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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Future Of F# At Jazoon 2011

    - by Alois Kraus
    I was at the Jazoon 2011 in Zurich (Switzerland). It was a really cool event and it had many top notch speaker not only from the Microsoft universe. One of the most interesting talks was from Don Syme with the title: F# Today/F# Tomorrow. He did show how to use F# scripting to browse through open databases/, OData Web Services, Sharepoint, …interactively. It looked really easy with the help of F# Type Providers which is the next big language feature in a future F# version. The object returned by a Type Provider is used to access the data like in usual strongly typed object model. No guessing how the property of an object is called. Intellisense will show it just as you expect. There exists a range of Type Providers for various data sources where the schema of the stored data can somehow be dynamically extracted. Lets use e.g. a free database it would be then let data = DbProvider(http://.....); data the object which contains all data from e.g. a chemical database. It has an elements collection which contains an element which has the properties: Name, AtomicMass, Picture, …. You can browse the object returned by the Type Provider with full Intellisense because the returned object is strongly typed which makes this happen. The same can be achieved of course with code generators that use an input the schema of the input data (OData Web Service, database, Sharepoint, JSON serialized data, …) and spit out the necessary strongly typed objects as an assembly. This does work but has the downside that if the schema of your data source is huge you will quickly run against a wall with traditional code generators since the generated “deserialization” assembly could easily become several hundred MB. *** The following part contains guessing how this exactly work by asking Don two questions **** Q: Can I use Type Providers within C#? D: No. Q: F# is after all a library. I can reference the F# assemblies and use the contained Type Providers? D: F# does annotate the generated types in a special way at runtime which is not a static type that C# could use. The F# type providers seem to use a hybrid approach. At compilation time the Type Provider is instantiated with the url of your input data. The obtained schema information is used by the compiler to generate static types as usual but only for a small subset (the top level classes up to certain nesting level would make sense to me). To make this work you need to access the actual data source at compile time which could be a problem if you want to keep the actual url in a config file. Ok so this explains why it does work at all. But in the demo we did see full intellisense support down to the deepest object level. It looks like if you navigate deeper into the object hierarchy the type provider is instantiated in the background and attach to a true static type the properties determined at run time while you were typing. So this type is not really static at all. It is static if you define as a static type that its properties shows up in intellisense. But since this type information is determined while you are typing and it is not used to generate a true static type and you cannot use these “intellistatic” types from C#. Nonetheless this is a very cool language feature. With the plotting libraries you can generate expressive charts from any datasource within seconds to get quickly an overview of any structured data storage. My favorite programming language C# will not get such features in the near future there is hope. If you restrict yourself to OData sources you can use LINQPad to query any OData enabled data source with LINQ with ease. There you can query Stackoverflow with The output is also nicely rendered which makes it a very good tool to explore OData sources today.

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  • Best Creational Pattern for loggers in a multi-threaded system?

    - by Dipan Mehta
    This is a follow up question on my past questions : Concurrency pattern of logger in multithreaded application As suggested by others, I am putting this question separately. As the learning from the last question. In a multi-threaded environment, the logger should be made thread safe and probably asynchronous (where in messages are queued while a background thread does writing releasing the requesting object thread). The logger could be signleton or it can be a per-group logger which is a generalization of the above. Now, the question that arise is how does logger should be assigned to the object? There are two options I can think of: 1. Object requesting for the logger: Should each of the object call some global API such as get_logger()? Such an API returns "the" singleton or the group logger. However, I feel this involves assumption about the Application environment to implement the logger -which I think is some kind of coupling. If the same object needs to be used by other application - this new application also need to implement such a method. 2. Assign logger through some known API The other alternative approach is to create a kind of virtual class which is implemented by application based on App's own structure and assign the object sometime in the constructor. This is more generalized method. Unfortunately, when there are so many objects - and rather a tree of objects passing on the logger objects to each level is quite messy. My question is there a better way to do this? If you need to pick any one of the above, which approach is would you pick and why? Other questions remain open about how to configure them: How do objects' names or ID are assigned so that will be used for printing on the log messages (as the module names) How do these objects find the appropriate properties (such as log levels, and other such parameters) In the first approach, the central API needs to deal with all this varieties. In the second approach - there needs to be additional work. Hence, I want to understand from the real experience of people, as to how to write logger effectively in such an environment.

