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  • make multiple, composite query in oracle

    - by Meloun
    How can i make multiple, composite query in oracle? for example this several queries in one step? 1 CREATE TABLE test (id NUMBER PRIMARY KEY, name VARCHAR2(30)); 2 CREATE SEQUENCE test_sequence START WITH 1 INCREMENT BY 1; 3 CREATE OR REPLACE TRIGGER test_trigger BEFORE INSERT ON test REFERENCING NEW AS NEW FOR EACH ROW BEGIN SELECT test_sequence.nextval INTO :NEW.ID FROM dual; END; 4 INSERT INTO test (name) VALUES ('Jon'); 5 INSERT INTO test (name) VALUES ('Meloun');

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  • WPF Composite - Expose EF model to all modules

    - by Tony
    Hi All, I have an application that uses WPF Composite, and I have an issue. I've got a big database that is attached to the application and I need it exposed to different modules as part of the application. What is the best way to expose my Entity Framework model to all my different modules and views inside them? Do I have one EF model or a separate one for each module and then only the tables that each module needs. The only problem being that some tables have a relationship and will have different views and those views will be in different modules. Any ideas how to resolve this?

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  • Composite Primary and Cardinality

    - by srini.venigalla
    I have some questions on Composite Primary Keys and the cardinality of the columns. I searched the web, but did not find any definitive answer, so I am trying again. The questions are: Context: Large (50M - 500M rows) OLAP Prep tables, not NOSQL, not Columnar. MySQL and DB2 1) Does the order of keys in a PK matter? 2) If the cardinality of the columns varies heavily, which should be used first. For example, if I have CLIENT/CAMPAIGN/PROGRAM where CLIENT is highly cardinal, CAMPAIGN is moderate, PROGRAM is almost like a bitmap index, what order is the best? 3) What order is the best for Join, if there is a Where clause and when there is no Where Clause (for views) Thanks in advance.

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  • How do you map a composite id to a composite user type with Fluent NHibernate?

    - by gabe
    i'm working w/ a legacy database is set-up stupidly with an index composed of a char id column and two char columns which make up a date and time, respectively. I have created a icompositeusertype for the date and time columns to map to a single .NET DateTime property on my entity, which works by itself when not part of the id. i need to somehow use a composite id with key property mapping that includes my icompositeusertype for mapping to the two char date and time columns. Apparently w/ my version of Fluent NHibernate, CompositeIdentityPart doesn't have a CustomTypeIs() method, so i can't just do the following in my override: mapping.UseCompositeId() .WithKeyProperty(x => x.Id, CommonDatabaseFieldNames.Id) .WithKeyProperty(x => x.FileCreationDateTime) .CustomTypeIs<FileCreationDateTimeType>(); is something like this even possible w/ NHibernate let alone Fluent? I haven't been able to find anything on this.

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  • Fulltext and composite indexes and how they affect the query

    - by Brett
    Just say I had a query as below.. SELECT name,category,address,city,state FROM table WHERE MATCH(name,subcategory,category,tag1) AGAINST('education') AND city='Oakland' AND state='CA' LIMIT 0, 10; ..and I had a fulltext index as name,subcategory,category,tag1 and a composite index as city,state; is this good enough for this query? Just wondering if something extra is needed when mixing additional AND's when making use of the fulltext index with the MATCH/AGAINST. Edit: What I am trying to understand is, what happens with the additional columns that are within the query but are not indexed in the chosen index (the fulltext index), the above example being city and state. How does MySQL now find the matching rows for these since it can't use two indexes (or can it?) - so, basically, I'm trying to understand how MySQL goes about finding the data optimally for the columns NOT in the chosen fulltext index and if there is anything I can or should do to optimize the query.

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  • Graphic editor opensource project example on c++ underlying composite pattern

    - by G-71
    Can you tell me when I can see a some opensource project (only project on C++ language), which is simple graphic editor, ?ontaining following primitive (for example): an ellipse, a rectangle, a line. And desirable, that to be able to group this primitive in one primitive (for example, Word Grouping - Group). Composite pattern use is desirable in this project. I want to see how to organize classes, but more serious for me is to see how organize grouping operation. I searched for it on codeproject.com codeproject.com, codeplex.com, but not found this. I have already some source http://pastebin.com/xe4JF5PW But in my opinion, this code is dirty and ugly. Therefore, I want to see some opensource project for example. Thanks!

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  • Appengine backreferences - need composite index?

