT, IP and lots of other acronyms so I have an understanding of these things but never had to do anything other than set up and configure IIS - no...(read more)

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

    Read the article

  • How to Create Custom SharePoint Workflows in Visual Studio 2008

    Whereas simple workflows are possible using Microsoft Office SharePoint Designer, you will soon reach the point where you will need to use Visual Studio. In the third article in Charles' introduction to Workflows in Sharepoint, he demonstrates how to create a workflow from scratch using Visual Studio, and discusses the relative merits of the two tools for this sort of development work.

    Read the article

  • Le 25 mars 2010 journée Lotusphere à Bois-Colombes, venez explorer avec des spécialistes les archite

    Le 25 mars 2010 journée Lotusphere à Bois-Colombes Réservez votre journée du 25 mars pour le prochain Lotusphere à Bois-Colombes. Profitez de ce grand rendez-vous annuel pour découvrir les annonces dévoilées lors de Lotusphere Orlando et explorez avec nos spécialistes les architectures de nos solutions technologiques. Lors de cette journée, partagez les témoignages de nos clients, rencontrez nos partenaires, participez à des ateliers et faites un point complet avec nos experts sur: - Les nouvelles architectures techniques, - les possibilités offertes par XPages, - les possibilités web 2.0 des solutions Lotus, - la mise en oeuvre des Rich Internet Application (RIA) dans l'enviro...

    Read the article

  • Indie Software Developers - How do I handle taxes?

    - by Connor
    I apologize if this is the wrong site to post on, perhaps someone could point me to the proper place if it is not. Hello, I am 17 years old and currently develop applications/games for Android and iPhone as well as develop internet websites and code a variety of my own projects. I have been very fortunate and have made a large amount of money and continue to make money online to the point where I do not need a stable job, though I'd like to get one after college. I've never held a job anywhere, and have never had to pay taxes. I'm coming into a lot of issues and I am quite confused. I get money from MANY sources- 15 different advertisement networks(!), 4 different payment processors, 5 different affiliate networks and a variety of other sources. All of them pay to different places and at different times (checking account, PayPal, reloadable debit card, ect.) I essentially have a list in a Notepad with names and login information for each source. I have also created a PHP script that uses cURL to grab all the revenue from each service, add it all up, then text me every few hours so I can keep track. It's a mess, but it's working OK, and I can create custom reports (for IRS?). But enough of that, my questions are about taxes in the US, and how indie developers handle it all. I'm at slightly over $250k so far this year, with negligible earnings last year. I have it all stockpiled in a bank account and haven't touched it, I'm a bit scared to. What do I file as? A sole proprietor, a business, just a regular person? How can I handle all of the different revenue sources? (AdSense, CJ, LinkShare) So far none of them have sent me any paperwork on taxes and I've read that I'm supposed to pay taxes quarterly? Do I need paperwork from EACH source to file? Or can I just say I got $x total and that'd be it? What percentage do you pay of total earnings? Average? Should I create an LLC? A corporation? Or stay as a developer? What would be the cheapest options? Could I go to jail? I haven't touched the money except a few dollars to help my parents pay the mortgage once. Any insight would be great. My parents have no idea what I should do, both have no forms of higher education and both have no high school diploma's. They just live day by day with simple jobs. I appreciate any help or experience with this.

    Read the article

  • What's your advise on a potential legal suit? [closed]

    - by ohho
    I [xxx app developer] received an email from Apple that a developer [of yyy app] believes I am "infringing their copyright." Description of Issue: [xxx developer] copied my application (my application is [yyy]) feature by feature. Even their donation model is completely copied from my application. Their first release was significantly later than mine, which implies copying of the application rather than parallel development. I suffered significant financial losses because of their actions, in additional to promotion problems as many people are confused with their product. My advertising was based around the idea of a "free [yyy] application for an iPhone" and they have just taken that as a title for their application. I would appreciate if someone takes a look at their release schedule and compare it to my releases. Additionally, please take a look at their functionality and how it point by point copies the functionality of my older releases. I am asking Apple to remove their application from the App Store, and ban them from resubmitting it. Thank you for your time! [yyy developer], the developer of the [yyy] application. My response was: The code of [xxx] is written by myself, using Apple public API. The graphics elements are designed by myself. The user interface and app control are independently designed and different from other [similar type] apps (please judge yourself). In-app Purchase is iOS Apple standard API. iAd is Apple iOS standard API. I don't think features can be owned exclusively. In fact, my app comes with fewer features, as I prefer minimalist design. I don't think idea can be owned exclusively. Apple responded: Thank you for your response. Unfortunately, Apple cannot serve as arbiter for disputes among third parties. Please contact [yyy developer] directly regarding your actions. You can reach [yyy developer] through: [...]. We look forward to confirmation from both parties that this issue has been resolved. If this issue is not resolved shortly, Apple may be forced to pull your application(s) from the App Store. Then I sent my response above to [yyy developer]. [yyy developer] then asked me "to provide (my) legal address and contact details that (his) lawyer requires to file a copyright infringement suit." IMO, I don't think the [yyy developer]'s claim on "feature by feature" copy is valid. I have fewer features, completely different user interface design. However, I don't think I can afford a legal action for an app of so little financial return. So what's your advise on this? Should I just let Apple pull my app? Or is there any alternative I can consider? FYI ... UI of [xxx app]: and UI of [yyy app]:

    Read the article

  • Extending WikiPlex with Scope Augmenters

    - by mhawley
    [In addition to blogging, I am also using Twitter. Follow me: @matthawley] Another extension point with WikiPlex is Scope Augmenters. Scope Augmenters allow you to post process the collection of scopes to further augment, or insert/remove, new scopes prior to being rendered. WikiPlex comes with 3 out-of-the-box Scope Augmenters that it uses for indentation, tables, and lists. For reference, I'll be explaining… (read more)

    Read the article

  • Effective Business Continuity Planning

    - by Chandra Vennapoosa
    While no one can be sure of where or when a disaster will occur, or what form the disaster will come in, it is important to be prepared for the unexpected. There are many companies today that have not taken into consideration the impact of disasters and this is a grave mistake. BCP Guidelines BCP for Effective Planning Building an Efficient Recovery Solution Plan Recovery Point Objective Hardware and Data Back Up Requirements Evaluation Read here :  Effective Business Continuity Planning

    Read the article

  • Advice for moving from custom domain hosted on blogspot to new custom domain on hosting provider [closed]

    - by Chan
    Need some advice :) a) Facts: 1. Currently, we have a blog www.thebigbigsky.net hosted on blogspot.com. The site has been up for around a year and google had cached some of the posts. 2. The idea for setting up the blog was to promote/share articles/write-up about personal development and self-growth, and also to offer counseling services related to them. 3. There is another subdomain - chinese.thebigbigsky.net hosting similar blog posts but in Chinese. This is hosted on blogspot as well. b) What we want to do: 1. We did some research on the internet and understood that, to make a website more popular, it is better to have a domain name that is related to the content of the site. Hence, in our case, a domain name containing "personal development" would be more ideal and easier for people to remember. 2. Hence, we are thinking to move away from blogspot to a meaningful new domain (example: personaldevelopmentwithxyz.com) and move all contents there. The new domain will be hosted on a hosting provider e.g. hostgator.com c) Here are the steps we have in mind: 1. Register the new domain (example: personaldevelopmentwithxyz.com) 2. Get a hosting provider hostgator.com 3. Setup a new site based on Wordpress, import all contents from existing blog to this new site - personaldevelopmentwithxyz.com. 4. Switch current blog back to thebigbigsky.blogspot.com 5. Switch DNS of www.thebigbigsky.net to point to the new site on hostgator.com 6. On hostgator.com, setup permanent redirect 301 of www.thebigbigsky.net to point to personaldevelopmetnwithxyz.com by following the tutorial mentioned here - http://www.blogbloke.com/migrating-redirecting-blogger-wordpress-htaccess-apache-best-method/ Questions: 1. Will it have major impact on the current google pagerank or SEO of thebigbigsky.net? As the site is not that popular, we assumed that the impact would not be a major one. 2. Is the domain personaldevelopmentwithxyz.com considered too long? (For SEO etc) 3. Steps c.4 and c.5 above - Will this work for our case? 4. How about the subdomain - chinese.thebigbigsky.net? We would like keep it as separate blog with the domain e.g. chinese.personaldevelopmentwithxyz.com 5. We added "facebook comments" to the existing post on www.thebigtbigsky.net and would not want to lose it. Will the comments still be there after we moved to the new domain? 6. Any better idea to do it? :) Thank you very much! regards, -chan

    Read the article

  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

    Read the article

  • Data validation best practices: how can I better construct user feedback?

