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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Oracle Data Integrator 11.1.1.5 Complex Files as Sources and Targets

    - by Alex Kotopoulis
    Overview ODI 11.1.1.5 adds the new Complex File technology for use with file sources and targets. The goal is to read or write file structures that are too complex to be parsed using the existing ODI File technology. This includes: Different record types in one list that use different parsing rules Hierarchical lists, for example customers with nested orders Parsing instructions in the file data, such as delimiter types, field lengths, type identifiers Complex headers such as multiple header lines or parseable information in header Skipping of lines  Conditional or choice fields Similar to the ODI File and XML File technologies, the complex file parsing is done through a JDBC driver that exposes the flat file as relational table structures. Complex files are mapped to one or more table structures, as opposed to the (simple) file technology, which always has a one-to-one relationship between file and table. The resulting set of tables follows the same concept as the ODI XML driver, table rows have additional PK-FK relationships to express hierarchy as well as order values to maintain the file order in the resulting table.   The parsing instruction format used for complex files is the nXSD (native XSD) format that is already in use with Oracle BPEL. This format extends the XML Schema standard by adding additional parsing instructions to each element. Using nXSD parsing technology, the native file is converted into an internal XML format. It is important to understand that the XML is streamed to improve performance; there is no size limitation of the native file based on memory size, the XML data is never fully materialized.  The internal XML is then converted to relational schema using the same mapping rules as the ODI XML driver. How to Create an nXSD file Complex file models depend on the nXSD schema for the given file. This nXSD file has to be created using a text editor or the Native Format Builder Wizard that is part of Oracle BPEL. BPEL is included in the ODI Suite, but not in standalone ODI Enterprise Edition. The nXSD format extends the standard XSD format through nxsd attributes. NXSD is a valid XML Schema, since the XSD standard allows extra attributes with their own namespaces. The following is a sample NXSD schema: <?xml version="1.0"?> <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:nxsd="http://xmlns.oracle.com/pcbpel/nxsd" elementFormDefault="qualified" xmlns:tns="http://xmlns.oracle.com/pcbpel/demoSchema/csv" targetNamespace="http://xmlns.oracle.com/pcbpel/demoSchema/csv" attributeFormDefault="unqualified" nxsd:encoding="US-ASCII" nxsd:stream="chars" nxsd:version="NXSD"> <xsd:element name="Root">         <xsd:complexType><xsd:sequence>       <xsd:element name="Header">                 <xsd:complexType><xsd:sequence>                         <xsd:element name="Branch" type="xsd:string" nxsd:style="terminated" nxsd:terminatedBy=","/>                         <xsd:element name="ListDate" type="xsd:string" nxsd:style="terminated" nxsd:terminatedBy="${eol}"/>                         </xsd:sequence></xsd:complexType>                         </xsd:element>                 </xsd:sequence></xsd:complexType>         <xsd:element name="Customer" maxOccurs="unbounded">                 <xsd:complexType><xsd:sequence>                 <xsd:element name="Name" type="xsd:string" nxsd:style="terminated" nxsd:terminatedBy=","/>                         <xsd:element name="Street" type="xsd:string" nxsd:style="terminated" nxsd:terminatedBy="," />                         <xsd:element name="City" type="xsd:string" nxsd:style="terminated" nxsd:terminatedBy="${eol}" />                         </xsd:sequence></xsd:complexType>                         </xsd:element>                 </xsd:sequence></xsd:complexType> </xsd:element> </xsd:schema> The nXSD schema annotates elements to describe their position and delimiters within the flat text file. The schema above uses almost exclusively the nxsd:terminatedBy instruction to look for the next terminator chars. There are various constructs in nXSD to parse fixed length fields, look ahead in the document for string occurences, perform conditional logic, use variables to remember state, and many more. nXSD files can either be written manually using an XML Schema Editor or created using the Native Format Builder Wizard. Both Native Format Builder Wizard as well as the nXSD language are described in the Application Server Adapter Users Guide. The way to start the Native Format Builder in BPEL is to create a new File Adapter; in step 8 of the Adapter Configuration Wizard a new Schema for Native Format can be created:   The Native Format Builder guides through a number of steps to generate the nXSD based on a sample native file. If the format is complex, it is often a good idea to “approximate” it with a similar simple format and then add the complex components manually.  The resulting *.xsd file can be copied and used as the format for ODI, other BPEL constructs such as the file adapter definition are not relevant for ODI. Using this technique it is also possible to parse the same file format in SOA Suite and ODI, for example using SOA for small real-time messages, and ODI for large batches. This nXSD schema in this example describes a file with a header row containing data and 3 string fields per row delimited by commas, for example: Redwood City Downtown Branch, 06/01/2011 Ebeneezer Scrooge, Sandy Lane, Atherton Tiny Tim, Winton Terrace, Menlo Park The ODI Complex File JDBC driver exposes the file structure through a set of relational tables with PK-FK relationships. The tables for this example are: Table ROOT (1 row): ROOTPK Primary Key for root element SNPSFILENAME Name of the file SNPSFILEPATH Path of the file SNPSLOADDATE Date of load Table HEADER (1 row): ROOTFK Foreign Key to ROOT record ROWORDER Order of row in native document BRANCH Data BRANCHORDER Order of Branch within