Search Results

Search found 25564 results on 1023 pages for 'design studio'.

Page 169/1023 | < Previous Page | 165 166 167 168 169 170 171 172 173 174 175 176  | Next Page >

  • Multiple projects in Visual Studio 2008

    This is obviously a well-known secret (option) in Visual Studio 2005 / 2008:  After creating a Web project in Visual Studio Go to Tools > Options > Show All Settings > Projects and Solutions > General > Check "Always show solution" You can now add any new projects to the solution...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Visual Studio 2012 and Game Development

    - by amongrain
    Alright, I think it's a simple question, but I got difficulties to find some answers around. I already read that XNA wouldn't be in Visual Studio 2012. I recently learned to use XNA, but since I would like to work on games, I'd like to know if there's a way to develop games using C# on Visual Studio 2012, or if I should learn everything again using C++ and Direct3D? C# is a language I like a lot, so if there's no way to do it in C# but something quite easy to use Java for game development, I'd also be interested. Thanks a lot!

    Read the article

  • multiple compiling errors with basic C++ application on VS2010 Beta 1

    - by ratata
    I just recently installed VS2010 Beta 1 from the Microsoft website , I started a basic C++ Win32 Console Application , that generated the following code: #include "stdafx.h" int _tmain(int argc, _TCHAR* argv[]) { return 0; } I tried compiling the code just to see how it runs and just then I encountered several(over a 100) compiling errors. Here is the first part of the build output: 1>ClCompile: 1> stdafx.cpp 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): error C2065: '_In_opt_z_' : undeclared identifier 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): error C2143: syntax error : missing ')' before 'const' 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): warning C4229: anachronism used : modifiers on data are ignored 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): error C2182: '_invalid_parameter' : illegal use of type 'void' 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): error C2491: '_invalid_parameter' : definition of dllimport data not allowed 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(520): error C2059: syntax error : ')' 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(527): error C2065: '_In_opt_z_' : undeclared identifier 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(527): error C2143: syntax error : missing ')' before 'const' 1>c:\program files\microsoft visual studio 10.0\vc\include\crtdefs.h(527): warning C4229: anachronism used : modifiers on data are ignored pastebin for the full list I thought maybe the include files got mixed up by some other compiler version I have installed previously( I have VS 2008 as well) so I reinstalled VS2010 just to overwrite the headers but that didn't do much. Thanks in advance for any help you might offer as I am helpless

    Read the article

  • TestDriven.Net 3.0 – All Systems Go

    - by Jamie Cansdale
    I’m pleased to announce that TestDriven.Net 3.0 is now available. Finally! I know many of you will already be using the Beta and RC versions, but if you look at the release notes you’ll see there’s been many refinements since then, so I highly recommend you install the RTM version. Here is a quick summary of a few new features: Visual Studio 2010 supports targeting multiple versions of the .NET framework (multi-targeting). This means you can easily upgrade your Visual Studio 2005/2008 solutions without necessarily converting them to use .NET 4.0. TestDriven.Net will execute your tests using the .NET version your test project is targeting (see ‘Properties > Application > Target framework’). There is now first class support for MSTest when using Visual Studio 2008 & 2010. Previous versions of TestDriven.Net had support for a limited number of MSTest attributes. This version supports virtually all MSTest unit testing related attributes, including support for deployment item and data driven test attributes. You should also find this test runner is quick. ;) There is a new ‘Go To Test/Code’ command on the code context menu. You can think of this as Ctrl-Tab for test driven developers; it will quickly flip back and forth between your tests and code under test. I recommend assigning a keyboard shortcut to the ‘TestDriven.NET.GoToTestOrCode’ command. NCover can now be used for code coverage on .NET 4.0. This is only officially supported since NCover 3.2 (your mileage may vary if you’re using the 1.5.8 version). Rather than clutter the ‘Output’ window, ignored or skipped tests will be placed on the ‘Task List’. You can double-click on these items to navigate to the offending test (or assign a keyboard shortcut to ‘View.NextTask’). If you’re using a Team, Premium or Ultimate edition of Visual Studio 2005-2010, a new ‘Test With > Performance’ command will be available. This command will perform instrumented performance profiling on your target code. A particular focus of this version has been to make it more keyboard friendly. Here’s a list of commands you will probably want to assign keyboard shortcuts to: Name Default What I use TestDriven.NET.RunTests Run tests in context   Alt + T TestDriven.NET.RerunTests Repeat test run   Alt + R TestDriven.NET.GoToTestOrCode Flip between tests and code   Alt + G TestDriven.NET.Debugger Run tests with debugger   Alt + D View.Output Show the ‘Output’ window Ctrl+ Alt + O   Edit.BreakLine Edit code in stack trace Enter   View.NextError Jump to next failed test Ctrl + Shift + F12   View.NextTask Jump to next skipped test   Alt + S   By default the ‘Output’ window will automatically activate when there is test output or a failed test (this is an option). The cursor will be positioned on the stack trace of the last failed test, ready for you to hit ‘Enter’ to jump to the fail point or ‘Esc’ to return to your source (assuming your ‘Output’ window is set to auto-hide).  If your ‘Output’ window isn’t set to auto-hide, you’ll need to hit ‘Ctrl + Alt + O’ then ‘Enter’. Alternatively you can use ‘Ctrl + Shift + F12’ (View.NextError) to navigate between all failed tests.   For more frequent updates or to give feedback, you can find me on twitter here. I hope you enjoy this version. Let me know how you get on. :)

