Search Results

Search found 621 results on 25 pages for 'seed fu'.

Page 2/25 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Is it bad practice to use an enum that maps to some seed data in a Database?

    - by skb
    I have a table in my database called "OrderItemType" which has about 5 records for the different OrderItemTypes in my system. Each OrderItem contains an OrderItemType, and this gives me referential integrity. In my middletier code, I also have an enum which matches the values in this table so that I can have business logic for the different types. My dev manager says he hates it when people do this, and I am not exactly sure why. Is there a better practice I should be following?

    Read the article

  • Implicit and Explicit implementations for Multiple Interface inheritance

    Following C#.NET demo explains you all the scenarios for implementation of Interface methods to classes. There are two ways you can implement a interface method to a class. 1. Implicit Implementation 2. Explicit Implementation. Please go though the sample. using System;   namespace ImpExpTest { class Program { static void Main(string[] args) { C o3 = new C(); Console.WriteLine(o3.fu());   I1 o1 = new C(); Console.WriteLine(o1.fu());   I2 o2 = new C(); Console.WriteLine(o2.fu());   var o4 = new C(); //var is considered as C Console.WriteLine(o4.fu());   var o5 = (I1)new C(); //var is considered as I1 Console.WriteLine(o5.fu());   var o6 = (I2)new C(); //var is considered as I2 Console.WriteLine(o6.fu());   D o7 = new D(); Console.WriteLine(o7.fu());   I1 o8 = new D(); Console.WriteLine(o8.fu());   I2 o9 = new D(); Console.WriteLine(o9.fu()); } }   interface I1 { string fu(); }   interface I2 { string fu(); }   class C : I1, I2 { #region Imicitly Defined I1 Members public string fu() { return "Hello C"; } #endregion Imicitly Defined I1 Members   #region Explicitly Defined I1 Members   string I1.fu() { return "Hello from I1"; }   #endregion Explicitly Defined I1 Members   #region Explicitly Defined I2 Members   string I2.fu() { return "Hello from I2"; }   #endregion Explicitly Defined I2 Members }   class D : C { #region Imicitly Defined I1 Members public string fu() { return "Hello from D"; } #endregion Imicitly Defined I1 Members } }.csharpcode, .csharpcode pre{ font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/}.csharpcode pre { margin: 0em; }.csharpcode .rem { color: #008000; }.csharpcode .kwrd { color: #0000ff; }.csharpcode .str { color: #006080; }.csharpcode .op { color: #0000c0; }.csharpcode .preproc { color: #cc6633; }.csharpcode .asp { background-color: #ffff00; }.csharpcode .html { color: #800000; }.csharpcode .attr { color: #ff0000; }.csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em;}.csharpcode .lnum { color: #606060; }Output:-Hello C Hello from I1 Hello from I2 Hello C Hello from I1 Hello from I2 Hello from D Hello from I1 Hello from I2 span.fullpost {display:none;}

    Read the article

  • Creating seed model from data already in DB

    - by Nick Brown
    Is there a way to convert data in an existing database into objects that can easily be put into a seed method? Essentially I'd like to let some people add lines to my DB via a form and then convert that into an object that I can re-seed the DB anytime I need to make changes. The database itself is created via code-first using the following model: public class Combo { public int Id { get; set; } public string MainPrefix { get; set; } public string MainDescriptor { get; set; } public string MainDish { get; set; } public string Connector { get; set; } public string SecondaryDescriptor { get; set; } public string SecondaryDish { get; set; } }

    Read the article

  • application specific seed data population

    - by user339108
    Env: JBoss, (h2, MySQl, postgres), JPA, Hibernate 3.3.x @Id @GeneratedValue(strategy = IDENTITY) private Integer key; Currently our primary keys are created using the above annotation. We expect to support a large number of users (~million users), what key should be used. Should it be Integer or Long or should I use the unsigned versions of the above declarations. We have a j2ee application which needs to be populated with some seed data on installation. On purchase, the customer creates his own data on top of the application. We just want to make sure that there is enough room to ship, modify or add data for future releases. What would be the best mechanism to support this, we had looked at starting all table identifiers from a certain id (say 1000) but this mandates modifying primary key generation to have table or sequence based generators and we have around ~100 tables. We are not sure if this is the right strategy for this. If we use a signed integer approach for the key, would it make sense to have the seed data as everything starting from 0 and below (i.e -ve numbers), so that all customer specific data will be available on 0 and above (i.e. +ve numbers)

    Read the article

  • Can't figure out how to use db:seed for rails in netbeans

    - by user317766
    can't seem to get my seeds.rb file to run through the command "rake db:seed". I'm using netbeans and I'm a beginner to rails, so I could be doing something really simple and stupid =/. I know you're meant to put your seeds.rb file in the db directory but netbeans doesn't seem to have one or might have renamed it... any help out there? Thanks in advance!

