Search Results

Search found 15233 results on 610 pages for 'ssis design patterns'.

Page 160/610 | < Previous Page | 156 157 158 159 160 161 162 163 164 165 166 167  | Next Page >

  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

    Read the article

  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

    Read the article

  • High resolution graphical representation of the Earth's surface

    - by Simon
    I've got a library, which I inherited, which presents a zoomable representation of the Earth. It's a Mercator projection and is constructed from triangles, the properties of which are stored in binary files. The surface is built up, for any given view port, by drawing these triangles in an overlapping fashion to produce the image. The definition of each triangle is the lat/long of the vertices. It looks OK at low values of zoom but looks progressively more ragged as the user zooms in. The view ports are primarily referenced though a rectangle of lat/long co-ordinates. I'd like to replace it with a better quality approach. The problem is, I don't know where to begin researching the options as I am not familiar either with the projections needed nor the graphics techniques used to render them. For example, I imagine that I could acquire high resolution images, say Mercator projections although I'm open to anything, break them into tiles and somehow wrap them onto a graphical representation of a sphere. I'm not asking for "how do I", more where should I begin to understand what might be involved and the techniques I will need to learn. I am most grateful for any "Earth rendering 101" pointers folks might have.

    Read the article

  • Best scripting language for project [on hold]

    - by Dave
    This is a subjective question, but I don't know where else to ask it. I'd appreciate it if someone could direct me to an appropriate scripting language for my project. I'm a little new at this so I'd appreciate any help. The project is a website that will display a list of photo subject groups (such as "nature" "people" "sports" etc) on the home page. The photos will all be in subdirectories of the main photo directory (photos) and each subject group will represent a subdirectory in photos. For example in directory photos there might be 3 subdirectories, "nature" "people" "sports" and in each of those subdirectories there will be the actual photos. The idea is that when the website owner wants to update/add/delete a subject group all he has to do is add, delete or update a subdirectory of the photos directory. This means, I think, that I need a scripting language that can read the directories and files in the website and then send a web page with the information in it. What is the simplest and easiest scripting language to do this in? Any ideas? Thanks

    Read the article

  • Automated testing tool development challenges (for embedded software)

    - by Karthi prime
    My boss want to come up with the proposal for the following tool: An IDE: Able to build, compile, debug, via JTAG programming for the micro-controller. A Test Suite, reads the code in the IDE, auto generates the test cases, and it gives the in-target unit testing results(which is done by controlling code execution in the micro-controller via IDE). A no-overhead code coverage tool which interacts with the test suite and IDE. My work is to obtain the high level architecture of this tool, so as to proceed further. My current knowledge: There are tool-chains available from the chip manufacturer for the micro-controllers which can be utilized along with an open-source IDE like Eclipse, and along with an open-source burner, a complete IDE for a micro-controller can be done. Test cases can be auto-generated by reading the source file through the process of parsing, scripting, based on keywords. Test suite must be able to command the IDE to control, through breakpoints, and read the register contents from the microcontroller - This enables the in-target unit testing. An no-overhead code coverage should be done by no-overhead code instrumentation so as to execute those in the resource constraint environment of the micro-controller. I have the following questions: Any advice on the validity of my understanding? What are the challenges I will have during the development? What are the helpful open-source tools regarding this? What is the development time for this software? Thanks

    Read the article

  • AngularJS: structuring a web application with multiple ng-apps

    - by mg1075
    The blogosphere has a number of articles on the topic of AngularJS app structuring guidelines such as these (and others): http://www.johnpapa.net/angular-app-structuring-guidelines/ http://codingsmackdown.tv/blog/2013/04/19/angularjs-modules-for-great-justice/ http://danorlando.com/angularjs-architecture-understanding-modules/ http://henriquat.re/modularizing-angularjs/modularizing-angular-applications/modularizing-angular-applications.html However, one scenario I have yet to come across for guidelines and best practices is the case where you have a large web application containing multiple "mini-spa" apps, and the mini-spa apps all share a certain amount of code. I am not referring to the case of trying to have multiple ng-app declarations on the same page; rather, I mean different sections of a large site that have their own, unique ng-app declaration. As Scott Allen writes in his OdeToCode blog: One scenario I haven't found addressed very well is the scenario where multiple apps exist in the same greater web application and require some shared code on the client. Are there any recommended approaches to take, pitfalls to avoid, or good sample structures of this scenario that you can point to?

