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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • Why is Log4j rootLogger not filtering log events according to event level?

    - by Derek Mahar
    Why is the Log4j rootLogger in my application not filtering log events according to level? In my log4j.properties, I have several loggers: log4j.rootLogger=info,stdout log4j.logger.com.name.myapp=debug,myapp log4j.logger.org.castor=debug,castor log4j.logger.org.exolab.castor=debug,castor log4j.logger.org.hibernate=debug,hibernate log4j.logger.org.springframework=debug,spring Each of the loggers receive and record numerous log events at levels DEBUG and above, which is what I expect. The rootLogger, however, despite being set to level INFO, is displaying all of these events, too, including the DEBUG events, which is not what I expect. Instead, I would expect it to filter the DEBUG events, but display only the events at level INFO and higher (WARN, ERROR, and FATAL). Why is rootLogger displaying all of the events?

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  • In Log4Net XML configuration is Priority the same thing as Level?

    - by Michael Levy
    I inherited some code that uses the priority element under the root in its xml configuraiton. This is just like the example at http://iserialized.com/log4net-for-noobs/ which shows: <root> <priority value="ALL" /> <appender-ref ref="LogFileAppender" /> <appender-ref ref="ConsoleAppender"/> </root> However, the log4net configuration examples at http://logging.apache.org/log4net/release/manual/configuration.html always show it using the level element: <root> <level value="DEBUG" /> <appender-ref ref="A1" /> </root> In this type of configuration is <priority> the same as <level> ? Can someone point me to somewhere in the docs where this is explained?

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  • Why can't untrusted code change the log level under Java Logging?

    - by cdmckay
    I'm have a Java app that also runs as an applet. The app also happens to use a library called BasicPlayer to play .ogg files. BasicPlayer has a built-in logger that uses Apache Logging Commons to create a logger for BasicPlayer.class using the built-in Java logger. The only way that I know about to turn off the BasicPlayer logging is to run this code: Logger.getLogger(BasicPlayer.class.getName()).setLevel(Level.OFF); This works fine when running as a regular app. However, when running as an applet, this code will throw a SecurityException because for some reason applets can't change the log level of non-anonymous loggers (see here for a sorta-explanation). Why would they do this? Who cares if an applet changes the log level?

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  • Do we need Record Level Locking when we already have Transaction for online ordering? (of concert ti

    - by Jian Lin
    For online ordering of concert seat or airline ticket, do we need Record Level Locking or is Transaction good enough? For concert ticket (say, seat Number 20B), or airline ticket (even with overbooking, the limit is 210, for example), I think the website cannot lock any record or begin transaction when showing the ticket purchase screen. But after the user clicks "Confirm Purchase", then the server should Begin a Transaction, Purchase Seat Number 20B, and try to Commit. If another user already bought Seat 20B in a previous transaction, then it is the "Commit" part that the current transaction will fail? So... we don't need Record Level Locking? Do Transactions always go serialized (one after another), so that's why we can know for sure there is no "race condition"? In what situation is Record Level Locking needed then?

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  • Access to nested methods when DSL

    - by Vyacheslav Loginov
    class Warcraft def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end def game &block @game = Game.new &block end class Game def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end end end warcraft = Warcraft.new do name "Warcraft III" battle_net :iccup game do side :sentinels hero "Furion" rune_appear_every 2 end end puts warcraft.inspect # => #<Warcraft:0x00000000be3e80 @name="Warcraft III", @battle_net=:iccup, @game=#<Warcraft::Game:0x000000009c6c38 @side=:sentinels, @hero="Furion", @rune_appear_every=2>> How to access nested methods? puts warcraft.battle_net # => iccup puts warcraft.side #=> #<Proc:[email protected]:9 (lambda)> puts warcraft.game #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError) puts warcraft.game.side #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError)

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  • find() or children() to search top-level children only for a style?