    Read the article

  • "rake db:seed" no method error

    - by louddwarf
    when I try and run the "rake db:seed" command the rails console outputs "NoMethodError: undefined method `db' for #" not quite sure what going on. I'm using netbeans to build my rails project which is using the built-in JRuby 1.2 would that have anything to do with it?

    Read the article

  • rails db:seed no method error

    - by louddwarf
    when I try and run the "rake db:seed" command the rails console outputs "NoMethodError: undefined method `db' for #" not quite sure what going on. I'm using netbeans to build my rails project which is using the built-in JRuby 1.2 would that have anything to do with it?

    Read the article

  • PHP, javascript, single quote problems with IE when passing variable from ajax post to javascript fu

    - by Mattis
    Hi! I have been trying to get this to work for a while, and I suspect there's an easy solution that I just can't find. My head feels like jelly and I would really appreciate any help. My main page.php makes a .post() to backend.php and fetches a list of cities which it echoes in the form of: <li onclick="script('$data');">$data</li> The list is fetched and put onto the page via .html(). My problem occurs when $data has a single quote in it. backend.php passes the variable just fine to page.php but when i run html() it throws a javascript error (in IE, not FF obviously); ')' is expected IE parses the single quote and messes up the script()-call. I've been trying to rebuild the echoed string in different ways, escaping the 's on the php side and/or on the javascript side - but in vain. Do I have to review the script in total? page.php $.post("backend.php", {q: ""+str+""}, function(data) { if(data.length >0) { $('#results').html(data); } backend.php while ($row = $q->fetch()) { $city = $row['City']; // $city = addslashes($row['City']); // $city = str_replace("'","&#39;",$row['City']); echo "<li onclick=\"script('$city');\">".$city."</li>"; }

    Read the article

  • Unhandled Exception with c++ app on Visual Studio 2008 release build - occurs when returning from fu

    - by Rich
    Hi, I have a (rather large) application that I have written in C++ and until recently it has been running fine outside of visual studio from the release build. However, now, whenever I run it it says "Unhandled exception at 0x77cf205b in myprog.exe: 0xC0000005: Access violation writing location 0x45000200.", and leads me to "crtexe.c" at line 582 ("mainret = main(argc, argv, envp);") if I attempt to debug it. Note that this problem never shows if I run my debug executable outside of visual studio, or if I run my debug or release build within visual studio. It only happens when running the release build outside of visual studio. I have been through and put plenty of printfs and a couple of while(1)s in it to see when it actually crashed, and found that the access violation occurs at exactly the point that the value is returned from the function (I'm returning a pointer to an object). I don't fully understand why I would get an access violation at the point it returns, and it doesn't seem to matter what I'm returning as it still occurs when I return 0. The point it started crashing was when I added a function which does a lot of reading from a file using ifstream. I am opening the stream every time I attempt to read a new file and close it when I finish reading it. If I keep attempting to run it, it will run once in about 20 tries. It seems a lot more reliable if I run it off my pen drive (it seems to crash the first 3 or 4 times then run fine after that - maybe it's due to its slower read speed). Thanks for your help, and if I've missed anything let me know.

    Read the article

  • advanced Visual Studio kung-fu test -- Calling functions from the Immediate Window during debugging

    - by kizzx2
    I see some related questions have been asked, but they're either too advanced for me to grasp or lacking a step-by-step guide from start to finish (most of them end up being insider talk of their own experiment results). OK here it is, given this simple program: #include <stdio.h> #include <string.h> int main() { FILE * f; char buffer[100]; memset(buffer, 0, 100); fun(); f = fopen("main.cpp", "r"); fread(buffer, 1, 99, f); printf(buffer); fclose(f); return 0; } What it does is basically print itself (assume file name is main.cpp). Question How can I have it print another file, say foobar.txt without modifying the source code? It has something to do with running it through VS's, stepping through the functions and hijacking the FILE pointer right before fread() is called. No need to worry about leaking resources by calling fclose(). I tried the simple f = fopen("foobar.txt", "r") which gave CXX0017: Error: symbol "fopen" not found Any ideas? Edit I found out the solution accidentally on Debugging Mozilla on Windows FAQ. The correct command to put into the Immediate Window is f = {,,MSVCR100D}fopen("foo.txt", "r") However, it doesn't really answer this question: I still don't understand what is going on here. How to systematically find out the {,,MSVCR100D} part for any given method? I know the MSVCR version changes from system to system. How can I find that out? Could anyone explain the curly brace syntax, especially, what are those two commas doing there? Are there more hidden gems using this syntax?