    Read the article

  • Getting Started with Chart control in ASP.Net 4.0

    - by sreejukg
    In this article I am going to demonstrate the Chart control available in ASP.Net 4 and Visual Studio 2010. Most of the web applications need to generate reports for business users. The business users are happy to view the results in a graphical format more that seeing it in numbers. For the purpose of this demonstration, I have created a sales table. I am going to create charts from this sale data. The sale table looks as follows I have created an ASP.Net web application project in Visual Studio 2010. I have a default.aspx page that I am going to use for the demonstration. First I am going to add a chart control to the page. Visual Studio 2010 has a chart control. The Chart Control comes under the Data Tab in the toolbox. Drag and drop the Chart control to the default.aspx page. Visual Studio adds the below markup to the page. <asp:Chart ID="Chart1" runat="server"></asp:Chart> In the designer view, the Chart controls gives the following output. As you can see this is exactly similar to other server controls in ASP.Net, and similar to other controls under the data tab, Chart control is also a data bound control. So I am going to bind this with my sales data. From the design view, right click the chart control and select “show smart tag” Here you need so choose the Data source property and the chart type. From the choose data source drop down, select new data source. In the data source configuration wizard, select the SQL data base and write the query to retrieve the data. At first I am going to show the chart for amount of sales done by each sales person. I am going to use the following query inside sqldatasource select command. “SELECT SUM(SaleAmount) AS Expr1, salesperson FROM SalesData GROUP BY SalesPerson” This query will give me the amount of sales achieved by each sales person. The mark up of SQLDataSource is as follows. <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:SampleConnectionString %>" SelectCommand="SELECT SUM(SaleAmount) as amount, SalesPerson FROM SalesData GROUP BY SalesPerson"></asp:SqlDataSource> Once you selected the data source for the chart control, you need to select the X and Y values for the columns. I have entered salesperson in the X Value member and amount in the Y value member. After modifications, the Chart control looks as follows Click F5 to run the application. The output of the page is as follows. Using ASP.Net it is much easier to represent your data in graphical format. To show this chart, I didn’t even write any single line of code. The chart control is a great tool that helps the developer to show the business intelligence in their applications without using third party products. I will write another blog that explore further possibilities that shows more reports by using the same sales data. If you want to get the Project in zipped format, post your email below.