    - by user291701
    Hi, I'd like to find if a child element exists which has either of two class styles applied. My code looks like this: var listOfMatchedResults = $("#parentList").find(".myStyle1, .myStyle2"); My styles are defined like this: .parent li, .myStyle0 { } .parent li.myStyle1 { } .parent li.myStyle2 { } I don't need to traverse more than one level deeper than the children level, like: <ul id='parentList'> <li><p>foo</p><p>grok</p></li> <li class='myStyle2'><p>Here</p><p>I am!</p></li> <li><p>foo</p><p>grok</p></li> </ul> I'm not clear as to what find() is doing, is it going into each of the paragraph elements too? I just need it to traverse the top-level children - is there a way to specify that? Thank you

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  • Javascript points calculating system

    - by coolboycsaba
    I trying to create a points calculating system with javascript, but the problem is with the mathematical part. I have saved on the server the points number, and based on that number I want to decide the level. Sorry for my bad english, I cant explain very well :D. I want something like: level 1 need 0 points level 2 needs 100 points level 3 needs 240 points level 4 needs 420 points level 5 needs 640 points and so on.... I need a mathematical function to calculate each level with it. Something that if I know the level to calculate the points needed, and if I know only the points to calculate the level.

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • SQL SERVER – Quiz and Video – Introduction to Hierarchical Query using a Recursive CTE

    - by pinaldave
    This blog post is inspired from SQL Queries Joes 2 Pros: SQL Query Techniques For Microsoft SQL Server 2008 – SQL Exam Prep Series 70-433 – Volume 2.[Amazon] | [Flipkart] | [Kindle] | [IndiaPlaza] This is follow up blog post of my earlier blog post on the same subject - SQL SERVER – Introduction to Hierarchical Query using a Recursive CTE – A Primer. In the article we discussed various basics terminology of the CTE. The article further covers following important concepts of common table expression. What is a Common Table Expression (CTE) Building a Recursive CTE Identify the Anchor and Recursive Query Add the Anchor and Recursive query to a CTE Add an expression to track hierarchical level Add a self-referencing INNER JOIN statement Above six are the most important concepts related to CTE and SQL Server.  There are many more things one has to learn but without beginners fundamentals one can’t learn the advanced  concepts. Let us have small quiz and check how many of you get the fundamentals right. Quiz 1) You have an employee table with the following data. EmpID FirstName LastName MgrID 1 David Kennson 11 2 Eric Bender 11 3 Lisa Kendall 4 4 David Lonning 11 5 John Marshbank 4 6 James Newton 3 7 Sally Smith NULL You need to write a recursive CTE that shows the EmpID, FirstName, LastName, MgrID, and employee level. The CEO should be listed at Level 1. All people who work for the CEO will be listed at Level 2. All of the people who work for those people will be listed at Level 3. Which CTE code will achieve this result? WITH EmpList AS (SELECT Boss.EmpID, Boss.FName, Boss.LName, Boss.MgrID, 1 AS Lvl FROM Employee AS Boss WHERE Boss.MgrID IS NULL UNION ALL SELECT E.EmpID, E.FirstName, E.LastName, E.MgrID, EmpList.Lvl + 1 FROM Employee AS E INNER JOIN EmpList ON E.MgrID = EmpList.EmpID) SELECT * FROM EmpList WITH EmpListAS (SELECT EmpID, FirstName, LastName, MgrID, 1 as Lvl FROM Employee WHERE MgrID IS NULL UNION ALL SELECT EmpID, FirstName, LastName, MgrID, 2 as Lvl ) SELECT * FROM BossList WITH EmpList AS (SELECT EmpID, FirstName, LastName, MgrID, 1 as Lvl FROM Employee WHERE MgrID is NOT NULL UNION SELECT EmpID, FirstName, LastName, MgrID, BossList.Lvl + 1 FROM Employee INNER JOIN EmpList BossList ON Employee.MgrID = BossList.EmpID) SELECT * FROM EmpList 2) You have a table named Employee. The EmployeeID of each employee’s manager is in the ManagerID column. You need to write a recursive query that produces a list of employees and their manager. The query must also include the employee’s level in the hierarchy. You write the following code segment: WITH EmployeeList (EmployeeID, FullName, ManagerName, Level) AS ( –PICK ANSWER CODE HERE ) SELECT EmployeeID, FullName, ” AS [ManagerID], 1 AS [Level] FROM Employee WHERE ManagerID IS NULL UNION ALL SELECT emp.EmployeeID, emp.FullName mgr.FullName, 1 + 1 AS [Level] FROM Employee emp JOIN Employee mgr ON emp.ManagerID = mgr.EmployeeId SELECT EmployeeID, FullName, ” AS [ManagerID], 1 AS [Level] FROM Employee WHERE ManagerID IS NULL UNION ALL SELECT emp.EmployeeID, emp.FullName, mgr.FullName, mgr.Level + 1 FROM EmployeeList mgr JOIN Employee emp ON emp.ManagerID = mgr.EmployeeId Now make sure that you write down all the answers on the piece of paper. Watch following video and read earlier article over here. If you want to change the answer you still have chance. Solution 1) 1 2) 2 Now compare let us check the answers and compare your answers to following answers. I am very confident you will get them correct. Available at USA: Amazon India: Flipkart | IndiaPlaza Volume: 1, 2, 3, 4, 5 Please leave your feedback in the comment area for the quiz and video. Did you know all the answers of the quiz? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Joes 2 Pros, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • transfer database from local machine to hosting server