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  • Thoughts on schemas and schema proliferation

    - by jamiet
    In SQL Server 2005 Microsoft introduced user-schema separation and since then I have seen the use of schemas increase; whereas before I would typically see databases where all objects were in the [dbo] schema I now see databases that have multiple schemas, a database I saw recently had 31 (thirty one) of them. I can’t help but wonder whether this is a good thing or not – clearly 31 is an extreme case but I question whether multiple schemas create more problems than they solve? I have been involved in many discussions that go something like this: Developer #1> “I have a new function to add to the database and I’m not sure which schema to put it in” Developer #2> “What does it do?” Developer #1> “It provides data to a report in Reporting Services” Developer #2> “Ok, so put it in the [reports] schema” Developer #1> “Well I could, but the data will only be used by our Financial reporting folks so shouldn’t I put it in the [financial] schema?” Developer #2> “Maybe, yes” Developer #1> “Mind you, the data is supposed to be used for regulatory reporting to the FSA, should I put it in [regulatory]?” Developer #2> “Err….” You get the idea!!! The more schemas that exist in your database then the more chance that their supposed usages will overlap. I’m left wondering whether the use of schemas is actually necessary. I don’t view really see them as an aid to security because I generally believe that principles should be assigned permissions on objects as-needed on a case-by-case basis (and I have a stock SQL query that deciphers them all for me) so why bother using them at all? I can envisage a use where a database is used to house objects pertaining to many different business functions (which, in itself, is an ambiguous term) and in that circumstance perhaps a schema per business function would be appropriate; hence of late I have been loosely following this edict: If some objects in a database could be moved en masse to another database without the need to remove any foreign key constraints then those objects could legitimately exist in a dedicated schema. I am interested to know what other people’s thoughts are on this. If you would like to share then please do so in the comments. @Jamiet

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  • install wireshark 1.8.3 in ubuntu 12.04

    - by gene
    To enable capture traffic on multiple interfaces at once, I tried to install wireshark 1.8.3. However, I encountered the following errors: capture-pcap-util.c:274:1: error: static declaration of ‘pcap_datalink_name_to_val’ follows non-static declaration /usr/local/include/pcap/pcap.h:326:5: note: previous declaration of ‘pcap_datalink_name_to_val’ was here capture-pcap-util.c:289:1: error: static declaration of ‘pcap_datalink_val_to_name’ follows non-static declaration /usr/local/include/pcap/pcap.h:327:13: note: previous declaration of ‘pcap_datalink_val_to_name’ was here After doing some search, I found someone can fix it by reinstall libpcap-dev, or the following commands: step 1:rm & rmdir any file in '/usr/include/pcap';'/usr/local/include/pcap' step 2:Download libpcap by 'sudo apt-get install libpcap0.8-dev' step 3:./autogen.sh in wireshark dir step 4:make clean & make & make install However, neither is working on ubuntu 12.04/wireshark 1.8.3 Anyone can help?

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Compare Two NameValueCollections Extension Method

    - by Jon Canning
    public static class NameValueCollectionExtension     {         public static bool CollectionEquals(this NameValueCollection nameValueCollection1, NameValueCollection nameValueCollection2)         {             return nameValueCollection1.ToKeyValue().SequenceEqual(nameValueCollection2.ToKeyValue());         }         private static IEnumerable<object> ToKeyValue(this NameValueCollection nameValueCollection)         {             return nameValueCollection.AllKeys.OrderBy(x => x).Select(x => new {Key = x, Value = nameValueCollection[x]});         }     }

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  • As a tooling/automation developer, can I be making better use of OOP?

    - by Tom Pickles
    My time as a developer (~8 yrs) has been spent creating tooling/automation of one sort or another. The tools I develop usually interface with one or more API's. These API's could be win32, WMI, VMWare, a help-desk application, LDAP, you get the picture. The apps I develop could be just to pull back data and store/report. It could be to provision groups of VM's to create live like mock environments, update a trouble ticket etc. I've been developing in .Net and I'm currently reading into design patterns and trying to think about how I can improve my skills to make better use of and increase my understanding of OOP. For example, I've never used an interface of my own making in anger (which is probably not a good thing), because I honestly cannot identify where using one would benefit later on when modifying my code. My classes are usually very specific and I don't create similar classes with similar properties/methods which could use a common interface (like perhaps a car dealership or shop application might). I generally use an n-tier approach to my apps, having a presentation layer, a business logic/manager layer which interfaces with layer(s) that make calls to the API's I'm working with. My business entities are always just method-less container objects, which I populate with data and pass back and forth between my API interfacing layer using static methods to proxy/validate between the front and the back end. My code by nature of my work, has few common components, at least from what I can see. So I'm struggling to see how I can better make use of OOP design and perhaps reusable patterns. Am I right to be concerned that I could be being smarter about how I work, or is what I'm doing now right for my line of work? Or, am I missing something fundamental in OOP? EDIT: Here is some basic code to show how my mgr and api facing layers work. I use static classes as they do not persist any data, only facilitate moving it between layers. public static class MgrClass { public static bool PowerOnVM(string VMName) { // Perform logic to validate or apply biz logic // call APIClass to do the work return APIClass.PowerOnVM(VMName); } } public static class APIClass { public static bool PowerOnVM(string VMName) { // Calls to 3rd party API to power on a virtual machine // returns true or false if was successful for example } }