    Read the article

  • Designing status management for a file processing module

    - by bot
    The background One of the functionality of a product that I am currently working on is to process a set of compressed files ( containing XML files ) that will be made available at a fixed location periodically (local or remote location - doesn't really matter for now) and dump the contents of each XML file in a database. I have taken care of the design for a generic parsing module that should be able to accommodate the parsing of any file type as I have explained in my question linked below. There is no need to take a look at the following link to answer my question but it would definitely provide a better context to the problem Generic file parser design in Java using the Strategy pattern The Goal I want to be able to keep a track of the status of each XML file and the status of each compressed file containing the XML files. I can probably have different statuses defined for the XML files such as NEW, PROCESSING, LOADING, COMPLETE or FAILED. I can derive the status of a compressed file based on the status of the XML files within the compressed file. e.g status of the compressed file is COMPLETE if no XML file inside the compressed file is in a FAILED state or status of the compressed file is FAILED if the status of at-least one XML file inside the compressed file is FAILED. A possible solution The Model I need to maintain the status of each XML file and the compressed file. I will have to define some POJOs for holding the information about an XML file as shown below. Note that there is no need to store the status of a compressed file as the status of a compressed file can be derived from the status of its XML files. public class FileInformation { private String compressedFileName; private String xmlFileName; private long lastModifiedDate; private int status; public FileInformation(final String compressedFileName, final String xmlFileName, final long lastModified, final int status) { this.compressedFileName = compressedFileName; this.xmlFileName = xmlFileName; this.lastModifiedDate = lastModified; this.status = status; } } I can then have a class called StatusManager that aggregates a Map of FileInformation instances and provides me the status of a given file at any given time in the lifetime of the appliciation as shown below : public class StatusManager { private Map<String,FileInformation> processingMap = new HashMap<String,FileInformation>(); public void add(FileInformation fileInformation) { fileInformation.setStatus(0); // 0 will indicates that the file is in NEW state. 1 will indicate that the file is in process and so on.. processingMap.put(fileInformation.getXmlFileName(),fileInformation); } public void update(String filename,int status) { FileInformation fileInformation = processingMap.get(filename); fileInformation.setStatus(status); } } That takes care of the model for the sake of explanation. So whats my question? Edited after comments from Loki and answer from Eric : - I would like to know if there are any existing design patterns that I can refer to while coming up with a design. I would also like to know how I should go about designing the status management classes. I am more interested in understanding how I can model the status management classes. I am not interested in how other components are going to be updated about a change in status at the moment as suggested by Eric.

    Read the article

  • How does Visual Studio's source control integration work with Perforce?

    - by Weeble
    We're using Perforce and Visual Studio. Whenever we create a branch, some projects will not be bound to source control unless we use "Open from Source Control", but other projects work regardless. From my investigations, I know some of the things involved: In our .csproj files, there are these settings: <SccProjectName <SccLocalPath <SccAuxPath <SccProvider Sometimes they are all set to "SAK", sometimes not. It seems things are more likely to work if these say "SAK". In our .sln file, there are settings for many of the projects: SccLocalPath# SccProjectFilePathRelativizedFromConnection# SccProjectUniqueName# (The # is a number that identifies each project.) SccLocalPath is a path relative to the solution file. Often it is ".", sometimes it is the folder that the project is in, and sometimes it is ".." or "..\..", and it seems to be bad for it to point to a folder above the solution folder. The relativized one is a path from that folder to the project file. It will be missing entirely if SccLocalPath points to the project's folder. If the SccLocalPath has ".." in it, this path might include folder names that are not the same between branches, which I think causes problems. So, to finally get to the specifics I'd like to know: What happens when you do "Change source control" and bind projects? How does Visual Studio decide what to put in the project and solution files? What happens when you do "Open from source control"? What's this "connection" folder that SccLocalPath and SccProjectFilePathRelativizedFromConnection refer to? How does Visual Studio/Perforce pick it? Is there some recommended way to make the source control bindings continue to work even when you create a new branch of the solution?

    Read the article

  • What's the compelling reason to upgrade to Visual Studio 2010 from VS2008?

