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  • Read Committed isolation level, indexed views and locking behavior

    - by Michael Zilberstein
    From BOL, " Key-Range Locking " article: Key-range locks protect a range of rows implicitly included in a record set being read by a Transact-SQL statement while using the serializable transaction isolation level . The serializable isolation level requires that any query executed during a transaction must obtain the same set of rows every time it is executed during the transaction. A key range lock protects this requirement by preventing other transactions from inserting new rows whose...(read more)

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  • Which approach would lead to an API that is easier to use?

    - by Clem
    I'm writing a JavaScript API and for a particular case, I'm wondering which approach is the sexiest. Let's take an example: writing a VideoPlayer, I add a getCurrentTime method which gives the elapsed time since the start. The first approach simply declares getCurrentTime as follows: getCurrentTime():number where number is the native number type. This approach includes a CURRENT_TIME_CHANGED event so that API users can add callbacks to be aware of time changes. Listening to this event would look like the following: myVideoPlayer.addEventListener(CURRENT_TIME_CHANGED, function(evt){ console.log ("current time = "+evt.getDispatcher().getCurrentTime()); }); The second approach declares getCurrentTime differently: getCurrentTime():CustomNumber where CustomNumber is a custom number object, not the native one. This custom object dispatches a VALUE_CHANGED event when its value changes, so there is no need for the CURRENT_TIME_CHANGED event! Just listen to the returned object for value changes! Listening to this event would look like the following: myVideoPlayer.getCurrentTime().addEventListener(VALUE_CHANGED, function(evt){ console.log ("current time = "+evt.getDispatcher().valueOf()); }); Note that CustomNumber has a valueOf method which returns a native number that lets the returned CustomNumber object being used as a number, so: var result = myVideoPlayer.getCurrentTime()+5; will work! So in the first approach, we listen to an object for a change in its property's value. In the second one we directly listen to the property for a change on its value. There are multiple pros and cons for each approach, I just want to know which one the developers would prefer to use!

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  • Keeping an Eye on Your Storage

    - by Fatherjack
    There are plenty of resources that advise you about looking for signs that your storage hardware is having problems. SQL Server Alerts for 823, 824 and 825 are covered here by Paul Randall of SQL Skills: http://www.sqlskills.com/blogs/paul/a-little-known-sign-of-impending-doom-error-825/ and here by me: https://www.simple-talk.com/blogs/2011/06/27/alerts-are-good-arent-they/. Now until very recently I wasn’t aware that there was a different way to track the 823 + 824 errors. It was by complete chance that I happened to be searching about in the msdb database when I found the suspect_pages table. Running a query against it I got zero rows. This, as it turns out is a good thing. Highlighting the table name and pressing F1 got me nowhere – Is it just me or does Books Online fail to load properly for no obvious reason sometimes? So I typed the table name into the search bar and got my local version of http://msdn.microsoft.com/en-us/library/ms174425.aspx. From that we get the following description: Contains one row per page that failed with a minor 823 error or an 824 error. Pages are listed in this table because they are suspected of being bad, but they might actually be fine. When a suspect page is repaired, its status is updated in the event_type column. So, in the table we would, on healthy hardware, expect to see zero rows but on disks that are having problems the event_type column would show us what is going on. Where there are suspect pages on the disk the rows would have an event_type value of 1, 2 or 3, where those suspect pages have been restored, repaired or deallocated by DBCC then the value would be 4, 5 or 7. Having this table means that we can set up SQL Monitor to check the status of our hardware as we can create a custom metric based on the query below: USE [msdb] go SELECT COUNT(*) FROM [dbo].[suspect_pages] AS sp All we need to do is set the metric to collect this value and set an alert to email when the value is not 1 and we are then able to let SQL Monitor take care of our storage. Note that the suspect_pages table does not have any updates concerning Error 825 which the links at the top of the page cover in more detail. I would suggest that you set SQL Monitor to alert on the suspect_pages table in addition to other taking other measures to look after your storage hardware and not have it as your only precaution. Microsoft actually pass ownership and administration of the suspect_pages table over to the database administrator (Manage the suspect_pages Table (SQL Server)) and in a surprising move (to me at least) advise DBAs to actively update and archive data in it. The table will only ever contain a maximum of 1000 rows and once full, new rows will not be added. Keeping an eye on this table is pretty important, although In my opinion, if you get to 1000 rows in this table and are not already waiting for new disks to be added to your server you are doing something wrong but if you have 1000 rows in there then you need to move data out quickly because you may be missing some important events on your server.