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

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  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

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  • Game Input mouse filtering

    - by aaron
    I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. Does anyone know how to implement this with delta mouse movement. Here is the relevant code. void update() { static float oldX = 0; static float oldY = 0; static float walkSpeed = .05f; static float sensitivity = 0.002f;//mouse sensitivity static float smooth = 0.7f;//mouse smoothing (0.0 - 0.99) float w = ScreenResolution.x/2.0f; float h = ScreenResolution.y/2.0f; Vec2f scrc(w,h); Vec2f mpos(getMouseX(),getMouseY()); float x = scrc.x-mpos.x; float y = scrc.y-mpos.y; oldX = (oldX*smooth + x*(1.0-smooth)); oldY = (oldY*smooth + y*(1.0-smooth)); x = oldX * sensitivity; y = oldY * sensitivity; camera->rotate(Vec3f(y,0,0)); transform->setRotation(transform->getRotation()*Quaternionf::fromAxisAngle(0.0f,1.0f,0.0f,-x)); setMousePosition((int)scrc.x,(int)scrc.y);//THIS IS THE PROBLEM LINE HOW CAN I AVOID THIS .... }

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  • Solaris 11

    - by user9154181
    Oracle has a strict policy about not discussing product features until they appear in shipping product. Now that Solaris 11 is publically available, it is time to catch up. I will be shortly posting articles on a variety of new developments in the Solaris linkers and related bits: 64-bit Archives After 40+ years of Unix, the archive file format has run out of room. The ar and link-editor (ld) commands have been enhanced to allow archives to grow past their previous 32-bit limits. Guidance The link-editor is now willing and able to tell you how to alter your link lines in order to build better objects. Stub Objects This is one of the bigger projects I've undertaken since joining the Solaris group. Stub objects are shared objects, built entirely from mapfiles, that supply the same linking interface as the real object, while containing no code or data. You can link to them, but cannot use them at runtime. It was pretty simple to add this ability to the link-editor, but the changes to the OSnet in order to apply them to building Solaris were massive. I discuss how we came to invent stub objects, how we apply them to build the OSnet in a more parallel and scalable manner, and about the follow on opportunities that have emerged from the new stub proto area we created to hold them. The elffile Utility A new standard Solaris utility, elffile is a variant of the file utility, focused exclusively on linker related files. elffile is of particular value for examining archives, as it allows you to find out what is inside them without having to first extract the archive members into temporary files. This release has been a long time coming. I joined the Solaris group in late 2005, and this will be my first FCS. From a user perspective, Solaris 11 is probably the biggest change to Solaris since Solaris 2.0. Solaris 11 polishes the ground breaking features from Solaris 10 (DTrace, FMA, ZFS, Zones), and uses them to add a powerful new packaging system, numerous other enhacements and features, along with a huge modernization effort. I'm excited to see it go out into the world. I hope you enjoy using it as much as we did creating it. Software is never done. On to the next one...

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  • C# Preprocessor Directives