    - by Cheeso
    Are there new features in Visual Studio 2010 that are must-haves? If so, which ones? For me, the big draws for VS2008 as compared to VS2005 were LINQ, .NET Framework multitargeting, WCF (REST + Syndication), and general devenv.exe reliability. Granted, some of these features are framework things, and not tool things. For the purposes of this discussion, I'm willing to combine them into one bucket. What is the list of must-have features for VS2010 versus VS2008? Are there any? I am particularly interested in C#. Update: I know how to google, so I can get the official list from Microsoft. I guess what I really wanted was, the assessment from people using it, as to which things are really notable. Microsoft went on for 3 pages about 2008/3.5 features, and many people sort of boiled it down to LINQ, and a few other things. What is that short list for VS2010? Summary so far, what people think is cool or compelling: Visual Studio engine multi-monitor support new extensibility model based on WPF, prettier and more usable new TFS stuff, incl automated test tools parallel debugging .NET Framework parallel extensions for .NET C# 4.0 generic variance optional and named params easier interop with non-managed environments, like COM or Javascript VB 10.0 collection and array literals / initializers automatic properties anonymous methods / statement lambdas I read up on these at Zander's blog. He described these and other features. Nobody on this list said anything about: Visual Studio engine F# support Javascript code-completion JQuery is now included UML better Sharepoint capabilities C++ moves to msbuild project files

    Read the article

  • How to create refresh statements for TableAdapter objects in Visual Studio?

    - by Mark Wilkins
    I am working on developing an ADO.NET data provider and an associated DDEX provider. I am unable to convince the Visual Studio TableAdapater Configuration Wizard to generate SQL statements to refresh the data table after inserts and updates. It generates the insert and delete statements but will not produce the select statements to do the refresh. The functionality referred to can be accessed by dropping a table from the Server Explorer (inside Visual Studio) onto a DataSet (e.g., DataSet1.xsd). It creates a TableAdapter object and configures SELECT, UPDATE, DELETE, and INSERT statements. If you right click on the TableAdapter object, the context menu has a “Configure” option that starts the “TableAdapter Configuration Wizard”. The first dialog of that wizard has an Advanced Options button, which leads to an option titled “Refresh the data table”. When used with SQL Server tables, that option causes a statement of the form “select field1, field2, …” to be added on to the end of the commands for the TableAdapter’s InsertCommand and UpdateCommand. Do you have any idea what type property or interface might need to be exposed from the DDEX provider (or maybe the ADO.NET data provider) in order to make Visual Studio add those refresh statements to the update/insert commands? The MSDN documentation for the Advanced SQL Generation Options Dialog Box has a note stating, “Refreshing the data table is only supported on databases that support batching of SQL statements.” This seems to imply that a .NET data provider might need to expose some property indicating such behavior is supported. But I cannot find it. Any ideas?

    Read the article

  • How to design a C / C++ library to be usable in many client languages?

    - by Brian Schimmel
    I'm planning to code a library that should be usable by a large number of people in on a wide spectrum of platforms. What do I have to consider to design it right? To make this questions more specific, there are four "subquestions" at the end. Choice of language Considering all the known requirements and details, I concluded that a library written in C or C++ was the way to go. I think the primary usage of my library will be in programs written in C, C++ and Java SE, but I can also think of reasons to use it from Java ME, PHP, .NET, Objective C, Python, Ruby, bash scrips, etc... Maybe I cannot target all of them, but if it's possible, I'll do it. Requirements It would be to much to describe the full purpose of my library here, but there are some aspects that might be important to this question: The library itself will start out small, but definitely will grow to enormous complexity, so it is not an option to maintain several versions in parallel. Most of the complexity will be hidden inside the library, though The library will construct an object graph that is used heavily inside. Some clients of the library will only be interested in specific attributes of specific objects, while other clients must traverse the object graph in some way Clients may change the objects, and the library must be notified thereof The library may change the objects, and the client must be notified thereof, if it already has a handle to that object The library must be multi-threaded, because it will maintain network connections to several other hosts While some requests to the library may be handled synchronously, many of them will take too long and must be processed in the background, and notify the client on success (or failure) Of course, answers are welcome no matter if they address my specific requirements, or if they answer the question in a general way that matters to a wider audience! My assumptions, so far So here are some of my assumptions and conclusions, which I gathered in the past months: Internally I can use whatever I want, e.g. C++ with operator overloading, multiple inheritance, template meta programming... as long as there is a portable compiler which handles it (think of gcc / g++) But my interface has to be a clean C interface that does not involve name mangling Also, I think my interface should only consist of functions, with basic/primitive data types (and maybe pointers) passed as parameters and return values If I use pointers, I think I should only use them to pass them back to the library, not to operate directly on the referenced memory For usage in a C++ application, I might also offer an object oriented interface (Which is also prone to name mangling, so the App must either use the same compiler, or include the library in source form) Is this also true for usage in C# ? For usage in Java SE / Java EE, the Java native interface (JNI) applies. I have some basic knowledge about it, but I should definitely double check it. Not all client languages handle multithreading well, so there should be a single thread talking to the client For usage on Java ME, there is no such thing as JNI, but I might go with Nested VM For usage in Bash scripts, there must be an executable with a command line interface For the other client languages, I have no idea For most client languages, it would be nice to have kind of an adapter interface written in that language. I think there are tools to automatically generate this for Java and some others For object oriented languages, it might be possible to create an object oriented adapter which hides the fact that the interface to the library is function based - but I don't know if its worth the effort Possible subquestions is this possible with manageable effort, or is it just too much portability? are there any good books / websites about this kind of design criteria? are any of my assumptions wrong? which open source libraries are worth studying to learn from their design / interface / souce? meta: This question is rather long, do you see any way to split it into several smaller ones? (If you reply to this, do it as a comment, not as an answer)