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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Simple (I hope) Excel question about

    - by Princess
    I am doing a directory for my neighborhood. We had most of the information from a previous directory. The information was entered: A1 name, B1 address and C1 phone number; B1 name, B2 address, C2 phone number etc. The publisher wants the information in a different format A1 name, A2 address, A3 phone number, A4 blank; A5 name, A6 address, A7 phone number, A8 blank etc... Is there an easy (or heck - a not so easy) way to have Excel change the format of the information without me having to hand type 1300 households information? I will also need to reformat the information a second time into a crisscross. The format for that one is: A1 Street name, A2 Address Number, B2 Resident Name and C2 Phone number.

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  • Business Intelligence (BI) Defined

    CIO.com defines Business Intelligence (BI) as a generic reference to a collection of applications that are used to analyze raw organizational data. Typical BI activities include data mining, online analytical processing, querying and reporting. They further explain that the primary reason why a company would utilize BI is to make their more data accessible. The more accessible data is to the users the faster they can identify ways to reduce business cost, discover new business opportunities, and react quickly to adjust prices based on current supply and demand. One area in which a hospital system could use BI derived from a data warehouse can be seen in the Emergency Room (ER) in regards to the number of doctors and nurse they have working during a full moon for each ER location. In order determine this BI needs to determine a trend in the number of patients seen on a full moon, further more they also need to determine the optimal number of staff members working during a full moon be determining the number of employees to patients ration needed to meet standard patient times and also be the most cost effective for the hospital.  This will allow the hospital system to estimate the number of potential patients they will have on the next full moon and adjust their staff schedules accordingly to ensure that patient care is not affected in any way do the influx or lack of influx of patients during this time while also ensuring that they are only working the minimum number of employees to ensure that they still making a profit. Another area where a hospital system could use BI data regards their orders paced to drug and medical supply companies. BI could define trends in prescriptions given to patients, this information could be used for ordering new supplies and forecasting the amount of medicine each hospital needs to keep on site at a given time. For example, a hospital might want to stock up on materials need to set bones in a cast prior to the summer because their BI indicates that a majority of broken bones occur during the summer due to children being out of school and they have more free time.

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  • Get 100 highest numbers from an infinite list

    - by Sachin Shanbhag
    One of my friend was asked this interview question - "There is a constant flow of numbers coming in from some infinite list of numbers out of which you need to maintain a datastructure as to return the top 100 highest numbers at any given point of time. Assume all the numbers are whole numbers only." This is simple, you need to keep a sorted list in descending order and keep a track on lowest number in that list. If new number obtained is greater than that lowest number then you have to remove that lowest number and insert the new number in sorted list as required. Then question was extended - "Can you make sure that the Order for insertion should be O(1)? Is it possible?" As far as I knew, even if you add a new number to list and sort it again using any sort algorithm, it would by best be O(logn) for quicksort (I think). So my friend told it was not possible. But he was not convinced, he asked to maintain any other data structure rather than a list. I thought of balanced Binary tree, but even there you will not get the insertion with order of 1. So the same question I have too now. Wanted to know if there is any such data structure which can do insertion in Order of 1 for above problem or it is not possible at all.

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • Storage of leftover values in a situation of having to round down

    - by jt0dd
    I'm writing an app (client and server side) where the number of sales required by each employee must be kept track of in round-number form. Each month, the employees are required to sell a certain number, and this app needs to keep track of how many sales must be made for each 12 hour interval during the work week. Because I have to round the values down to a whole number, I must keep track of leftovers in the rounding process and ensure that they are always carried over. My method must ensure the storage of the leftover value even when client and server side crash, restart, close, etc. Right now, I'm working on doing this by storing the leftovers in a field in the user's account row in the database each time a value is rounded, reading the stored value, removing any portion that is used (when a whole number is reached, most of the leftover is used up), and storing the new value. This practice seems weird because while the leftovers are calculated on the client side, it's the same number for each employee, and every employee using the app is storing a copy of the same leftover data. Alternatively, I could have all clients store the data at once into the same data field on a general table, but this is just as weird. Is there a better way that this can be handled or is my method correct?