    - by Cory Larson
    Data validation, whether it be domain object, form, or any other type of input validation, could theoretically be part of any development effort, no matter its size or complexity. I sometimes find myself writing informational or error messages that might seem harsh or demanding to unsuspecting users, and frankly I feel like there must be a better way to describe the validation problem to the user. I know that this topic is subjective and argumentative. StackOverflow might not be the proper channel for diving into this subject, but like I've mentioned, we all run into this at some point or another. There are so many StackExchange sites now; if there is a better one, feel free to share! Basically, I'm looking for good resources on data validation and user feedback that results from it at a theoretical level. Topics and questions I'm interested in are: Content Should I be describing what the user did correctly or incorrectly, or simply what was expected? How much detail can the user read before they get annoyed? (e.g. Is "Username cannot exceed 20 characters." enough, or should it be described more fully, such as "The username cannot be empty, and must be at least 6 characters but cannot exceed 30 characters."?) Grammar How do I decide between phrases like "must not," "may not," or "cannot"? Delivery This can depend on the project, but how should the information be delivered to the user? Should it be obtrusive (e.g. JavaScript alerts) or friendly? Should they be displayed prominently? Immediately (i.e. without confirmation steps, etc.)? Logging Do you bother logging validation errors? Internationalization Some cultures prefer or better understand directness over subtlety and vice-versa (e.g. "Don't do that!" vs. "Please check what you've done."). How do I cater to the majority of users? I may edit this list as I think more about the topic, but I'm genuinely interest in proper user feedback techniques. I'm looking for things like research results, poll results, etc. I've developed and refined my own techniques over the years that users seem to be okay with, but I work in an environment where the users prefer to adapt to what you give them over speaking up about things they don't like. I'm interested in hearing your experiences in addition to any resources to which you may be able to point me.

    Read the article

  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

    Read the article

  • Attribute Overwriting in MDX

    - by Marco Russo (SQLBI)
    Jeffrey Wang wrote a great blog post about attribute overwriting in MDX that is very clear and full of helpful pictures to show what happens when you write an MDX statement that writes into your multidimensional space. This is very common in an MDX Script and if you tried to customize the DateTool solution you probably experienced how hard this concept can be. The point is not that MDX is hard, is that a model based on multiple hierarchies in a dimension (and each attribute is a hierarchy by default!)...(read more)

    Read the article

  • Music Notation Editor - Refactoring view creation logic elsewhere

    - by Cyril Silverman
    Let me preface by saying that knowing some elementary music theory and music notation may be helpful in grasping the problem at hand. I'm currently building a Music Notation and Tablature Editor (in Javascript). But I've come to a point where the core parts of the program are more or less there. All functionality I plan to add at this point will really build off the foundation that I've created. As a result, I want to refactor to really solidify my code. I'm using an API called VexFlow to render notation. Basically I pass the parts of the editor's state to VexFlow to build the graphical representation of the score. Here is a rough and stripped down UML diagram showing you the outline of my program: In essence, a Part has many Measures which has many Notes which has many NoteItems (yes, this is semantically weird, as a chord is represented as a Note with multiple NoteItems, individual pitches or fret positions). All of the relationships are bi-directional. There are a few problems with my design because my Measure class contains the majority of the entire application view logic. The class holds the data about all VexFlow objects (the graphical representation of the score). It contains the graphical Staff object and the graphical notes. (Shouldn't these be placed somewhere else in the program?) While VexFlowFactory deals with actual creation (and some processing) of most of the VexFlow objects, Measure still "directs" the creation of all the objects and what order they are supposed to be created in for both the VexFlowStaff and VexFlowNotes. I'm not looking for a specific answer as you'd need a much deeper understanding of my code. Just a general direction to go in. Here's a thought I had, create an MeasureView/NoteView/PartView classes that contains the basic VexFlow objects for each class in addition to any extraneous logic for it's creation? but where would these views be contained? Do I create a ScoreView that is a parallel graphical representation of everything? So that ScoreView.render() would cascade down PartView and call render for each PartView and casade down into each MeasureView, etc. Again, I just have no idea what direction to go in. The more I think about it, the more ways to go seem to pop into my head. I tried to be as concise and simplistic as possible while still getting my problem across. Please feel free to ask me any questions if anything is unclear. It's quite a struggle trying to dumb down a complicated problem to its core parts.

    Read the article

< Previous Page | 145 146 147 148 149 150 151 152 153 154 155 156  | Next Page >