    Read the article

  • Calling functions from the Immediate Window during debugging -- advanced Visual Studio kung-fu test

    - by kizzx2
    I see some related questions have been asked, but they're either too advanced for me to grasp or lacking a step-by-step guide from start to finish (most of them end up being insider talk of their own experiment results). OK here it is, given this simple program: #include <stdio.h> #include <string.h> int main() { FILE * f; char buffer[100]; memset(buffer, 0, 100); fun(); f = fopen("main.cpp", "r"); fread(buffer, 1, 99, f); printf(buffer); fclose(f); return 0; } What it does is basically print itself (assume file name is main.cpp). Question How can I have it print another file, say foobar.txt without modifying the source code? It has something to do with running it through VS's, stepping through the functions and hijacking the FILE pointer right before fread() is called. No need to worry about leaking resources by calling fclose(). I tried the simple f = fopen("foobar.txt", "r") which gave CXX0017: Error: symbol "fopen" not found Any ideas?

    Read the article

  • Separate seeds in PHPUnit

    - by mik
    How do I create a separate seed for some test inside one test class? PHPUnit documentation includes this example <?php require_once 'PHPUnit/Extensions/Database/TestCase.php'; class DatabaseTest extends PHPUnit_Extensions_Database_TestCase { protected function getConnection() { $pdo = new PDO('mysql:host=localhost;dbname=testdb', 'root', ''); return $this->createDefaultDBConnection($pdo, 'testdb'); } protected function getDataSet() { return $this->createFlatXMLDataSet(dirname(__FILE__).'/_files/bank-account-seed.xml'); } } ?> But in this example I have one seed for all the tests inside my class. Thank you for help.

    Read the article

  • Boost Mersenne Twister: how to seed with more than one value?

    - by Eamon Nerbonne
    I'm using the boost mt19937 implementation for a simulation. The simulation needs to be reproducible, and that means storing and potentially reusing the RNG seeds later. I'm using the windows crypto api to generate the seed values because I need an external source for the seeds and not because of any particular guarantees of randomness. The output of any simulation run will have a note including the RNG seed - so the seed needs to be reasonably short. On the other hand, as part of the analysis of the simulation, I'll be comparing several runs - but to be sure that these runs are actually different, I'll need to use different seeds - so the seed needs to be long enough to avoid accidental collisions. I've determined that 64-bits of seeding should suffice; the chance of a collision will reach 50% after about 2^32 runs - that probability is low enough that the average error caused by it is negligible to me. Using just 32-bits of seed is tricky; the chance of a collision reaches 50% already after 2^16 runs; and that's a little too likely for my tastes. Unfortunately, the boost implementation either seeds with a full state vector - which is far, far too long - or a single 32-bit unsigned long - which isn't ideal. How can I seed the generator with more than 32-bits but less than a full state vector? I tried just padding the vector or repeating the seeds to fill the state vector, but even a cursory glance at the results shows that that generates poor results.

    Read the article

  • Scheme homework Black jack help....

    - by octavio
    So I need to do a game of blackjack simulator, butt can't seem to figure out whats wrong with the shuffle it's suppose to take a card randomly from the pack the put it on top of the pack. The delete it from the rest. so : (ace)(2)(3)(4)(5)...(k) if random card is let say 5 (5)(ace)(2)(3)(4)(5)...(k) then it deletes the 2nd 5 (5)(ace)(2)(3)(4)(6)...(k) here is the code: (define deck '((A . C) (2 . C) (3 . C) (4 . C) (5 . C) (6 . C) (7 . C) (8 . C) (9 . C) (10 . C) (V . C) (Q . C) (K . C))) ;auxilliary function for shuffle let you randomly select a card. (define shuffAux (lambda (t) (define cardR (lambda (t) (list-ref t (random 13)))) (cardR t))) ;auxilliary function used to remove the card after the car to prevent you from removing the randomly selected from the car(begining of the deck). (define (removeDupC card deck) (delete card (cdr deck)) ) (define shuffle2ndtry (lambda (deck seed) (define do-shuffle (lambda (deck seed) (if (> seed 0)( (cons (shuffAux deck) deck) (removeDupC (car deck) deck) (- 1 seed)) (write deck) ) ) ) (do-shuffle deck seed))) (define (shuffle deck seed) (define cards (cons (shuffAux deck) deck)) (write cards) (case (> seed 0) [(#t) (removeDupC (car cards) (cdr cards)) (shuffle cards (- seed 1))] [(#f) (write cards)])) (define random (let ((seed 0) (a 3141592653) (c 2718281829) (m (expt 2 35))) (lambda (limit) (cond ((and (integer? limit)) (set! seed (modulo (+ (* seed a) c) m)) (quotient (* seed limit) m)) (else (/ (* limit (random 34359738368)) 34359738368)))))) ;function in which you can delete an element from the list. (define delete (lambda (item list) (cond ((equal? item (car list)) (cdr list)) (else (cons (car list) (delete item (cdr list))))))) (