    Read the article

  • Visual Studio / Blend... how you organize that?

    - by TomTom
    Virst time more complex stuff in WPF. I am a little lost on the split betwen VS and Blend. It seems I am VERY limited with editors in Visual Studio for editing controls - when customizing, for example, it seems I Can enter astyle in XML... but in blend I Can tell it to make a copy of the CURRENT style and use that as a starter, definitely more convenient. I understand the "difference in focus", but it seems to me that i Really need both tools to work, especially if the controls I Do are: More complex Not user controls "on purpose" (to allow more customization by programmes using the application). THis means when I do a control, my approach would be: Work on the backend as good as it gets without front end (i.e. implement all methods needed etc., but can be dummies) Switch over to Blend (closing visual studio - as the projcet must be closed) Put in the initial templating Switch over to VIsual Studio (closing blend) Put logic in and debug. This seems pretty counterintuitively. Am I missing something obvious here?

    Read the article

  • Why are a visual studio project's command-line settings stored per user? Is it OK to check-in (and

    - by DanO
    We're creating an application that understands some command-line parameters. There are some default's we would like to supply on the command-line when debugging, and these are easily set in the project settings as explained here. The thing is visual studio stores these settings in a *.csproj.user file, and the default settings for integrated source control do not check-in *.user files. We would like to just have these default command-line parameters in everyone's IDE when debugging this project. Often (but not always) when visual studio guides you into doing things a certain way it is for good reason. We probably don't want to just check-in someone's .csproj.user file... right? This question is has a few parts: Why does Visual Studio store this particular setting per user? Is there a way to alter this behavior? - Would doing so bring bad juju? Under these circumstances is it OK to check-in and share a .user file? Is there a better way to accomplish what we are trying to do here? Thank you -

    Read the article

  • Is there a Visual Studio (or freeware) equivalent for Expression Blend's "Edit Template" feature?

    - by DanM
    In Expression Blend, you can view and edit the control template of objects in the "Objects and Timeline" panel. I'm wondering if there's an equivalent feature in Visual Studio or if there's something free (or very inexpensive) I can download that will allow me to do this. Here's a screen cap from Expression Blend that shows what I'm talking about: Doing this for DataGrid results in the following: <Style x:Key="DataGridStyle1" TargetType="{x:Type Custom:DataGrid}"> ... <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Custom:DataGrid}"> ... </ControlTemplate> </Setter.Value> </Setter> <Style.Triggers> <Trigger Property="IsGrouping" Value="True"> <Setter Property="ScrollViewer.CanContentScroll" Value="False"/> </Trigger> </Style.Triggers> </Style> (The ... is of course replaced with setters and the contents of the control template.) This is a very useful starting point if you want to create a custom style and template for a control. It seems like you can do pretty much anything you can do in Blend in Studio, but this one is eluding me. Any ideas? Edit I'm also curious if this feature will be in Visual Studio 2010. Anyone know?