    Read the article

  • Keep user and user profile in different tables?

    - by Andrey
    I have seen in a couple of projects that developers prefer to keep essential user info in one table (email/login, password hash, screen name) and rest of the non essential user profile in another (creation date, country, etc). By non-essential I mean that this data is needed only occasionally. Obvious benefit is that if you are using ORM querying less fields is obviously good. But then you can have two entities mapped to same table and this will save you from querying stuff you don't need (while being more convenient). Does anybody know any other advantage of keeping these things in two tables?

    Read the article

  • Code Line Delimiter [closed]

    - by John Isaiah Carmona
    Possible Duplicate: Why are statements in many programming languages terminated by semicolons? I just found out that R Programming Language, which is somewhat belong to the C family (I'm not sure about this but it uses {} instead of begin end), uses a new line as a delimiter for a new line of code instead of the semi-colon ;. Why is some programming language designed to use a new line instead of a symbol like semi-colon which I think will make the code more readable? Phyton total = item_one + \ item_two + \ item_three C total = item_one + item_two + item_three;

    Read the article

  • Anti aliasing problem

    - by byronyasgur
    I am auditioning fonts on google web fonts and one that I was discounting was Ubuntu because it looked a bit jagged ( screenshot below taken straight from google); however afterward I read an article where it was mentioned as a good choice, and there was a screenshot where it looked really good ( to me anyway ). I am using windows 7 and have tried looking at it in chrome and firefox. I notice the same thing with some other fonts but this one is a good example because it looks perfect in the screenshot but not so good when I look at it on their site. I know this essentially is a question about setting my computer, but I thought that this would be the best place to pose the question: Is there something wrong with the settings on my machine seeing as it's obviously not showing the font the same on my computer as it did when the article writer downloaded it and used it in an image. The screenshot from Google ... The screenshot from the article above ...

    Read the article

  • Best Option for Creating A Small Church Website

    - by Jim
    I've been asked to create a website for a small church. Their prior site was hosted on geocities which is no longer. They are not looking for anything robust, just an informational site with a calendar and maybe a contact form. The church would also like to be able to administer the site with little technical know-how. Cost is also an issue. Given these requirements, something like sites.google.com seems like a good option. However, my main concern is that Sites will suffer the same fate as geocities. It is definitely not a flagship Google product. Are there other good alternatives that fit the requirements?

    Read the article

  • Algorithms for rainfall + river creation in procedurally generated terrain

    - by Peck
    I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps. So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level. Are there any documented algorithms with this or are they more off the cuff? Would love any advice/thoughts.

    Read the article

  • Help parsing long (3.5mil lines) text file, line by line and storing data, need a strategy

    - by Jarrod
    This is a question about solving a particular problem I am struggling with, I am parsing a long list of text data, line by line for a business app in PHP (cron script on the CLI). The file follows the format: HD: Some text here {text here too} DC: A description here DC: the description continues here DC: and it ends here. DT: 2012-08-01 HD: Next header here {supplemental text} ... this repeats over and over for a few hundred megs I have to read each line, parse out the HD: line and grab the text on this line. I then compare this text against data stored in a database. When a match is found, I want to then record the following DC: lines that succeed the matched HD:. Pseudo code: while ( the_file_pointer_isnt_end_of_file) { line = getCurrentLineFromFile title = parseTitleFrom(line) matched = searchForMatchInDB(line) if ( matched ) { recordTheDCLines // <- Best way to do this? } } My problem is that because I am reading line by line, what is the best way to trigger the script to start saving DC lines, and then when they are finished save them to the database? I have a vague idea, but have yet to properly implement it. I would love to hear the communities ideas\suggestions! Thank you.

    Read the article

  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

    Read the article

  • How does Python compile some its code in C?