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • Help me with this logic (newbie) [migrated]

    - by Surendra
    I need to generate a half pyramid number series with the entered starting number and the number of lines in a html page using Javascript and show the result in html page . I have done the Java scripting and stuff . What I don't get is the logic to it. Take a look at this you may get an idea what I'm talking about: Here is my function in Javascript that will be triggered on a button click function doFunction(){ var enteredNumber=document.getElementById("start"); var lines=document.getElementById("lines"); var result; for(i=0;i<=lines.value;i++) { for(j=enteredNumber.value;j<=i;j++) { document.write(j + "&nbsp;" + "&nbsp;"); } document.write("<br />"); } } Help me with the logic to print following order: 1 1 2 1 2 3 1 2 3 4 1 2 3 4 5 There is a condition. I will specify $start and $lines. If $start = 5 and $lines = 3 then output should be like: 5 5 6 5 6 7 I have had used the for loop , but that doesn't work if I give my own start number that is higher than the number of lines. I actually need it done with Javascript, I have had done the necessary but I'm confused with the logic to generate such series (with the user given values) I had actually used two for loops to generate the regular number series like below 1 1 2 1 2 3 and so on.

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Win 8 start screen resolution

    - by Abhijith
    My screen resolution is 1280x1024 running Win 8 RP I formatted my computer and reinstalled Win 8 CP because I had too many BSODs. When I installed Win 8 CP and created a local account. I had 5(or 6) tiles per column. But once I switched to the Microsoft account to get my synced wallpaper and lock-screen, the Start screen resolution changed and I got a max 3 tiles per column. The size of all metro apps including the Settings app changed and became awkwardly bigger. Is there a way to get back 5 tiles per column? Essentially changing the resolution of the start screen?

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • Join 2 children tables with a parent tables without duplicated

    - by user1847866
    Problem I have 3 tables: People, Phones and Emails. Each person has an UNIQUE ID, and each person can have multiple numbers or multiple emails. Simplified it looks like this: +---------+----------+ | ID | Name | +---------+----------+ | 5000003 | Amy | | 5000004 | George | | 5000005 | John | | 5000008 | Steven | | 8000009 | Ashley | +---------+----------+ +---------+-----------------+ | ID | Number | +---------+-----------------+ | 5000005 | 5551234 | | 5000005 | 5154324 | | 5000008 | 2487312 | | 8000009 | 7134584 | | 5000008 | 8451384 | +---------+-----------------+ +---------+------------------------------+ | ID | Email | +---------+------------------------------+ | 5000005 | [email protected] | | 5000005 | [email protected] | | 5000008 | [email protected] | | 5000008 | [email protected] | | 5000008 | [email protected] | | 8000009 | [email protected] | | 5000004 | [email protected] | +---------+------------------------------+ I am trying to joining them together without duplicates. It works great, when I try to join only Emails with People or only Phones with People. SELECT People.Name, People.ID, Phones.Number FROM People LEFT OUTER JOIN Phones ON People.ID=Phones.ID ORDER BY Name, ID, Number; +----------+---------+-----------------+ | Name | ID | Number | +----------+---------+-----------------+ | Steven | 5000008 | 8451384 | | Steven | 5000008 | 24887312 | | John | 5000005 | 5551234 | | John | 5000005 | 5154324 | | George | 5000004 | NULL | | Ashley | 8000009 | 7134584 | | Amy | 5000003 | NULL | +----------+---------+-----------------+ SELECT People.Name, People.ID, Emails.Email FROM People LEFT OUTER JOIN Emails ON People.ID=Emails.ID ORDER BY Name, ID, Email; +----------+---------+------------------------------+ | Name | ID | Email | +----------+---------+------------------------------+ | Steven | 5000008 | [email