row LISTDATE Data LISTDATEORDER Order of ListDate within row Table ADDRESS (2 rows): ROOTFK Foreign Key to ROOT record ROWORDER Order of row in native document NAME Data NAMEORDER Oder of Name within row STREET Data STREETORDER Order of Street within row CITY Data CITYORDER Order of City within row Every table has PK and/or FK fields to reflect the document hierarchy through relationships. In this example this is trivial since the HEADER and all CUSTOMER records point back to the PK of ROOT. Deeper nested documents require this to identify parent elements. All tables also have a ROWORDER field to define the order of rows, as well as order fields for each column, in case the order of columns varies in the original document and needs to be maintained. If order is not relevant, these fields can be ignored. How to Create an Complex File Data Server in ODI After creating the nXSD file and a test data file, and storing it on the local file system accessible to ODI, you can go to the ODI Topology Navigator to create a Data Server and Physical Schema under the Complex File technology. This technology follows the conventions of other ODI technologies and is very similar to the XML technology. The parsing settings such as the source native file, the nXSD schema file, the root element, as well as the external database can be set in the JDBC URL: The use of an external database defined by dbprops is optional, but is strongly recommended for production use. Ideally, the staging database should be used for this. Also, when using a complex file exclusively for read purposes, it is recommended to use the ro=true property to ensure the file is not unnecessarily synchronized back from the database when the connection is closed. A data file is always required to be present  at the filename path during design-time. Without this file, operations like testing the connection, reading the model data, or reverse engineering the model will fail.  All properties of the Complex File JDBC Driver are documented in the Oracle Fusion Middleware Connectivity and Knowledge Modules Guide for Oracle Data Integrator in Appendix C: Oracle Data Integrator Driver for Complex Files Reference. David Allan has created a great viewlet Complex File Processing - 0 to 60 which shows the creation of a Complex File data server as well as a model based on this server. How to Create Models based on an Complex File Schema Once physical schema and logical schema have been created, the Complex File can be used to create a Model as if it were based on a database. When reverse-engineering the Model, data stores(tables) for each XSD element of complex type will be created. Use of complex files as sources is straightforward; when using them as targets it has to be made sure that all dependent tables have matching PK-FK pairs; the same applies to the XML driver as well. Debugging and Error Handling There are different ways to test an nXSD file. The Native Format Builder Wizard can be used even if the nXSD wasn’t created in it; it will show issues related to the schema and/or test data. In ODI, the nXSD  will be parsed and run against the existing test XML file when testing a connection in the Dataserver. If either the nXSD has an error or the data is non-compliant to the schema, an error will be displayed. Sample error message: Error while reading native data. [Line=1, Col=5] Not enough data available in the input, when trying to read data of length "19" for "element with name D1" from the specified position, using "style" as "fixedLength" and "length" as "". Ensure that there is enough data from the specified position in the input. Complex File FAQ Is the size of the native file limited by available memory? No, since the native data is streamed through the driver, only the available space in the staging database limits the size of the data. There are limits on individual field sizes, though; a single large object field needs to fit in memory. Should I always use the complex file driver instead of the file driver in ODI now? No, use the file technology for all simple file parsing tasks, for example any fixed-length or delimited files that just have one row format and can be mapped into a simple table. Because of its narrow assumptions the ODI file driver is easy to configure within ODI and can stream file data without writing it into a database. The complex file driver should be used whenever the use case cannot be handled through the file driver. Are we generating XML out of flat files before we write it into a database? We don’t materialize any XML as part of parsing a flat file, either in memory or on disk. The data produced by the XML parser is streamed in Java objects that just use XSD-derived nXSD schema as its type system. We use the nXSD schema because is the standard for describing complex flat file metadata in Oracle Fusion Middleware, and enables users to share schemas across products. Is the nXSD file interchangeable with SOA Suite? Yes, ODI can use the same nXSD files as SOA Suite, allowing mixed use cases with the same data format. Can I start the Native Format Builder from the ODI Studio? No, the Native Format Builder has to be started from a JDeveloper with BPEL instance. You can get BPEL as part of the SOA Suite bundle. Users without SOA Suite can manually develop nXSD files using XSD editors. When is the database data written back to the native file? Data is synchronized using the SYNCHRONIZE and CREATE FILE commands, and when the JDBC connection is closed. It is recommended to set the ro or read_only property to true when a file is exclusively used for reading so that no unnecessary write-backs occur. Is the nXSD metadata part of the ODI Master or Work Repository? No, the data server definition in the master repository only contains the JDBC URL with file paths; the nXSD files have to be accessible on the file systems where the JDBC driver is executed during production, either by copying or by using a network file system. Where can I find sample nXSD files? The Application Server Adapter Users Guide contains nXSD samples for various different use cases.