    - by Howcan
    I read that some constructs of Python are more efficient because they are compiled in C. https://wiki.python.org/moin/PythonSpeed/PerformanceTips Some of the examples used were map() and filter(). I was wondering how Python is able to do this? It's generally interpreted, so how does some of the code get compiled while another is interpreted - and in a different language? Why not just compile the whole thing?

    Read the article

  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

    Read the article

  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

    Read the article

  • Is there a simple isometric graphical game engine (using vectors?) that could be used for a (multiplayer) crafting/farming game? [closed]

    - by Renier Wijnen
    Possible Duplicate: Good, free isometric game engine? With little game development experience (albeit having graphical skills and some programming knowledge) a group currently working on a game used to explain permaculture through interaction would like to create a simple concept game. Is there a specific engine or set of tools we could used to achieve this? Being able to make it an (online) multiplayer game would be much preferred. Thank you in advance for your input.

    Read the article

  • 24 Hours of PASS next week, pre-con preview style

    - by drsql
    I will be doing my Characteristics of a Great Relational Database , which is a session that I haven’t done since last PASS. When I was asked about doing this Summit Preview version of 24 hours of PASS, I decided that I would do this session, largely because it is kind of light and fun, but also because it is either going to be the basis of the end section of my pre-con at the summit or it is going to be the section of the pre-con we don’t get to because we are so involved in working out designs that...(read more)

    Read the article

  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

    Read the article

  • How can I store all my level data in a single file instead of spread out over many files?

    - by Jon
    I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player moves over a section that doesn't have a file associated with the position, a new file is created. This works great, and is very fast. My issue, is that as you are playing the file count gets larger and larger. I'm wondering what are techniques that can be used to alleviate the file count, without taking a performance hit. I am interested in how you would store/seek/update this data in a single file instead of multiple files efficiently.

    Read the article

  • How to safely copy an object?

    - by Prog
    This question is going to be a little long. Please bear with me. Something that happened in a project of mine made me think about how to safely copy objects. I'll present the situation I had and then ask a question. There was a class SomeClass: class SomeClass{ Thing[] things; public SomeClass(Thing[] things){ this.things = things; } // irrelevant stuff omitted public SomeClass copy(){ return new SomeClass(things); } } There was another class Processor that takes SomeClass objects, copies them (via someClassInstance.copy()), manipulates the copy's state, and returns the copy. Here it is: class Processor{ public SomeClass processObject(SomeClass object){ SomeClass copy = object.copy(); manipulateTheCopy(copy); return copy; } // irrelevant stuff omitted } I ran this, and it had bugs. I looked into these bugs, and it turned out that the manipulations Processor does on copy actually affect not only the copy, but also the original SomeClass object that was passed into processObject. I found out that it was because the original and the copy shared state - because the original passed it's field things into the copy when creating it. This made me realize that copying objects is harder than simply instantiating them with the same fields as the original. For the two objects to be completely disconnected, without any shared state, each of the fields passed to the copy also has to be copied. And if that object contains other objects - they have to be copied too. And so on. So basically, in order to be able to actually copy an object, each class in the system must have a copy() method, that also invokes copy() on all of it's fields, and so on. So for example, for copy() in SomeClass to work, it needs to look like this: public SomeClass copy(){ Thing[] copyThings = new Thing[things.length]; for(int i=0; i<things.length; i++) copyThings[i] = things[i].copy(); return new SomeClass(copyThings); } And if Thing has object fields of it's own, than it's own copy() method must be appropriate: class Thing{ Apple apple; Pencil pencil; int number; public Thing(Apple apple, Pencil pencil, int number){ this.apple = apple; this.pencil = pencil; this.number = number; } public Thing copy(){ // 'number' is a primitve. return new Thing(apple.getCopy(), pencil.getCopy(), number); } } And so on. Of course, instead of all classes having a copy() method, the copying mechanism can happen in all of the getters and the constructors of classes (unless places where it isn't suitable, for example when the field points to an external object, not to an object that 'is part' of this object). Still, that means that in order to be able to safely copy an object - most classes would have to have copying mechanisms in their getters. My question is divided into two parts: How frequently do you need to get a copy of an object? Is this a regular issue? Is the technique described common and/or reasonable? Or is there a better way to make safe copies of objects? Or is there an easier way to safely copy objects, without them sharing any state?