protected] | | Steven | 5000008 | [email protected] | | Steven | 5000008 | [email protected] | | John | 5000005 | [email protected] | | John | 5000005 | [email protected] | | George | 5000004 | [email protected] | | Ashley | 8000009 | [email protected] | | Amy | 5000003 | NULL | +----------+---------+------------------------------+ However, when I try to join Emails and Phones on People - I get this: SELECT People.Name, People.ID, Phones.Number, Emails.Email FROM People LEFT OUTER JOIN Phones ON People.ID = Phones.ID LEFT OUTER JOIN Emails ON People.ID = Emails.ID ORDER BY Name, ID, Number, Email; +----------+---------+-----------------+------------------------------+ | Name | ID | Number | Email | +----------+---------+-----------------+------------------------------+ | Steven | 5000008 | 8451384 | [email protected] | | Steven | 5000008 | 8451384 | [email protected] | | Steven | 5000008 | 8451384 | [email protected] | | Steven | 5000008 | 24887312 | [email protected] | | Steven | 5000008 | 24887312 | [email protected] | | Steven | 5000008 | 24887312 | [email protected] | | John | 5000005 | 5551234 | [email protected] | | John | 5000005 | 5551234 | [email protected] | | John | 5000005 | 5154324 | [email protected] | | John | 5000005 | 5154324 | [email protected] | | George | 5000004 | NULL | [email protected] | | Ashley | 8000009 | 7134584 | [email protected] | | Amy | 5000003 | NULL | NULL | +----------+---------+-----------------+------------------------------+ What happens is - if a Person has 2 numbers, all his emails are shown twice (They can not be sorted! which means they can not be removed by @last) What I want: Bottom line, playing with the @last, I want to end up with somethig like this, but @last won't work if I don't arrange ORDER columns in the righ way - and this seems like a big problem..Orderin the email column. Because seen from the example above: Steven has 2 phone number and 3 emails. The JOIN Emails with Numbers happens with each email - thus duplicated values that can not be sorted (SORT BY does not work on them). **THIS IS WHAT I WANT** +----------+---------+-----------------+------------------------------+ | Name | ID | Number | Email | +----------+---------+-----------------+------------------------------+ | Steven | 5000008 | 8451384 | [email protected] | | | | 24887312 | [email protected] | | | | | [email protected] | | John | 5000005 | 5551234 | [email protected] | | | | 5154324 | [email protected] | | George | 5000004 | NULL | [email protected] | | Ashley | 8000009 | 7134584 | [email protected] | | Amy | 5000003 | NULL | NULL | +----------+---------+-----------------+------------------------------+ Now I'm told that it's best to keep emails and number in separated tables because one can have many emails. So if it's such a common thing to do, what isn't there a simple solution? I'd be happy with a PHP Solution aswell. What I know how to do by now that satisfies it, but is not as pretty. If I do it with GROUP_CONTACT I geat a satisfactory result, but it doesn't look as pretty: I can't put a "Email type = work" next to it. SELECT People.Ime, GROUP_CONCAT(DISTINCT Phones.Number), GROUP_CONCAT(DISTINCT Emails.Email) FROM People LEFT OUTER JOIN Phones ON People.ID=Phones.ID LEFT OUTER JOIN Emails ON People.ID=Emails.ID GROUP BY Name; +----------+----------------------------------------------+---------------------------------------------------------------------+ | Name | GROUP_CONCAT(DISTINCT Phones.Number) | GROUP_CONCAT(DISTINCT Emails.Email) | +----------+----------------------------------------------+---------------------------------------------------------------------+ | Steven | 8451384,24887312 | [email protected],[email protected],[email protected] | | John | 5551234,5154324 | [email protected],[email protected] | | George | NULL | [email protected] | | Ashley | 7134584 | [email protected] | | Amy | NULL | NULL | +----------+----------------------------------------------+---------------------------------------------------------------------+