    - by davezor
    I have a query that is very recently starting to throw: "The built-in indices are not efficient enough for this query and your data. Please add a composite index for this query." I checked the line on which this exception is being thrown, and the problem query is this one: count = self.vote_set.filter("direction =", 1).count() This is literally a one-filter operation using appengine's built-in backreferences. I have no idea how to optimize this query...anyone have any suggestions? I tried to add this index: - kind: Vote properties: - name: direction direction: desc - kind: Vote properties: - name: direction And I got a message (obviously) saying this was an unnecessary index. Thanks for your help in advance.

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  • SQL Server Composite Primary Keys

    - by Colin
    I am attempting to replace all records for a give day in a certain table. The table has a composite primary key comprised of 7 fields. One such field is date. I have deleted all records which have a date value of 2/8/2010. When I try to then insert records into the table for 2/8/2010, I get a primary key violation. The records I am attempting to insert are only for 2/8/2010. Since date is a component of the PK, shouldn't there be no way to violate the constraint as long as the date I'm inserting is not already in the table? Thanks in advance.

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  • Mapping composite foreign keys in a many-many relationship in Entity Framework

    - by Kirk Broadhurst
    I have a Page table and a View table. There is a many-many relationship between these two via a PageView table. Unfortunately all of these tables need to have composite keys (for business reasons). Page has a primary key of (PageCode, Version), View has a primary key of (ViewCode, Version). PageView obviously enough has PageCode, ViewCode, and Version. The FK to Page is (PageCode, Version) and the FK to View is (ViewCode, Version) Makes sense and works, but when I try to map this in Entity framework I get Error 3021: Problem in mapping fragments...: Each of the following columns in table PageView is mapped to multiple conceptual side properties: PageView.Version is mapped to (PageView_Association.View.Version, PageView_Association.Page.Version) So clearly enough, EF is having a complain about the Version column being a common component of the two foreign keys. Obviously I could create a PageVersion and ViewVersion column in the join table, but that kind of defeats the point of the constraint, i.e. the Page and View must have the same Version value. Has anyone encountered this, and is there anything I can do get around it? Thanks!

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  • JPA - Real primary key generated ID for references

    - by Val
    I have ~10 classes, each of them, have composite key, consist of 2-4 values. 1 of the classes is a main one (let's call it "Center") and related to other as one-to-one or one-to-many. Thinking about correct way of describing this in JPA I think I need to describe all the primary keys using @Embedded / @PrimaryKey annotations. Question #1: My concern is - does it mean that on the database level I will have # of additional columns in each table referring to the "Center" equal to number of column in "Center" PK? If yes, is it possible to avoid it by using some artificial unique key for references? Could you please give an idea how real PK and the artificial one needs to be described in this case? Note: The reason why I would like to keep the real PK and not just use the unique id as PK is - my application have some data loading functionality from external data sources and sometimes they may return records which I already have in local database. If unique ID will be used as PK - for new records I won't be able to do data update, since the unique ID will not be available for just downloaded ones. At the same time it is normal case scenario for application and it just need to update of insert new records depends on if the real composite primary key matches. Question #2: All of the 10 classes have common field "date" which I described in an abstract class which each of them extends. The "date" itself is never a key, but it always a part of composite key for each class. Composite key is different for each class. To be able to use this field as a part of PK should I describe it in each class or is there any way to use it as is? I experimented with @Embedded and @PrimaryKey annotations and always got an error that eclipselink can't find field described in an abstract class. Thank you in advance! PS. I'm using latest version of eclipselink & H2 database.

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  • The fastest way to resize images from ASP.NET. And it’s (more) supported-ish.