    Read the article

  • Conflict Minerals - Design to Compliance

    - by C. Chadwick
    Dr. Christina  Schröder - Principal PLM Consultant, Enterprise PLM Solutions EMEA What does the Conflict Minerals regulation mean? Conflict Minerals has recently become a new buzz word in the manufacturing industry, particularly in electronics and medical devices. Known as the "Dodd-Frank Section 1502", this regulation requires SEC listed companies to declare the origin of certain minerals by 2014. The intention is to reduce the use of tantalum, tungsten, tin, and gold which originate from mines in the Democratic Republic of Congo (DRC) and adjoining countries that are controlled by violent armed militia abusing human rights. Manufacturers now request information from their suppliers to see if their raw materials are sourced from this region and which smelters are used to extract the metals from the minerals. A standardized questionnaire has been developed for this purpose (download and further information). Soon, even companies which are not directly affected by the Conflict Minerals legislation will have to collect and maintain this information since their customers will request the data from their suppliers. Furthermore, it is expected that the public opinion and consumer interests will force manufacturers to avoid the use of metals with questionable origin. Impact for existing products Several departments are involved in the process of collecting data and providing conflict minerals compliance information. For already marketed products, purchasing typically requests Conflict Minerals declarations from the suppliers. In order to address requests from customers, technical operations or product management are usually responsible for keeping track of all parts, raw materials and their suppliers so that the required information can be provided. For complex BOMs, it is very tedious to maintain complete, accurate, up-to-date, and traceable data. Any product change or new supplier can, in addition to all other implications, have an effect on the Conflict Minerals compliance status. Influence on product development  It makes sense to consider compliance early in the planning and design of new products. Companies should evaluate which metals are needed or contained in supplier parts and if these could originate from problematic sources. The answer influences the cost and risk analysis during the development. If it is known early on that a part could be non-compliant with respect to Conflict Minerals, alternatives can be evaluated and thus costly changes at a later stage can be avoided. Integrated compliance management  Ideally, compliance data for Conflict Minerals, but also for other regulations like REACH and RoHS, should be managed in an integrated supply chain system. The compliance status is directly visible across the entire BOM at any part level and for the finished product. If data is missing, a request to the supplier can be triggered right away without having to switch to another system. The entire process, from identification of the relevant parts, requesting information, handling responses, data entry, to compliance calculation is fully covered end-to-end while being transparent for all stakeholders. Agile PLM Product Governance and Compliance (PG&C) The PG&C module extends Agile PLM with exactly this integrated functionality. As with the entire Agile product suite, PG&C can be configured according to customer requirements: data fields, attributes, workflows, routing, notifications, and permissions, etc… can be quickly and easily tailored to a customer’s needs. Optionally, external databases can be interfaced to query commercially available sources of Conflict Minerals declarations which obviates the need for a separate supplier request in many cases. Suppliers can access the system directly for data entry through a special portal. The responses to the standard EICC-GeSI questionnaire can be imported by the supplier or internally. Manual data entry is also supported. A set of compliance-specific dashboards and reports complement the functionality Conclusion  The increasing number of product compliance regulations, for which Conflict Minerals is just one example, requires companies to implement an efficient data and process management in this area. Consumer awareness in this matter increases as well so that an integrated system from development to production also provides a competitive advantage. Follow this link to learn more about Agile's PG&C solution