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  • Is traditional JavaScript image pre-loading taboo

    - by Evan Plaice
    I remember the good-old-days (not really) back when I was still sucking the teet of Dreamweaver to build websites and the lure of playing copypasta with fancy built-in scripts (ex, image-swap) was like black magic. I'm pretty far removed from that now days but I was adapting a small site from it's original FrontPage (::cringe::) format to a standard HTML/CSS implementation and couldn't help wondering... should I should re-implement the JavaScript image pre-loading into the current version? Or, is there a better way? I don't want to block the page from loading by requiring the user to request all the assets withing the page by using the traditional JavaScript pre-loader method. I value giving the user something to look at ASAP, and there's some potential harm to my Google mojo by doing so. Is there a cleaner solution to prevent unnecessary page-reflows during loading? Such as, setting the static width/height dimensions through a CSS style attribute on the image element.

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  • New book in the style of Advanced Programming Language Design by R. A. Finkel [closed]

    - by mfellner
    I am currently researching visual programming language design for a university paper and came across Advanced Programming Language Design by Raphael A. Finkel from 1996. Other, older discussions in the same vein on Stackoverflow have mentioned Language Implementation Patterns by Terence Parr and Programming Language Pragmatics* by Michael L. Scott. I was wondering if there is even more (and especially up-to-date) literature on the general topic of programming language design. *) http://www.cs.rochester.edu/~scott/pragmatics/

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  • storing map template in database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Available for Download: SharePoint Video Library Template

    SharePoint Video Library provides a simple way to share and organize flash video files (.FLV) in a SharePoint site.  read moreBy Alon HaviviDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Converting PSD to Joomla Template

    The internet is home to millions of websites all advertising different products or services and competing for your attention with their attractive website designs. Many websites advertise free templates that can be downloaded and used for your own website and others that offer professional looking templates for a small fee. The problem with these services is that they are common throughout the internet with many websites using the same themes.

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  • Fetching templates via API. Who provides this service?

    - by Guandalino
    I'm mainly a server side developer. I'm not a designer, even if I understand web layouts, grids, CSS, typography, valid markup, etc. and I'm able to do some graphic work too (almost). It just takes a lot of time and the result is not always beautiful. I know there are tons of website templates sites out there, and I'd like to use their designs as a starting point for my customers' works, giving them the possibility to choose the design they like more. I'd just prefer to show the templates catalog to customers from within my site, fetching templates info (screenshots, description, etc) from a remote server using an API. TemplateMonster.com provides, or provided, such API. But the service responds with "Unauthorized usage". Are there other sites offering this kind of retrieval service?

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • 8 tips for your Windows Store apps

    - by nmarun
    1. Use Basic page than a blank template For a good number of your tasks, you probably need a Basic page. For starters, this page gives you the bare-bones required – a ‘Go back’ button and a placeholder for the applcation name. This page also contains the VisualState for Snapped view, so you don’t have to handle it in code. When you choose to add a basic page to an empty solution, you’ll get a prompt like below. Clicking on yes, adds some of the following files: LayoutAwarePage – handles GoBack and...(read more)

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  • SharePoint Video Library Template Available For Download

    SharePoint Video Library provides a simple way to share and organize flash video files (.FLV) in a SharePoint site.  read moreBy Alon HaviviDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Why is email HTML stuck in the 90's?