    Read the article

  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some respawn timer so, other than time, there really isn't a good way to limit the amount of new currency entering the system. So that really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

    Read the article

  • Trying to Integrate Five9 and Apptivio [on hold]

    - by David Mitchell
    Five9 is a calling system application and Apptivio will be used to store client information for purchased products. Specifically what I need is an example code that will allow me to access Five9's CRM system using the access key and transfer a persons first and last name, for example, to Apptivio. The issue is I have never dealt with this type of system and I cannot find any information for it other than the Web2Campaign that was sent to me by Five9. Lets say this is the code from Five9 F9key=first_name&F9key=last_name&first_name=jon&last_name=smith Once this information is placed into Five9 I must update Apptivio with this information. I am lost as to how to send this information to Apptivio.

    Read the article

  • Creating a shared library that might be used with desktop applications and web projects

    - by dreza
    I have been involved in a number of MVC.NET and c# desktop projects in our company over the last year or so while also managing to kept my nose poked into other projects (in a read-only learning capacity of course). From this I've noticed that across the various projects and teams there is a-lot of functionality that has been well designed against good interfaces and abstractions. Because we tend to like our own work at times, I noticed a couple of projects had the exact same class, method copied into it as it had obviously worked on one and so was easily moved to a new project (probably by the same developer who originally wrote it) I mentioned this fact in one of our programmer meetings we have occasionally and suggested we pull some of this functionality into a core company library that we can build up over time and use across multiple projects. Everyone agreed and I started looking into this possibility. However, I've come across a stumbling block pretty early on. Our team primarily focuses on MVC at the moment and we have projects mainly in 2.0 but are starting to branch to 3.0. We also have a number of desktop applications that might benefit from some shared classes and basic helper methods. Initially when creating this DLL I included some shared classes that could be used across any project type (Web, Client etc) but then I started looking at adding some shared modules that would be useful in our MVC applications only. However this meant I had to include a reference to some Microsoft Web DLL's in order to leverage some of the classes I was creating (at this stage MVC 2.0). Now my issue is that we have a shared DLL that has references to web specific libraries that could also possibly be used in a client application. Not only that, our DLL referenced initially MVC 2.0 and we will eventually move onto MVC 3.0 for all projects. But alot of the classes in this library I expect to still be relevant to MVC 3 etc Our code within this DLL is separated into it's own namespaces such as: CompanyDLL.Primitives CompanyDLL.Web.Mvc CompanyDLL.Helpers etc etc So, my questions are: Is it OK to do a shared library like this, or if we have web specific features in it should we create a separate web DLL only targeted at a specific framework or MVC version? If it's OK, what kind of issues might we face when using the library that references MVC 2 in a MVC 3 project for example. I would be thinking that we might run into some sort of compatibility issue, or even issues where the developers using the library doesn't realize they need MVC 2.0 libraries. They might only want to use some of the generic classes etc The concept seemed like a good idea at the time, but I'm starting to think maybe it's not really a practical solution. But the number of times I've seen copied classes and methods across projects because they are proven tested code is a bit unnerving to be perfectly honest!

    Read the article

  • Trying to make a universe [on hold]

    - by caters
    I am wanting to program a universe so that it starts with a big bang and atoms form and then molecules form and stars start to form and planets start to form and then moons around those planets. I have a few questions. If 400 IPMUs(In Program Mass Units) = 1 solar mass than how would I calculate the number of IPMUs for a spectral class of star given the range of solar masses for a main sequence star in that spectral class? How can I have planets not look like stars? Since whether it is a subdwarf, main sequence star, subgiant, giant, bright giant, supergiant, or hypergiant is mainly dependent on the radius and luminosity how can I have the radius and luminosity independent of the mass?

    Read the article

< Previous Page | 156 157 158 159 160 161 162 163 164 165 166 167  | Next Page >