    - by MarkPearl
    Going back to my old c++ days at university where we had all our code littered with preprocessor directives - I thought it made the code ugly and could never understand why it was useful. Today though I found a use in my C# application. The scenario – I had made various security levels in my application and tied my XAML to the levels by set by static accessors in code. An example of my XAML code for a Combobox to be enabled would be as follows… <ComboBox IsEnabled="{x:Static security:Security.SecurityCanEditDebtor}" />   And then I would have a static method like this… public static bool SecurityCanEditDebtorPostalAddress { get { if (SecurityCanEditDebtorPostalAddress) { return true; } else { return false; } } } My only problem was that my XAML did not like the if statement – which meant that while my code worked during runtime, during design time in VS2010 it gave some horrible error like… NullReferenceException was thrown on “StatiucExtension”: Exception has been thrown by the target of an invocation… If however my C# method was changed to something like this… public static bool SecurityCanEditDebtorPostalAddress { get { return true; } }   My XAML viewer would be happy. But of course this would bypass my security… <Drum Roll> Welcome preprocessor directives… what I wanted was during my design experience to totally remove the “if” code so that my accessor would return true and not have any if statements, but when I release my project to the big open world, I want the code to have the is statement. With a bit of searching I found the relevant MSDN sample and my code now looks like this… public static bool SecurityCanEditDebtorPostalAddress { get { #if DEBUG return true; #else if (Settings.GetInstance().CurrentUser.SecurityCanEditDebtorPostalAddress) { return true; } else { return false; } #endif } }   Not the prettiest beast, but it works. Basically what is being said here is that during my debug mode compile my code with just the code between the #if … #else block, but what I can now do is if I want to universally switch everything to the “if else” statement, I just go to my project properties –> Build and change the “Debug” flag as illustrated in the picture below. Also note that you can define your own conditional compilation symbols, and if you even wanted to you could skip the whole properties page and define them in code using the #define & #undef directives. So while I don’t like the way the code works and would like to look more into AOP and compare it to this method, it works for now.

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  • Why does Zend discourage "floating functions"?

    - by kojiro
    Zend's Coding Standard Naming Convention says Functions in the global scope (a.k.a "floating functions") are permitted but discouraged in most cases. Consider wrapping these functions in a static class. The common wisdom in Python says practically the opposite: Finally, use staticmethod sparingly! There are very few situations where static-methods are necessary in Python, and I've seen them used many times where a separate "top-level" function would have been clearer. (Not only does the above StackOverflow answer warn against overuse of static methods, but more than one Python linter will warn the same.) Is this something that can be generalized across programming languages, and if so, why does Python differ so from PHP? If it's not something that can be generalized, what is the basis for one approach or the other, and is there a way to immediately recognize in a language whether you should prefer bare functions or static methods?

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Preventing - Large Number of Failed Login Attempts from IP

    - by Silver89
    I'm running a CentOS 6.3 server and currently receive emails entitled "Large Number of Failed Login Attempts from IP" from my server every 15 minutes or so. Surely with the below configured it should mean only the person using the (my static ip) should be able to even try and log in? If that's the case where are these remote unknown users trying to log into which is generating these emails? Current Security Steps: root login is only allowed without-password StrictModes yes SSH password login is disabled - PasswordAuthentication no SSH public keys are used SSH port has been changed to a number greater than 40k cPHulk is configured and running Logins limited to specific ip address cPanel and WHM limited to my static ip only hosts.allow sshd: (my static ip) vsftpd: (my static ip) whostmgrd: (my static ip) hosts.deny ALL : ALL

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  • Is there a factory pattern to prevent multiple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquely define what the object is (what node, what edge etc), and the others that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methods, so all these objects act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approach which accepts a Builder object and constructs the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquely defines the type of object (this is node A to node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows its state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overriding of serialization methods to make it work (ensure that when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in its place), as well as using a weakHashMap as if it was a weakHashSet to know whether an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to its own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state that is different than my memory; to tell my memory when its own state is inconsistent. I believe this is possible despite their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect that I'm posting).

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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  • Missing error handling in Streaming-AJAX-Proxy Log

    - by Michael Freidgeim
    We are using AjaxProxy(FROM http://www.codeproject.com/KB/ajax/ajaxproxy.aspx) on our web site, but started to notice errors accessing log.txt file. I found that the file is created by Log class and doesn't have ability to switch it off and error handling. I've added reading file name from configuration and try/catch block   public static class Log     {         private static StreamWriter logStream;         private static object lockObject = new object ();     public static void WriteLine(string msg)         {                       string logFileName = ConfigurationExtensions.GetAppSetting("AjaxStreamingProxy.LogFile" ,"");                       if (logFileName.IsNullOrEmpty())                             return;                       try                      {                             if (logStream == null )                            {                                    lock (lockObject)                                   {                                           if (logStream == null )                                          {                            logStream = File.AppendText(Path .Combine(AppDomain.CurrentDomain.BaseDirectory, logFileName));                                          }                                   }                            }                            logStream.WriteLine(msg);                      }                       catch (Exception exc)                      {                             string ignoredMsg = String .Format("The error occured while logging {0}, but processing will continue.\n {1} ", exc);                             LoggerHelper.LogEvent(ignoredMsg, MyCategorySource, TraceEventType .Warning, true);                      }         }