    Read the article

  • Class design issue

    - by user2865206
    I'm new to OOP and a lot of times I become stumped in situations similar to this example: Task: Generate an XML document that contains information about a person. Assume the information is readily available in a database. Here is an example of the structure: <Person> <Name>John Doe</Name> <Age>21</Age> <Address> <Street>100 Main St.</Street> <City>Sylvania</City> <State>OH</State> </Address> <Relatives> <Parents> <Mother> <Name>Jane Doe</Name> </Mother> <Father> <Name>John Doe Sr.</Name> </Father> </Parents> <Siblings> <Brother> <Name>Jeff Doe</Name> </Brother> <Brother> <Name>Steven Doe</Name> </Brother> </Siblings> </Relatives> </Person> Ok lets create a class for each tag (ie: Person, Name, Age, Address) Lets assume each class is only responsible for itself and the elements directly contained Each class will know (have defined by default) the classes that are directly contained within them Each class will have a process() function that will add itself and its childeren to the XML document we are creating When a child is drawn, as in the previous line, we will have them call process() as well Now we are in a recursive loop where each object draws their childeren until all are drawn But what if only some of the tags need to be drawn, and the rest are optional? Some are optional based on if the data exists (if we have it, we must draw it), and some are optional based on the preferences of the user generating the document How do we make sure each object has the data it needs to draw itself and it's childeren? We can pass down a massive array through every object, but that seems shitty doesnt it? We could have each object query the database for it, but thats a lot of queries, and how does it know what it's query is? What if we want to get rid of a tag later? There is no way to reference them. I've been thinking about this for 20 hours now. I feel like I am misunderstanding a design principle or am just approaching this all wrong. How would you go about programming something like this? I suppose this problem could apply to any senario where there are classes that create other classes, but the classes created need information to run. How do I get the information to them in a way that doesn't seem fucky? Thanks for all of your time, this has been kicking my ass.

    Read the article

  • LRU cache design

    - by user297850
    Least Recently Used (LRU) Cache is to discard the least recently used items first How do you design and implement such a cache class? The design requirements are as follows: 1) find the item as fast as we can 2) Once a cache misses and a cache is full, we need to replace the least recently used item as fast as possible. How to analyze and implement this question in terms of design pattern and algorithm design?

    Read the article

  • How to override old design with new design(using master pages)?

    - by arun
    Hi, iam migrating the site from asp.net1.1 to asp.net3.5, iam using new design layout with masterpage concept,in previeous site some pages are having usercontrols,these are mixed with old design, if i convert it using masterpage, iam getting old design combining with new design...pls can any one will help?iam fresher to development. Thanks in advance.

    Read the article

  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

    Read the article

  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

    Read the article

  • Is it poor design to create objects that only execute code during the constructor?

    - by Curtix
    In my design I am using objects that evaluate a data record. The constructor is called with the data record and type of evaluation as parameters and then the constructor calls all of the object's code necessary to evaluate the record. This includes using the type of evaluation to find additional parameter-like data in a text file. There are in the neighborhood of 250 unique evaluation types that use the same or similar code and unique parameters coming from the text file. Some of these evaluations use different code so I benefit a lot from this model because I can use inheritance and polymorphism. Once the object is created there isn't any need to execute additional code on the object (at least for now) and it is used more like a struct; its kept on a list and 3 properties are used later. I think this design is the easiest to understand, code, and read. A logical alternative I guess would be using functions that return score structs, but you can't inherit from methods so it would make it kind of sloppy imo. I am using vb.net and these classes will be used in an asp.net web app as well as in a distributed app. thanks for your input

    Read the article

  • Is there a design pattern that expresses objects (an their operations) in various states?

    - by darren
    Hi I have a design question about the evolution of an object (and its state) after some sequence of methods complete. I'm having trouble articulating what I mean so I may need to clean up the question based on feedback. Consider an object called Classifier. It has the following methods: void initialise() void populateTrainingSet(TrainingSet t) void pupulateTestingSet(TestingSet t) void train() void test() Result predict(Instance i) My problem is that these methods need to be called in a certain order. Futher, some methods are invalid until a previous method is called, and some methods are invalid after a method has been called. For example, it would be invalid to call predict() before test() was called, and it would be invalid to call train() after test() was called. My approach so far has been to maintain a private enum that represents the current stateof the object: private static enum STATE{ NEW, TRAINED, TESTED, READY}; But this seems a bit cloogy. Is there a design pattern for such a problem type? Maybe something related to the template method.

    Read the article

< Previous Page | 165 166 167 168 169 170 171 172 173 174 175 176  | Next Page >