    - by c11ada
    hey all, im trying to transfer my database from local machine to server, im using the publish to provider wizard in visual web developer to generate a scrip, im then using the generated script on the serever database. i keep getting the following error can some one please tell where im going wrong Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 53 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 58 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 87 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 92 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 48 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 52 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 79 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 83 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 93 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 15151, Level 16, State 1, Line 1 Cannot find the object 'aspnet_UsersInRoles_AddUsersToRoles', because it does not exist or you do not have permission. Msg 15151, Level 16, State 1, Line 1 Cannot find the object 'aspnet_UsersInRoles_RemoveUsersFromRoles', because it does not exist or you do not have permission. thanks

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  • Where does java.util.logging.Logger store their log

    - by Harry Pham
    This might be a stupid question but I am a bit lost with java Logger private static Logger logger = Logger.getLogger("order.web.OrderManager"); logger.info("Removed order " + id + "."); Where do I see the log? Also this quote from java.util.logging.Logger library: On each logging call the Logger initially performs a cheap check of the request level (e.g. SEVERE or FINE) against the effective log level of the logger. If the request level is lower than the log level, the logging call returns immediately. After passing this initial (cheap) test, the Logger will allocate a LogRecord to describe the logging message. It will then call a Filter (if present) to do a more detailed check on whether the record should be published. If that passes it will then publish the LogRecord to its output Handlers. Does this mean that if I have 3 request level log: logger.log(Level.FINE, "Something"); logger.log(Level.WARNING, "Something"); logger.log(Level.SEVERE, "Something"); And my log level is SEVERE, I can see all three logs, if my log level is WARNING, then I cant see SEVERE log, is that correct? And how do I set the log level?

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  • TableTools only exporting single header row

    - by Rakeesh
    I am using the DataTable jquery plugin from: http://datatables.net/ I have a DataTable that has multi-row table header with colspan. Something like: <thead> <tr> <th>Level 1</th> <th colspan='2'>Level 1 - Item 1</th> <th colspan='2'>Level 1 - Item 2</th> </tr> <tr> <th>Level 2</th> <th>Level 2 - Item 1a</th> <th>Level 2 - Item 1b</th> <th>Level 2 - Item 2a</th> <th>Level 2 - Item 2b</th> </tr> </thead> However when I use the TableTools plugin to export then except for the "Print" option all the rest (Excel, CSV, Pdf etc) only has the "Level 2" header row and not the Level 1. Any suggestions on how to get it to export also Level 1?

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  • How does Batcher Merge work at a high level?

    - by Mike
    I'm trying to grasp the concept of a Batcher Sort. However, most resources I've found online focus on proof entirely or on low-level pseudocode. Before I look at proofs, I'd like to understand how Batcher Sort works. Can someone give a high level overview of how Batcher Sort works(particularly the merge) without overly verbose pseudocode(I want to get the idea behind the Batcher Sort, not implement it)? Thanks!

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  • Msg 10054, Level 20, State 0, Line 0 Error when altering a stored procedure to add a couple of curso

    - by doug_w
    We have a home-rolled backup stored procedure that uses xp_cmdshell to create and clean up database backups. We have an instance that is 2005 sp3 that we are trying to deploy this script to. I am at a bit of a loss for why it is not working. When I execute the create it runs for about 30 seconds and yields the following error: Msg 10054, Level 20, State 0, Line 0 A transport-level error has occurred when sending the request to the server. (provider: TCP Provider, error: 0 - An existing connection was forcibly closed by the remote host.) In my tinkering I discovered that by removing the cursors that actually do the work it will allow me to create the stored procedure (not very helpful for me though). If I add the cursors back in using an alter the error returns. I would be curious if someone has experienced this problem and knows of a solution or work around. I am not opposed to posting the source, it is just lengthy. Things I have checked: Error Logs No dump files in the log directory Thanks in advance for the help.

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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