    - by Sean Dunwoody
    (disclaimer - I've already tried asking this on StackOverflow, but apparently it was off topic. If the same is true here please let me know and I'll close/delete this question.) I've spent about a day putting together a frustrating email newsletter, using tables, inline styles etc. It feels a lot harder than it should be. I was just wondering, is there any reason why email clients have such poor support of HTML and CSS (CSS in particular)? I would have imagined they'd be scrambling to outdo each other in this department ... Is is a security thing (I can't really imagine why)? Or are they just lazy?

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • .NET 4: &ldquo;Slim&rdquo;-style performance boost!

    - by Vitus
    RTM version of .NET 4 and Visual Studio 2010 is available, and now we can do some test with it. Parallel Extensions is one of the most valuable part of .NET 4.0. It’s a set of good tools for easily consuming multicore hardware power. And it also contains some “upgraded” sync primitives – Slim-version. For example, it include updated variant of widely known ManualResetEvent. For people, who don’t know about it: you can sync concurrency execution of some pieces of code with this sync primitive. Instance of ManualResetEvent can be in 2 states: signaled and non-signaled. Transition between it possible by Set() and Reset() methods call. Some shortly explanation: Thread 1 Thread 2 Time mre.Reset(); mre.WaitOne(); //code execution 0 //wating //code execution 1 //wating //code execution 2 //wating //code execution 3 //wating mre.Set(); 4 //code execution //… 5 Upgraded version of this primitive is ManualResetEventSlim. The idea in decreasing performance cost in case, when only 1 thread use it. Main concept in the “hybrid sync schema”, which can be done as following:   internal sealed class SimpleHybridLock : IDisposable { private Int32 m_waiters = 0; private AutoResetEvent m_waiterLock = new AutoResetEvent(false);   public void Enter() { if (Interlocked.Increment(ref m_waiters) == 1) return; m_waiterLock.WaitOne(); }   public void Leave() { if (Interlocked.Decrement(ref m_waiters) == 0) return; m_waiterLock.Set(); }   public void Dispose() { m_waiterLock.Dispose(); } } It’s a sample from Jeffry Richter’s book “CLR via C#”, 3rd edition. Primitive SimpleHybridLock have two public methods: Enter() and Leave(). You can put your concurrency-critical code between calls of these methods, and it would executed in only one thread at the moment. Code is really simple: first thread, called Enter(), increase counter. Second thread also increase counter, and suspend while m_waiterLock is not signaled. So, if we don’t have concurrent access to our lock, “heavy” methods WaitOne() and Set() will not called. It’s can give some performance bonus. ManualResetEvent use the similar idea. Of course, it have more “smart” technics inside, like a checking of recursive calls, and so on. I want to know a real difference between classic ManualResetEvent realization, and new –Slim. I wrote a simple “benchmark”: class Program { static void Main(string[] args) { ManualResetEventSlim mres = new ManualResetEventSlim(false); ManualResetEventSlim mres2 = new ManualResetEventSlim(false);   ManualResetEvent mre = new ManualResetEvent(false);   long total = 0; int COUNT = 50;   for (int i = 0; i < COUNT; i++) { mres2.Reset(); Stopwatch sw = Stopwatch.StartNew();   ThreadPool.QueueUserWorkItem((obj) => { //Method(mres, true); Method2(mre, true); mres2.Set(); }); //Method(mres, false); Method2(mre, false);   mres2.Wait(); sw.Stop();   Console.WriteLine("Pass {0}: {1} ms", i, sw.ElapsedMilliseconds); total += sw.ElapsedMilliseconds; }   Console.WriteLine(); Console.WriteLine("==============================="); Console.WriteLine("Done in average=" + total / (double)COUNT); Console.ReadLine(); }   private static void Method(ManualResetEventSlim mre, bool value) { for (int i = 0; i < 9000000; i++) { if (value) { mre.Set(); } else { mre.Reset(); } } }   private static void Method2(ManualResetEvent mre, bool value) { for (int i = 0; i < 9000000; i++) { if (value) { mre.Set(); } else { mre.Reset(); } } } } I use 2 concurrent thread (the main thread and one from thread pool) for setting and resetting ManualResetEvents, and try to run test COUNT times, and calculate average execution time. Here is the results (I get it on my dual core notebook with T7250 CPU and Windows 7 x64): ManualResetEvent ManualResetEventSlim Difference is obvious and serious – in 10 times! So, I think preferable way is using ManualResetEventSlim, because not always on calling Set() and Reset() will be called “heavy” methods for working with Windows kernel-mode objects. It’s a small and nice improvement! ;)