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  • Phone-book Database Help - Python

    - by IDOntWantThat
    I'm new to programming and have an assignment I've been working at for awhile. I understand defining functions and a lot of the basics but I'm kind of running into a brick wall at this point. I'm trying to figure this one out and don't really understand how the 'class' feature works yet. I'd appreciate any help with this one; also any help with some python resources that have can dummy down how/why classes are used. You've been going to work on a database project at work for sometime now. Your boss encourages you to program the database in Python. You disagree, arguing that Python is not a database language but your boss persists by providing the source code below for a sample telephone database. He asks you to do two things: Evaluate the existing source code and extend it to make it useful for managers in the firm. (You do not need a GUI interface, just work on the database aspects: data entry and retrieval - of course you must get the program to run or properly work He wants you to critically evaluate Python as a database tool. Import the sample code below into the Python IDLE and enhance it, run it and debug it. Add features to make this a more realistic database tool by providing for easy data entry and retrieval. import shelve import string UNKNOWN = 0 HOME = 1 WORK = 2 FAX = 3 CELL = 4 class phoneentry: def __init__(self, name = 'Unknown', number = 'Unknown', type = UNKNOWN): self.name = name self.number = number self.type = type # create string representation def __repr__(self): return('%s:%d' % ( self.name, self.type )) # fuzzy compare or two items def __cmp__(self, that): this = string.lower(str(self)) that = string.lower(that) if string.find(this, that) >= 0: return(0) return(cmp(this, that)) def showtype(self): if self.type == UNKNOWN: return('Unknown') if self.type == HOME: return('Home') if self.type == WORK: return('Work') if self.type == FAX: return('Fax') if self.type == CELL: return('Cellular') class phonedb: def __init__(self, dbname = 'phonedata'): self.dbname = dbname; self.shelve = shelve.open(self.dbname); def __del__(self): self.shelve.close() self.shelve = None def add(self, name, number, type = HOME): e = phoneentry(name, number, type) self.shelve[str(e)] = e def lookup(self, string): list = [] for key in self.shelve.keys(): e = self.shelve[key] if cmp(e, string) == 0: list.append(e) return(list) # if not being loaded as a module, run a small test if __name__ == '__main__': foo = phonedb() foo.add('Sean Reifschneider', '970-555-1111', HOME) foo.add('Sean Reifschneider', '970-555-2222', CELL) foo.add('Evelyn Mitchell', '970-555-1111', HOME) print 'First lookup:' for entry in foo.lookup('reifsch'): print '%-40s %s (%s)' % ( entry.name, entry.number, entry.showtype() ) print print 'Second lookup:' for entry in foo.lookup('e'): print '%-40s %s (%s)' % ( entry.name, entry.number, entry.showtype() ) I'm not sure if I'm on the right track but here is what I have so far: def openPB(): foo = phonedb() print 'Please select an option:' print '1 - Lookup' print '2 - Add' print '3 - Delete' print '4 - Quit' entry=int(raw_input('>> ')) if entry==1: namelookup=raw_input('Please enter a name: ') for entry in foo.lookup(namelookup): print '%-40s %s (%s)' % (entry.name, entry.number, entry.showtype() ) elif entry==2: name=raw_input('Name: ') number=raw_input('Number: ') showtype=input('Type (UNKNOWN, HOME, WORK, FAX, CELL): \n>> ') for entry in foo.add(name, number, showtype): #Trying to figure out this part print '%-40s %s (%s)'% (entry.name, entry.number, entry.showtype() ) elif entry==3: delname=raw_input('Please enter a name to delete: ') # #Trying to figure out this part print "Contact '%s' has been deleted" (delname) elif entry==4: print "Phone book is now closed" quit else: print "Your entry was not recognized." openPB() openPB()

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  • How do I compare two datatables

    - by cmrhema
    I have a datatable that will consist of 72 columns. I will download it in the excel sheet using VSTO, which works fine. Now the user will change either one of these rows or all of these rows and will also insert a fresh row. Considering the datatable downloaded first to be dtA, and the one that has been modified in the excel sheet to be dtB. I want to compare dtA and dtB. I need to find out all the rows in dtB that do not exist in dtA. I cant put foreach loop for each and every single row and evaluate as its a very untidy way of coding. What is a better way to do this? I did this way, DataTable dtA = new DataTable(); dtA.Columns.Add("ENo"); dtA.Columns.Add("ENo1"); dtA.Columns.Add("ENo2"); dtA.Columns.Add("ENo3"); dtA.Columns.Add("ENo4"); for (int i = 0; i < 5; i++) { DataRow dr = dtA.NewRow(); dr[0] = "Part 0 " + i.ToString(); dr[1] = "Part 1 " + i.ToString(); dr[2] = "Part 2 " + i.ToString(); dr[3] = "Part 3 " + i.ToString(); dr[4] = "Part 4 " + i.ToString(); dtA.Rows.Add(dr); } DataTable dtB = new DataTable(); dtB.Columns.Add("ENo"); dtB.Columns.Add("ENo1"); dtB.Columns.Add("ENo2"); dtB.Columns.Add("ENo3"); dtB.Columns.Add("ENo4"); for (int i = 5; i < 10; i++) { DataRow dr = dtB.NewRow(); dr[0] = "Part 0 " + i.ToString(); dr[1] = "Part 1 " + i.ToString(); dr[2] = "Part 2 " + i.ToString(); dr[3] = "Part 3 " + i.ToString(); dr[4] = "Part 4 " + i.ToString(); dtB.Rows.Add(dr); } Response.Write("\n"); Response.Write("dt A"); Response.Write("\n"); for (int i = 0; i < dtA.Rows.Count; i++) { Response.Write(dtA.Rows[i][i].ToString()); Response.Write("\n"); } Response.Write("\n"); Response.Write("dt B"); Response.Write("\n"); for (int i = 0; i < dtB.Rows.Count; i++) { Response.Write(dtB.Rows[i][i].ToString()); Response.Write("\n"); } var VarA = dtA.AsEnumerable(); var varB = dtA.AsEnumerable(); var diff = VarA.Except(varB); Response.Write("except"); foreach (var n in diff) { Response.Write(n.Table.Rows[0].ToString()); } But I do not know what to use in the foreach var, What should I use pls?