    - by Bertrand Le Roy
    I’ve shown before how to resize images using GDI, which is fairly common but is explicitly unsupported because we know of very real problems that this can cause. Still, many sites still use that method because those problems are fairly rare, and because most people assume it’s the only way to get the job done. Plus, it works in medium trust. More recently, I’ve shown how you can use WPF APIs to do the same thing and get JPEG thumbnails, only 2.5 times faster than GDI (even now that GDI really ultimately uses WIC to read and write images). The boost in performance is great, but it comes at a cost, that you may or may not care about: it won’t work in medium trust. It’s also just as unsupported as the GDI option. What I want to show today is how to use the Windows Imaging Components from ASP.NET APIs directly, without going through WPF. The approach has the great advantage that it’s been tested and proven to scale very well. The WIC team tells me you should be able to call support and get answers if you hit problems. Caveats exist though. First, this is using interop, so until a signed wrapper sits in the GAC, it will require full trust. Second, the APIs have a very strong smell of native code and are definitely not .NET-friendly. And finally, the most serious problem is that older versions of Windows don’t offer MTA support for image decoding. MTA support is only available on Windows 7, Vista and Windows Server 2008. But on 2003 and XP, you’ll only get STA support. that means that the thread safety that we so badly need for server applications is not guaranteed on those operating systems. To make it work, you’d have to spin specialized threads yourself and manage the lifetime of your objects, which is outside the scope of this article. We’ll assume that we’re fine with al this and that we’re running on 7 or 2008 under full trust. Be warned that the code that follows is not simple or very readable. This is definitely not the easiest way to resize an image in .NET. Wrapping native APIs such as WIC in a managed wrapper is never easy, but fortunately we won’t have to: the WIC team already did it for us and released the results under MS-PL. The InteropServices folder, which contains the wrappers we need, is in the WicCop project but I’ve also included it in the sample that you can download from the link at the end of the article. In order to produce a thumbnail, we first have to obtain a decoding frame object that WIC can use. Like with WPF, that object will contain the command to decode a frame from the source image but won’t do the actual decoding until necessary. Getting the frame is done by reading the image bytes through a special WIC stream that you can obtain from a factory object that we’re going to reuse for lots of other tasks: var photo = File.ReadAllBytes(photoPath); var factory = (IWICComponentFactory)new WICImagingFactory(); var inputStream = factory.CreateStream(); inputStream.InitializeFromMemory(photo, (uint)photo.Length); var decoder = factory.CreateDecoderFromStream( inputStream, null, WICDecodeOptions.WICDecodeMetadataCacheOnLoad); var frame = decoder.GetFrame(0); We can read the dimensions of the frame using the following (somewhat ugly) code: uint width, height; frame.GetSize(out width, out height); This enables us to compute the dimensions of the thumbnail, as I’ve shown in previous articles. We now need to prepare the output stream for the thumbnail. WIC requires a special kind of stream, IStream (not implemented by System.IO.Stream) and doesn’t directlyunderstand .NET streams. It does provide a number of implementations but not exactly what we need here. We need to output to memory because we’ll want to persist the same bytes to the response stream and to a local file for caching. The memory-bound version of IStream requires a fixed-length buffer but we won’t know the length of the buffer before we resize. To solve that problem, I’ve built a derived class from MemoryStream that also implements IStream. The implementation is not very complicated, it just delegates the IStream methods to the base class, but it involves some native pointer manipulation. Once we have a stream, we need to build the encoder for the output format, which could be anything that WIC supports. For web thumbnails, our only reasonable options are PNG and JPEG. I explored PNG because it’s a lossless format, and because WIC does support PNG compression. That compression is not very efficient though and JPEG offers good quality with much smaller file sizes. On the web, it matters. I found the best PNG compression option (adaptive) to give files that are about twice as big as 100%-quality JPEG (an absurd setting), 4.5 times bigger than 95%-quality JPEG and 7 times larger than 85%-quality JPEG, which is more than acceptable quality. As a consequence, we’ll use JPEG. The JPEG encoder can be prepared as follows: var encoder = factory.CreateEncoder( Consts.GUID_ContainerFormatJpeg, null); encoder.Initialize(outputStream, WICBitmapEncoderCacheOption.WICBitmapEncoderNoCache); The next operation is to create the output frame: IWICBitmapFrameEncode outputFrame; var arg = new IPropertyBag2[1]; encoder.CreateNewFrame(out outputFrame, arg); Notice that we are passing in a property bag. This is where we’re going to specify our only parameter for encoding, the JPEG quality setting: var propBag = arg[0]; var propertyBagOption = new PROPBAG2[1]; propertyBagOption[0].pstrName = "ImageQuality"; propBag.Write(1, propertyBagOption, new object[] { 0.85F }); outputFrame.Initialize(propBag); We can then set the resolution for the thumbnail to be 96, something we weren’t able to do with WPF and had to hack around: outputFrame.SetResolution(96, 96); Next, we set the size of the output frame and create a scaler from the input frame and the computed dimensions of the target thumbnail: outputFrame.SetSize(thumbWidth, thumbHeight); var scaler = factory.CreateBitmapScaler(); scaler.Initialize(frame, thumbWidth, thumbHeight, WICBitmapInterpolationMode.WICBitmapInterpolationModeFant); The scaler is using the Fant method, which I think is the best looking one even if it seems a little softer than cubic (zoomed here to better show the defects): Cubic Fant Linear Nearest neighbor We can write the source image to the output frame through the scaler: outputFrame.WriteSource(scaler, new WICRect { X = 0, Y = 0, Width = (int)thumbWidth, Height = (int)thumbHeight }); And finally we commit the pipeline that we built and get the byte array for the thumbnail out of our memory stream: outputFrame.Commit(); encoder.Commit(); var outputArray = outputStream.ToArray(); outputStream.Close(); That byte array can then be sent to the output stream and to the cache file. Once we’ve gone through this exercise, it’s only natural to wonder whether it was worth the trouble. I ran this method, as well as GDI and WPF resizing over thirty twelve megapixel images for JPEG qualities between 70% and 100% and measured the file size and time to resize. Here are the results: Size of resized images   Time to resize thirty 12 megapixel images Not much to see on the size graph: sizes from WPF and WIC are equivalent, which is hardly surprising as WPF calls into WIC. There is just an anomaly for 75% for WPF that I noted in my previous article and that disappears when using WIC directly. But overall, using WPF or WIC over GDI represents a slight win in file size. The time to resize is more interesting. WPF and WIC get similar times although WIC seems to always be a little faster. Not surprising considering WPF is using WIC. The margin of error on this results is probably fairly close to the time difference. As we already knew, the time to resize does not depend on the quality level, only the size does. This means that the only decision you have to make here is size versus visual quality. This third approach to server-side image resizing on ASP.NET seems to converge on the fastest possible one. We have marginally better performance than WPF, but with some additional peace of mind that this approach is sanctioned for server-side usage by the Windows Imaging team. It still doesn’t work in medium trust. That is a problem and shows the way for future server-friendly managed wrappers around WIC. The sample code for this article can be downloaded from: http://weblogs.asp.net/blogs/bleroy/Samples/WicResize.zip The benchmark code can be found here (you’ll need to add your own images to the Images directory and then add those to the project, with content and copy if newer in the properties of the files in the solution explorer): http://weblogs.asp.net/blogs/bleroy/Samples/WicWpfGdiImageResizeBenchmark.zip WIC tools can be downloaded from: http://code.msdn.microsoft.com/wictools To conclude, here are some of the resized thumbnails at 85% fant:

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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • When should a bullet texture be loaded in XNA?

    - by Bill
    I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship DrawableGameComponent. My Ship has an array of 5 Bullet. What is the best way to manage the Bullet textures? Specifically, when should I be calling LoadTexture? Right now, my solution is to populate the Bullet array in the Ship's constructor, with LoadTexture being called in the Bullet constructor. The Bullet objects will be disabled/not visible except when they are active. Does the texture really need to be loaded once for each individual instance of the bullet object? This seems like a very processor-intensive operation. Note: This is a small-scale project, so I'm OK with not implementing a huge texture-management framework since there won't be more than half a dozen or so in the entire game. I'd still like to hear about scalable solutions for future applications, though.

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • OOP - Composition, Components and Composites Example?

    - by coder3
    I've been reading a bit about OOP in relation to Composition, Components and Composites. I believe I understand the fundamental principle (not sure). Can some one please provide a code example of a person or car (both have many properties) using Composition, Components and Composites. I think seeing it in code would clear up the confusion I have regarding this pattern. Preferably in Java or PHP - many thanks!

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • What's the recommended way of doing a HUD for an android game?

    - by joxnas
    Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (my case), do they ever use android components to control the game or do they create their components in the game? What are the general recommended approach, if there's any? How about more complex components like scrolling lists of items , etc? I would also appreciate you to pair your answer with a brief comment about how was your experience using the approach(es) you describe. Thanks :)

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  • Using components in the XNA Game State Management example?

    - by Zolomon
    In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a very hard time trying to tie this up. I tried extending the GameScreen class by adding a public property of public List<DrawableGameCompnent> components { get; set; } and then add my components to that list when I initialize the current screen as well as looping over the components in the LoadContent, Update and Draw methods. However, this doesn't feel like the correct way to go - mainly because it doesn't work when I get to the implementation of my GameplayScreen. Any thoughts?

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

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  • Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?