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  • Serving a default image with nginx

    - by ustun
    I have the following configuration in nginx: location /static/ { root /srv/kose/; expires 2w; access_log off; } location / { proxy_pass http://127.0.0.1:8089; } If a file is not found in /static/, I want to serve a default image, and not proxy_pass to 8089. Currently, it looks for the file in the root for static, if it cannot find it, it tries the proxy. I have tried the following, but it doesn't work. How can I tell nginx to serve the default image? I have also tried try_files to no avail. location /static/ { root /srv/kose/; expires 2w; access_log off; error_page 404 /srv/static/defaultimage.jpg; } location / { proxy_pass http://127.0.0.1:8089; }

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  • network problem

    - by TimbooXD
    I was trying to make my IP static from my ubuntu 12.10 laptop but I made a mistake and after restarting with sudo /etc/init.d/networking restart Ubuntu crashed. So after restart my system it said that it couldn't use the network. Now I need to reconnect to the Internet and make my ip static. It is for a server and that isn't the problem, but how can I reconnect and make my ip static and which data I need to know?

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  • Implementing Search Engine Optimization Technique to E-Publishing Domain

    Implement the SEO concepts to both applications static and dynamic web application. There is no issue for create SEO contents to static (web contents does not change until that web site is re host) web application and keep up the SEO regulations and state of affairs. A few significant challenges to dynamic content poses. To overcome these challenges to have a fully functional dynamic site that is optimized as much as a static site can be optimized. Whatever user search and they can get information their information quickly.

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  • Multibinding File-Paths into a Button ControlTemplate

    - by Bill
    I am trying to develop an application that uses a number of images that are stored in a seperate remote file location. The file-paths to the UI elements are stored within the Application Settings. Although I understand how to access the images from Applications Settings using a MultiBinding and a value converter, I'm not sure how to integrate the Multibinding into the ImageButton ControlTemplate below. Can anyone steer me in the right direction? <Image.Source> <MultiBinding Converter="{StaticResource MyConverter}"> <Binding Source="{StaticResource Properties.Settings}" Path="Default.pathToInterfaceImages" /> <Binding Source="ScreenSaver.png"></Binding> </MultiBinding> </Image.Source> <Button Click="btn_ScreenSaver_Click" Style="{DynamicResource ThreeImageButton}" local:ThreeImageButton.Image="C:\Skins\ScreenSaver_UP.png" local:ThreeImageButton.MouseOverImage="C:\Skins\ScreenSaver_OVER.png" local:ThreeImageButton.PressedImage="C:\Skins\ScreenSaver_DOWN.png"/> <Style x:Key="ThreeImageButton" TargetType="{x:Type Button}"> <Setter Property="FontSize" Value="10"/> <Setter Property="Height" Value="34"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type Button}"> <StackPanel Orientation="Horizontal" > <Image Name="PART_Image" Source= "{Binding Path=(local:ThreeImageButton.Image), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" /> </StackPanel> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.MouseOverImage), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> <Trigger Property="IsPressed" Value="True"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.PressedImage), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Source" Value="{Binding Path=(local:ThreeImageButton.Image), RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type Button}}}" TargetName="PART_Image"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> public class ThreeImageButton : DependencyObject { // Add three new Dependency Properties to the Button Class to hold the // path to each of the images that are bound to the control, displayed // during normal, mouse-over and pressed states. public static readonly DependencyProperty ImageProperty; public static readonly DependencyProperty MouseOverImageProperty; public static readonly DependencyProperty PressedImageProperty; public static ImageSource GetImage(DependencyObject obj) { return (ImageSource)obj.GetValue(ImageProperty); } public static ImageSource GetMouseOverImage(DependencyObject obj) { return (ImageSource)obj.GetValue(MouseOverImageProperty); } public static ImageSource GetPressedImage(DependencyObject obj) { return (ImageSource)obj.GetValue(PressedImageProperty); } public static void SetImage(DependencyObject obj, ImageSource value) { obj.SetValue(ImageProperty, value); } public static void SetMouseOverImage(DependencyObject obj, ImageSource value) { obj.SetValue(MouseOverImageProperty, value); } public static void SetPressedImage(DependencyObject obj, ImageSource value) { obj.SetValue(PressedImageProperty, value); } // Register each property with the control. static ThreeImageButton() { var metadata = new FrameworkPropertyMetadata((ImageSource)null); ImageProperty = DependencyProperty.RegisterAttached("Image", typeof(ImageSource), typeof(ThreeImageButton), metadata); var metadata1 = new FrameworkPropertyMetadata((ImageSource)null); MouseOverImageProperty = DependencyProperty.RegisterAttached("MouseOverImage", typeof(ImageSource), typeof(ThreeImageButton), metadata1); var metadata2 = new FrameworkPropertyMetadata((ImageSource)null); PressedImageProperty = DependencyProperty.RegisterAttached("PressedImage", typeof(ImageSource), typeof(ThreeImageButton), metadata2); } }