    Read the article

  • Implicit and Explicit implementations for Multiple Interface inheritance

    Following C#.NET demo explains you all the scenarios for implementation of Interface methods to classes. There are two ways you can implement a interface method to a class. 1. Implicit Implementation 2. Explicit Implementation. Please go though the sample. using System; namespace ImpExpTest {     class Program     {         static void Main(string[] args)         {             C o3 = new C();             Console.WriteLine(o3.fu());             I1 o1 = new C();             Console.WriteLine(o1.fu());             I2 o2 = new C();             Console.WriteLine(o2.fu());             var o4 = new C();       //var is considered as C             Console.WriteLine(o4.fu());             var o5 = (I1)new C();   //var is considered as I1             Console.WriteLine(o5.fu());             var o6 = (I2)new C();   //var is considered as I2             Console.WriteLine(o6.fu());             D o7 = new D();             Console.WriteLine(o7.fu());             I1 o8 = new D();             Console.WriteLine(o8.fu());             I2 o9 = new D();             Console.WriteLine(o9.fu());         }     }     interface I1     {         string fu();     }     interface I2     {         string fu();     }     class C : I1, I2     {         #region Imicitly Defined I1 Members         public string fu()         {             return "Hello C"         }         #endregion Imicitly Defined I1 Members         #region Explicitly Defined I1 Members         string I1.fu()         {             return "Hello from I1";         }         #endregion Explicitly Defined I1 Members         #region Explicitly Defined I2 Members         string I2.fu()         {             return "Hello from I2";         }         #endregion Explicitly Defined I2 Members     }     class D : C     {         #region Imicitly Defined I1 Members         public string fu()         {             return "Hello from D";         }         #endregion Imicitly Defined I1 Members     } } Output:- Hello C Hello from I1 Hello from I2 Hello C Hello from I1 Hello from I2 Hello from D Hello from I1 Hello from I2 span.fullpost {display:none;}

    Read the article

  • How can I set default seed for all identities within a SQL Server database?

    - by Brandon DuRette
    Is there a way to tell SQL server to use specific default seed value for IDENTITY columns - assuming the (to be run) CREATE TABLE statements do not specify one? I don't really care about altering existing data or altering the seed values for specific IDENTITY columns. I want the same seed for all newly created identity columns. Assume I cannot modify the individual CREATE TABLE statements in any way.

    Read the article

  • Does downloading the same torrent from more than one server increase the sources / seeds?

    - by Petruza
    Does downloading the same torrent from more than one server increase the sources / seeds? edit: What I meant with servers is those like mininova, isohunt and the like. Now I know those aren't the trackers, what I want to know is if when more than one of those indexing sites are linked for the same torrent, if they likely contain different lists of trackers, so getting the torrent from both sites will increase the trackers, hence the seeds, or if it's just in case one of the sites goes down. I guess I can test this getting one torrent from one site with a torrent client and the same torrent, from another site with another client and comparing the list of trackers and the amount of seeders and leechers.

    Read the article

  • Rails Load Data into Application every time a New User is Created

    - by looloobs
    Hi I am trying to figure out the "right" way to do this. In my application every time I create a new user I want to have specific data loaded into an associated table. The associated table is a different preset lists. So a User has many lists and those lists have many items. Some of those Items I want to be loaded when the User is created. I really don't know how to go about doing this but I am guessing something like: create User after_create: create Lists (need already existing data for the list names) after_create List then populate Items table with existing data for these Lists. Should I be using seed data for this? Is that alright for production and if so how exactly would I go about doing that. Any guidance or other recommendations are greatly appreciated.