    - by cad
    I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits DrawableGameComponent public class ScreenMessagesComponent : Microsoft.Xna.Framework.DrawableGameComponent I override some methods like Initialize or LoadContent. But when I want to override draw I have a problem, I would like to pass some parameters to it. Overrided method does not allow me to pass parameters. public override void Draw(GameTime gameTime) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); // Where get framesPerSecond from??? spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } If I create a method with parameters, then I cannot override it and will not be automatically called: public void Draw(SpriteBatch spriteBatch, int framesPerSecond) { StringBuilder buffer = new StringBuilder(); buffer.AppendFormat("FPS: {0}\n", framesPerSecond); spriteBatch.DrawString(spriteFont, buffer.ToString(), fontPos, Color.Yellow); base.Draw(gameTime); } So my questions are: Is there a mechanism to pass parameter to a drawableGameComponent? What is the best practice? In general is a good practice to use GameComponents?

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  • JPA @OneToMany and composite PK

    - by Fleuri F
    Good Morning, I am working on project using JPA. I need to use a @OneToMany mapping on a class that has three primary keys. You can find the errors and the classes after this. If anyone has an idea! Thanks in advance! FF javax.persistence.PersistenceException: No Persistence provider for EntityManager named JTA_pacePersistence: Provider named oracle.toplink.essentials.PersistenceProvider threw unexpected exception at create EntityManagerFactory: javax.persistence.PersistenceException javax.persistence.PersistenceException: Exception [TOPLINK-28018] (Oracle TopLink Essentials - 2.0.1 (Build b09d-fcs (12/06/2007))): oracle.toplink.essentials.exceptions.EntityManagerSetupException Exception Description: predeploy for PersistenceUnit [JTA_pacePersistence] failed. Internal Exception: Exception [TOPLINK-7220] (Oracle TopLink Essentials - 2.0.1 (Build b09d-fcs (12/06/2007))): oracle.toplink.essentials.exceptions.ValidationException Exception Description: The @JoinColumns on the annotated element [private java.util.Set isd.pacepersistence.common.Action.permissions] from the entity class [class isd.pacepersistence.common.Action] is incomplete. When the source entity class uses a composite primary key, a @JoinColumn must be specified for each join column using the @JoinColumns. Both the name and the referenceColumnName elements must be specified in each such @JoinColumn. at oracle.toplink.essentials.internal.ejb.cmp3.EntityManagerSetupImpl.predeploy(EntityManagerSetupImpl.java:643) at oracle.toplink.essentials.ejb.cmp3.EntityManagerFactoryProvider.createEntityManagerFactory(EntityManagerFactoryProvider.java:196) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:110) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:83) at isd.pacepersistence.common.DataMapper.(Unknown Source) at isd.pacepersistence.server.MainServlet.getDebugCase(Unknown Source) at isd.pacepersistence.server.MainServlet.doGet(Unknown Source) at javax.servlet.http.HttpServlet.service(HttpServlet.java:718) at javax.servlet.http.HttpServlet.service(HttpServlet.java:831) at org.apache.catalina.core.ApplicationFilterChain.servletService(ApplicationFilterChain.java:411) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:290) at org.apache.catalina.core.StandardContextValve.invokeInternal(StandardContextValve.java:271) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:202) There is the source code of my classes : Action : @Entity @Table(name="action") public class Action { @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private int num; @ManyToOne(cascade= { CascadeType.PERSIST, CascadeType.MERGE, CascadeType.REFRESH }) @JoinColumn(name="domain_num") private Domain domain; private String name; private String description; @OneToMany @JoinTable(name="permission", joinColumns= { @JoinColumn(name="action_num", referencedColumnName="action_num", nullable=false, updatable=false) }, inverseJoinColumns= { @JoinColumn(name="num") }) private Set<Permission> permissions; public Action() { } Permission : @SuppressWarnings("serial") @Entity @Table(name="permission") public class Permission implements Serializable { @EmbeddedId private PermissionPK primaryKey; @ManyToOne @JoinColumn(name="action_num", insertable=false, updatable=false) private Action action; @ManyToOne @JoinColumn(name="entity_num", insertable=false, updatable=false) private isd.pacepersistence.common.Entity entity; @ManyToOne @JoinColumn(name="class_num", insertable=false, updatable=false) private Clazz clazz; private String kondition; public Permission() { } PermissionPK : @SuppressWarnings("serial") @Entity @Table(name="permission") public class Permission implements Serializable { @EmbeddedId private PermissionPK primaryKey; @ManyToOne @JoinColumn(name="action_num", insertable=false, updatable=false) private Action action; @ManyToOne @JoinColumn(name="entity_num", insertable=false, updatable=false) private isd.pacepersistence.common.Entity entity; @ManyToOne @JoinColumn(name="class_num", insertable=false, updatable=false) private Clazz clazz; private String kondition; public Permission() { }