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  • Einladung zur Oracle SE University am 13./14. Dezember 2011

    - by A&C Redaktion
    Sehr geehrte Oracle Partner, die erste Oracle SE University wird von Azlan und Oracle gemeinsam ins Leben gerufen, dazu laden wir Sie herzlich ein. Zielgruppe sind die technischen Ansprechpartner aller Oracle Partner. Wir bieten Ihnen in Fulda einen umfassenden Überblick über aktuelle Technologien, Produkte und Dienstleistungen mit den Schwerpunkten Oracle on Oracle, Positionierung und Architektur. Dabei werden sowohl bewährte Software-Produktbereiche wie Datenbank und Fusion Middleware beleuchtet, als auch klassische Hardware-Themen wie Systems, Storage und Virtualisierung. Die Agenda finden Sie hier. Top-Referenten garantieren Ihnen qualitativ hochwertige und technisch anspruchsvolle Vorträge.  Projektberichte aus der Praxis bringen Ihnen Kernthemen näher, um mit diesem Wissen zusätzlichen Umsatz zu generieren. Nutzen Sie darüber hinaus die Möglichkeiten zum Networking, die im täglichen Geschäft Gold wert sind.Logistische Informationen: Termin: 13. - 14. Dezember 2011 Ort: Fulda - bietet als die Barockstadt Deutschlands einen reizvollen Kontrast zu unseren technischen Themen. Aber vor allem liegt Fulda fast genau in der geographischen Mitte Deutschlands und ist via einem modernen ICE-Bahnhof bestens von ganz Deutschland aus zu erreichen. Hotel Esperanto Kongress- und Kulturzentrum Fulda: Vom Bahnhof aus gehen Sie gemütliche zwei Minuten um die Ecke und kommen direkt ins Hotel. Für PKW Fahrer sind ausreichend Parkplätze direkt am Hotel vorhanden. Zielgruppe: SEs, technischer Vertrieb, technische Consultants Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-fareast-language:EN-US;} Konzept der Oracle SE University: Plenum Sessions und Keynote mit strategischen Übersichtsthemen Break Out Sessions (4 Sessions parallel) mit technischem Tiefgang Technologie, Projekterfahrungen, Architekturen, Lösungsszenarien u.v.m. Networking: bei einem gemeinsamen Abendessen am 13.12., ab 19.00 Uhr. Im hauseigenen Grill-Restaurant "El Toro Nero" gibt es die brasilianische Spezialität "Rodizio". Die Teilnahme zur Oracle SE University inklusive dem gemeinsamen Abendessen ist für Sie kostenfrei, die Übernachtungskosten werden von Ihnen selbst getragen. Melden Sie sich bitte bis spätestens 30.11. zur Oracle SE University hier an. Wir haben ein Zimmer-Kontingent reserviert, die Buchung bitten wir Sie online selbst vorzunehmen. Bitte geben Sie bei der Buchung das Stichwort „Oracle SE Uni“ an, damit erhalten Sie den Sonderpreis von 102,- Euro inklusive Frühstück. Wir freuen uns, Sie in Fulda zu begrüßen! Joachim Hissmann Birgit Nehring Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Manager Key Partner HW Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Direktor Software & Solution Normal 0 21 false false false DE X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Oracle Deutschland Tech Data/Azlan ================================================================= Kontakte Azlan:Peter MosbauerTel.: 089 [email protected] Robert BacciTel.: 089 4700-3018 [email protected] Oracle:Regina SteyerTel.: 0211 [email protected]

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Powerpoint template image placeholders can't send to back

    - by Marcus
    We want to be able to set up a PowerPoint 2007 template with a picture frame image. We then want to insert an image in normal view which would appear behind the picture frame image that was put in the template (so it looks logically like a picture in a picture frame). Problem is, when we insert the image in normal view it always appears on top of the picture frame image. It appears that you can't send to back when the other elements are included in a template. Any ideas?