    Read the article

  • Large free block of english non-pronoun text

    - by Tom
    As part of teaching myself python I've written a script which allows a user to play hangman. At the moment, the hangman word to be guessed is simply entered manually at the start of the script's code. I want instead for the script to choose randomly from a large list of english words. This I know how to do - my problem is finding that list of words to work from in the first place. Does anyone know of a source on the net for, say, 1000 common english words where they can be downloaded as a block of text or something similar that I can work with? (My initial thought was grabbing a chunk of a novel from project gutenburg [this project is only for my own amusement and won't be available anywhere else so copyright etc doesn't matter hugely to me btw], but anything like that is likely to contain too many names or non-standard words that wouldn't be suitable for hangman. I need text that only has words legal for use in scrabble, basically). It's a slightly odd question for here I suppose, but actually I thought the answer might be of use not just to me but anyone else working on a project for a wordgame or similar that needs a large seed list of words to work from. Many thanks for any links or suggestions :)

    Read the article

  • Problem with sessions subdomains and authlogic in Rails.

    - by Alfred Nerstu
    I've got a rails app with authlogic authentication and a username.domain.com structure built with subdomain-fu. But my session breaks when going from domain.com to username.domain.com. I've tried to add config.action_controller.session = {:domain => '.localhost:3000'} to my development.rb but that seams to break authlogic disabling sign out/sign in. Any suggestions on what to do? Thanks in advance!