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  • JPA @ManyToOne and composite PK

    - by Fleuri F
    Good Morning, I am working on project using JPA. I need to use a @ManyToOne mapping on a class that has three primary keys. You can find the errors and the classes after this. If anyone has an idea! Thanks in advance! FF javax.persistence.PersistenceException: No Persistence provider for EntityManager named JTA_pacePersistence: Provider named oracle.toplink.essentials.PersistenceProvider threw unexpected exception at create EntityManagerFactory: javax.persistence.PersistenceException javax.persistence.PersistenceException: Exception [TOPLINK-28018] (Oracle TopLink Essentials - 2.0.1 (Build b09d-fcs (12/06/2007))): oracle.toplink.essentials.exceptions.EntityManagerSetupException Exception Description: predeploy for PersistenceUnit [JTA_pacePersistence] failed. Internal Exception: Exception [TOPLINK-7220] (Oracle TopLink Essentials - 2.0.1 (Build b09d-fcs (12/06/2007))): oracle.toplink.essentials.exceptions.ValidationException Exception Description: The @JoinColumns on the annotated element [private java.util.Set isd.pacepersistence.common.Action.permissions] from the entity class [class isd.pacepersistence.common.Action] is incomplete. When the source entity class uses a composite primary key, a @JoinColumn must be specified for each join column using the @JoinColumns. Both the name and the referenceColumnName elements must be specified in each such @JoinColumn. at oracle.toplink.essentials.internal.ejb.cmp3.EntityManagerSetupImpl.predeploy(EntityManagerSetupImpl.java:643) at oracle.toplink.essentials.ejb.cmp3.EntityManagerFactoryProvider.createEntityManagerFactory(EntityManagerFactoryProvider.java:196) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:110) at javax.persistence.Persistence.createEntityManagerFactory(Persistence.java:83) at isd.pacepersistence.common.DataMapper.(Unknown Source) at isd.pacepersistence.server.MainServlet.getDebugCase(Unknown Source) at isd.pacepersistence.server.MainServlet.doGet(Unknown Source) at javax.servlet.http.HttpServlet.service(HttpServlet.java:718) at javax.servlet.http.HttpServlet.service(HttpServlet.java:831) at org.apache.catalina.core.ApplicationFilterChain.servletService(ApplicationFilterChain.java:411) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:290) at org.apache.catalina.core.StandardContextValve.invokeInternal(StandardContextValve.java:271) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:202) There is the source code of my classes : Action : @Entity @Table(name="action") public class Action { @Id @GeneratedValue(strategy=GenerationType.IDENTITY) private int num; @ManyToOne(cascade= { CascadeType.PERSIST, CascadeType.MERGE, CascadeType.REFRESH }) @JoinColumn(name="domain_num") private Domain domain; private String name; private String description; @OneToMany @JoinTable(name="permission", joinColumns= { @JoinColumn(name="action_num", referencedColumnName="action_num", nullable=false, updatable=false) }, inverseJoinColumns= { @JoinColumn(name="num") }) private Set<Permission> permissions; public Action() { } Permission : @SuppressWarnings("serial") @Entity @Table(name="permission") public class Permission implements Serializable { @EmbeddedId private PermissionPK primaryKey; @ManyToOne @JoinColumn(name="action_num", insertable=false, updatable=false) private Action action; @ManyToOne @JoinColumn(name="entity_num", insertable=false, updatable=false) private isd.pacepersistence.common.Entity entity; @ManyToOne @JoinColumn(name="class_num", insertable=false, updatable=false) private Clazz clazz; private String kondition; public Permission() { } PermissionPK : @SuppressWarnings("serial") @Entity @Table(name="permission") public class Permission implements Serializable { @EmbeddedId private PermissionPK primaryKey; @ManyToOne @JoinColumn(name="action_num", insertable=false, updatable=false) private Action action; @ManyToOne @JoinColumn(name="entity_num", insertable=false, updatable=false) private isd.pacepersistence.common.Entity entity; @ManyToOne @JoinColumn(name="class_num", insertable=false, updatable=false) private Clazz clazz; private String kondition; public Permission() { }

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