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  • Programming Windows 8 Apps with HTML, CSS, and JavaScript - All you need in one title

    It took me a while to work through the 800+ pages of this title. And yes, I really mean working not reading... Since the release of Windows 8 it should be obvious to any Windows software developer that there are new ways to develop, deploy and market applications for a broader audience. Interestingly, Microsoft started to narrow the technological gap between the various platforms - desktop, web, smartphone and XBox - and development of modern apps with HTML, CSS and JavaScript couldn't be easier. Kraig covers all facets of modern Windows 8 apps from the basic building blocks and project templates in Visual Studio 2012 over to the thoughtful use of specific APIs to finally proper deployment in the App Store and potential monetization. The organisation of the book is lied out like step by step instructions or a tutorial. Kraig literally takes the reader by the hand and explains in detail in his examples about the reasons, the pros, and the cons of a certain way of implementation. Thanks to cross-references to other chapters he leaves the choice to the reader to dig deeper right now or to catch up at some time later. Personally, I have to admit that I really enjoyed the relaxed writing style. App development is not dust-dry rocket science and it should be joyful to learn about new technologies. And thanks to the richness of the various chapters and samples you could easily adapt and transfer the knowledge gained in this title to other platforms like Windows Phone 8. And last but not least: The ebook is freely available at Amazon, Microsoft Press and O'Reilly. Don't think about it, just get the book. Now. Update: I already mentioned this title in other blog entries which are related to Microsoft certification. Feel free to read on and to discover more online resources: Learning content for MCSDs: Web Applications and Windows Store Apps using HTML5 More content for MCSDs: Web Applications and Windows Store Apps using HTML5 O'Reilly offers free webcasts on their site, too. And in case that you would like to know more about Kraig's book and his experience with various development teams, please checkout this one: Zero to App in Two Weeks: Programming Windows 8 Apps in HTML, CSS, and JavaScript. The recording should be available soon.

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  • Back to Basics: Structuring a Web Page with CSS and ASP.NET

    Nick Harrison explains why such habits as using nested HTML Tables to position content in the right place on the browser page is bad practice and, nowadays, avoidable. This is just one 'Markup smell' that he discusses on the way to demonstrating the benefits of CSS Style-sheets and ASP.NET Master Pages. span.fullpost {display:none;}

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  • Prewritten App for Used Car Dealer?

    - by Shawn Eary
    Is there somewhere I can find a prewritten WebApp (with database) for a used car dealer? The application would need to support the following: Easy setup in a low cost Shared or Cloud Host Give potential customers easy way to browse current inventory (cars on lot) with suggested prices Give dealership easy way to login and update inventory (cars on lot) and suggested prices Give potential customers easy way to send the dealership an inquiry about a specific vehicle on the lot with CAPTCHA style SPAM protection I prefer ASP.NET MVC and Microsoft SQL Server, but I might consider other technologies such as WebForms and LightSwitch (HTML5). I am reasonably comfortable with MVC and WebForms, but I really don't want to waste a bunch of time writing an application that might already exist. I did find a few interesting templates via Bing that seem to control CSS and Layout, but I'm not sure if they contain any business logic or if they would integrate well into an MVC App.

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  • C# return variables

    - by pb01
    In a debate regarding return variables, some members of the team prefer a method to return the result directly to the caller, whereas others prefer to declare a return variable that is then returned to the caller (see code examples below) The argument for the latter is that it allows a developer that is debugging the code to find the return value of the method before it returns to the caller thereby making the code easier to understand: This is especially true where method calls are daisy-chained. Are there any guidelines as to which is the most efficient and/or are there any other reasons why we should adopt one style over another? Thanks private bool Is2(int a) { return a == 2; } private bool Is3(int a) { var result = a == 3; return result; }

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  • Portable Class Library even better in .NET 4.5

    - by nmarun
    Visual Studio 2012 makes Cross-Platform development even easier. It comes with a feature called Portable Class Library (PCL). This feature was available in Visual Studio 2010 as well, but it required an additional install as against being out-of-the-box for 2012. It’s also worth noting that PCL is available only for Pro and above versions of 2012. So it’s not available with the Express edition of Visual Studio 2012. Let’s get started. In Visual Studio 2012 you can see a template called Portable Class...(read more)

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  • Networking not starting - OpenVZ default Ubuntu 12.04 Template

    - by Stu2000
    I have been using HyperVM to deploy OpenVZ Ubuntu 12.04 server instances. Unfortunately, they all boot without networking enabled. I tried inserting int the crontab: @reboot /usr/sbin/service networking restart But this didn't work. Running this command (without @reboot) from the CLI will result in the network starting and being able to use commands like ifconfig so I get the feeling it is just a matter of the cron being called too soon? What is the best practice for resolving the issue. I am guessing something along the lines of adding an upstart job?

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