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  • C Number to Text problem with ones and tens..

    - by Joegabb
    #include<stdio.h> #include<conio.h> main() { int ones,tens,ventoteen, myloop = 0; long num2,cents2,centeens,cents1,thousands,hundreds; double num; do{ printf("Enter a number: "); scanf("%lf",&num); if(num<=10000 || num>=0) { if (num==0) { printf("\t\tZero"); } num=(num*100); num2= (long)num; thousands=num2/100000; num2=num2%100000; hundreds=num2/10000; num2=num2%10000; if ((num2>=1100) || (num2<=1900)) { tens=0; ones=0; ventoteen=num2%1000; } else { tens=num2/1000; num2=num2%1000; ones=num2/100; num2=num2%100; } if((num2>=11) && (num2<=19)) { cents1=0; cents2=0; centeens=num2%10; } else { cents1=num2/10; num2=num2%10; cents2=num2/1; } if (thousands == 1) printf("One thousand "); else if (thousands == 2) printf("Two thousand "); else if (thousands == 3) printf("Three Thousand "); else if (thousands == 4) printf("Four thousand "); else if (thousands == 5) printf("Five Thousand "); else if (thousands == 6) printf("Six thousand "); else if (thousands == 7) printf("Seven Thousand "); else if (thousands == 8) printf("Eight thousand "); else if (thousands == 9) printf("Nine Thousand "); else {} if (hundreds == 1) printf("one hundred "); else if (hundreds == 2) printf("two hundred "); else if (hundreds == 3) printf("three hundred "); else if (hundreds == 4) printf("four hundred "); else if (hundreds == 5) printf("five hundred "); else if (hundreds == 6) printf("six hundred "); else if (hundreds == 7) printf("seven hundred "); else if (hundreds == 8) printf("eight hundred "); else if (hundreds == 9) printf("nine hundred "); else {} switch(ventoteen) { case 1: printf("eleven ");break; case 2: printf("twelve ");break; case 3: printf("thirteen ");break; case 4: printf("fourteen ");break; case 5: printf("fifteen ");break; case 6: printf("sixteen ");break; case 7: printf("seventeen ");break; case 8: printf("eighteen ");break; case 9: printf("nineteen ");break; } switch(tens) { case 1: printf("ten ");break; case 2: printf("twenty ");break; case 3: printf("thirty ");break; case 4: printf("forty ");break; case 5: printf("fifty ");break; case 6: printf("sixty ");break; case 7: printf("seventy ");break; case 8: printf("eighty ");break; case 9: printf("ninety ");break; } switch(ones) { case 1: printf("one ");break; case 2: printf("two ");break; case 3: printf("three ");break; case 4: printf("four ");break; case 5: printf("five ");break; case 6: printf("six ");break; case 7: printf("seven ");break; case 8: printf("eight ");break; case 9: printf("nine ");break; } switch(cents1) { case 1: printf("and ten centavos ");break; case 2: printf("and twenty centavos ");break; case 3: printf("and thirty centavos ");break; case 4: printf("and fourty centavos ");break; case 5: printf("and fifty centavos ");break; case 6: printf("and sixty centavos ");break; case 7: printf("and seventy centavos ");break; case 8: printf("and eighty centavos ");break; case 9: printf("and ninety centavos ");break; } switch(centeens) { case 1: printf("and eleven centavos ");break; case 2: printf("and twelve centavos ");break; case 3: printf("and thirteen centavos ");break; case 4: printf("and fourteen centavos ");break; case 5: printf("and fifteen centavos ");break; case 6: printf("and sixteen centavos ");break; case 7: printf("and seventeen centavos ");break; case 8: printf("and eighteen centavos ");break; case 9: printf("and nineteen centavos ");break; } switch(cents2) { case 1: printf("and one centavos ");break; case 2: printf("and two centavos ");break; case 3: printf("and three centavos ");break; case 4: printf("and four centavos ");break; case 5: printf("and five centavos ");break; case 6: printf("and six centavos ");break; case 7: printf("and seven centavos ");break; case 8: printf("and eight centavos ");break; case 9: printf("and nine centavos ");break; } } getch(); }while(myloop == 0); return 0; } my code is working fine but the problem is when i input 1 - 90 nothing appears but when i input 100 the output would be fine and that is "One Hundred" and so as 1000 the output would be "One Thousand". thanks for the help..

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