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  • Linker errors between multiple projects in Visual C++

    - by rlbond
    Hi, I have a solution with multiple projects. I have a "main" project, which acts as a menu and from there, the user can access any of the other projects. On this main project, I get linker errors for every function called. How do I avoid these linker errors? I set the project dependencies already in the "Project Dependencies..." dialog. Thanks EDIT -- I did as suggested and added the output folder to the linker's additional directories. Now, however, I get a million errors as follows: 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ios ::setstate(int,bool)" (?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(int)" (?width@ios_base@std@@QAEHH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputn(char const *,int)" (?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHPBDH@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static bool __cdecl std::char_traits::eq_int_type(int const &,int const &)" (?eq_int_type@?$char_traits@D@std@@SA_NABH0@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static int __cdecl std::char_traits::eof(void)" (?eof@?$char_traits@D@std@@SAHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::basic_streambuf ::sputc(char)" (?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_streambuf * __thiscall std::basic_ios ::rdbuf(void)const " (?rdbuf@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_streambuf@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: char __thiscall std::basic_ios ::fill(void)const " (?fill@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEDXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::flags(void)const " (?flags@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: int __thiscall std::ios_base::width(void)const " (?width@ios_base@std@@QBEHXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: static unsigned int __cdecl std::char_traits::length(char const *)" (?length@?$char_traits@D@std@@SAIPBD@Z) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream & __thiscall std::basic_ostream ::flush(void)" (?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV12@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::basic_ostream * __thiscall std::basic_ios ::tie(void)const " (?tie@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEPAV?$basic_ostream@DU?$char_traits@D@std@@@2@XZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: bool __thiscall std::ios_base::good(void)const " (?good@ios_base@std@@QBE_NXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ostream ::_Osfx(void)" (?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Lock(void)" (?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_streambuf ::_Unlock(void)" (?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in panels.lib(panel_main.obj) 3msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: class std::locale::facet * __thiscall std::locale::facet::_Decref(void)" (?_Decref@facet@locale@std@@QAEPAV123@XZ) already defined in panels.lib(panel_main.obj) 3libcpmtd.lib(ios.obj) : error LNK2005: "private: static void __cdecl std::ios_base::_Ios_base_dtor(class std::ios_base *)" (?_Ios_base_dtor@ios_base@std@@CAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(ios.obj) : error LNK2005: "public: static void __cdecl std::ios_base::_Addstd(class std::ios_base *)" (?_Addstd@ios_base@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "void __cdecl _AtModuleExit(void (__cdecl*)(void))" (?_AtModuleExit@@YAXP6AXXZ@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: __Fac_tidy already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static void __cdecl std::locale::facet::facet_Register(class std::locale::facet *)" (?facet_Register@facet@locale@std@@CAXPAV123@@Z) already defined in msvcprtd.lib(locale0_implib.obj) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Getgloballocale(void)" (?_Getgloballocale@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "private: static class std::locale::_Locimp * __cdecl std::locale::_Init(void)" (?_Init@locale@std@@CAPAV_Locimp@12@XZ) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_ctor(class std::_Locinfo *,class std::basic_string,class std::allocator const &)" (?_Locinfo_ctor@_Locinfo@std@@SAXPAV12@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@2@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(locale0.obj) : error LNK2005: "public: static void __cdecl std::_Locinfo::_Locinfo_dtor(class std::_Locinfo *)" (?_Locinfo_dtor@_Locinfo@std@@SAXPAV12@@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::_Lockit(int)" (??0_Lockit@std@@QAE@H@Z) already defined in msvcprtd.lib(MSVCP90D.dll) 3libcpmtd.lib(xlock.obj) : error LNK2005: "public: __thiscall std::_Lockit::~_Lockit(void)" (??1_Lockit@std@@QAE@XZ) already defined in msvcprtd.lib(MSVCP90D.dll)

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