    Read the article

  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

    Read the article

  • How to create multiboot flash drive

    - by Nrew
    I've found a guide here: http://www.pendrivelinux.com/boot-multiple-iso-from-usb-multiboot-usb/ And found this menu.lst in my flash drive, which seems to be the one that I'm seeing when I boot using my flash drive: # This Menu Created by Lance http://www.pendrivelinux.com # Ongoing Suggested Menu Entries and the Suggestor are noted! default 0 timeout 30 color NORMAL HIGHLIGHT HELPTEXT HEADING splashimage=(hd0,0)/splash.xpm.gz foreground=FFFFFF background=0066FF title Memtest86+ find --set-root /memtest86+-4.00.iso map --mem /memtest86+-4.00.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by madprofessor title Boot Clonezilla root (hd0,0) kernel /clonezilla/live/vmlinuz live-media-path=clonezilla/live bootfrom=/dev/sd boot=live union=aufs noprompt ocs_live_run="ocs-live-general" ocs_live_extra_param="" ocs_live_keymap="" ocs_live_batch="no" ocs_lang="" vga=791 ip=frommedia initrd /clonezilla/live/initrd.img title Parted Magic 4.9 (Partition Tools) find --set-root /pmagic-4.9.iso map /pmagic-4.9.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by Deb title Partition Wizard 4.2 (Partition Tools) find --set-root /pwhe42.iso map /pwhe42.iso (hd32) map --hook root (hd32) chainloader (hd32) title Balder DOS image (FreeDOS) map --unsafe-boot /balder10.img (fd0) map --hook chainloader --force (fd0)+1 rootnoverify (fd0) # Suggested by Szymon Silski title Linux Mint 8 find --set-root /LinuxMint-8.iso map /LinuxMint-8.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/mint.seed boot=casper persistent iso-scan/filename=/LinuxMint-8.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 find --set-root /ubuntu-10.04-desktop-i386.iso map /ubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/ubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz title Xubuntu 10.04 (XFCE Desktop) find --set-root /xubuntu-10.04-desktop-i386.iso map /xubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/xubuntu.seed boot=casper persistent iso-scan/filename=/xubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz title Kubuntu 10.04 (KDE Desktop) find --set-root /kubuntu-10.04-desktop-i386.iso map /kubuntu-10.04-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/kubuntu.seed boot=casper persistent iso-scan/filename=/kubuntu-10.04-desktop-i386.iso splash initrd /casper/initrd.lz # Suggested by Ambriel title Lubuntu 10.04 (LXDE Lightweight Desktop) find --set-root /lubuntu-10.04.iso map /lubuntu-10.04.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/lubuntu.seed boot=casper persistent iso-scan/filename=/lubuntu-10.04.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 Netbook Remix (NetBook Distro) find --set-root /ubuntu-10.04-netbook-i386.iso map /ubuntu-10.04-netbook-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/netbook-remix.seed boot=casper persistent iso-scan/filename=/ubuntu-10.04-netbook-i386.iso splash initrd /casper/initrd.lz title Ubuntu 10.04 Server Edition Installer (32 bit Installer Only) find --set-root /ubuntu-10.04-server-i386.iso map /ubuntu-10.04-server-i386.iso (0xff) map --hook root (0xff) kernel /install/vmlinuz file=/cdrom/preseed/ubuntu-server.seed boot=install iso-scan/filename=/ubuntu-10.04-server-i386.iso splash initrd /install/initrd.gz title Ubuntu 9.10 find --set-root /ubuntu-9.10-desktop-i386.iso map /ubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/ubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz title Xubuntu 9.10 find --set-root /xubuntu-9.10-desktop-i386.iso map /xubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/xubuntu.seed boot=casper persistent iso-scan/filename=/xubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz title Kubuntu 9.10 find --set-root /kubuntu-9.10-desktop-i386.iso map /kubuntu-9.10-desktop-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/kubuntu.seed boot=casper persistent iso-scan/filename=/kubuntu-9.10-desktop-i386.iso splash initrd /casper/initrd.lz # Ubuntu Server and Netbook Remix suggested by Wojciech Holek title Ubuntu 9.10 Server Edition Installer (Installer Only) find --set-root /ubuntu-9.10-server-i386.iso map /ubuntu-9.10-server-i386.iso (0xff) map --hook root (0xff) kernel /install/vmlinuz file=/cdrom/preseed/ubuntu-server.seed boot=install iso-scan/filename=/ubuntu-9.10-server-i386.iso splash initrd /install/initrd.gz title Ubuntu 9.10 Netbook Remix (NetBook Distro) find --set-root /ubuntu-9.10-netbook-remix-i386.iso map /ubuntu-9.10-netbook-remix-i386.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/netbook-remix.seed boot=casper persistent iso-scan/filename=/ubuntu-9.10-netbook-remix-i386.iso splash initrd /casper/initrd.lz title Ubuntu 9.10 Rescue Remix (Recovery Tools) find --set-root /ubuntu-rescue-remix-9-10-revision1.iso map /ubuntu-rescue-remix-9-10-revision1.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper iso-scan/filename=/ubuntu-rescue-remix-9-10-revision1.iso splash initrd /casper/initrd.lz title DSL 4.4.10 find --set-root /dsl-4.4.10-initrd.iso map --mem /dsl-4.4.10-initrd.iso (hd32) map --hook root (hd32) chainloader (hd32) title AVG Rescue CD (Anti-Virus + Anti-Spyware) find --set-root /avg_arl_en_90_100114.iso map /avg_arl_en_90_100114.iso (hd32) map --hook chainloader (hd32) title Ultimate Boot CD 4.11 find --set-root /ubcd411.iso map /ubcd411.iso (hd32) map --hook chainloader (hd32) title OphCrack XP 2.3.1 (XP Password Cracker) find --set-root /ophcrack-xp-livecd-2.3.1.iso map /ophcrack-xp-livecd-2.3.1.iso (0xff) map --hook root (0xff) kernel /boot/bzImage rw root=/dev/null vga=normal lang=C kmap=us screen=1024x768x16 autologin initrd /boot/rootfs.gz title OphCrack Vista 2.3.1 (Vista Password Cracker) find --set-root /ophcrack-vista-livecd-2.3.1.iso map /ophcrack-vista-livecd-2.3.1.iso (0xff) map --hook root (0xff) kernel /boot/bzImage rw root=/dev/null vga=normal lang=C kmap=us screen=1024x768x16 autologin initrd /boot/rootfs.gz # Suggested by Greg Steer title Offline NT Password & Registy Editor find --set-root /cd080802.iso map /cd080802.iso (hd32) map --hook chainloader (hd32) title SliTaz 2.0 find --set-root /slitaz-2.0.iso map --mem /slitaz-2.0.iso (hd32) map --hook chainloader (hd32) title Riplinux 9.3 find --set-root /RIPLinuX-9.3.iso map --heads=0 --sectors-per-track=0 /RIPLinuX-9.3.iso (0xff) || map --heads=0 --sectors-per-track=0 --mem /RIPLinuX-9.3.iso (0xff) map --hook chainloader (0xff) # Suggested by Sunny title YlmF (Windows Like OS) find --set-root /YlmF_OS_EN_v1.0.iso map /YlmF_OS_EN_v1.0.iso (0xff) map --hook root (0xff) kernel /casper/vmlinuz file=/cdrom/preseed/ubuntu.seed boot=casper persistent iso-scan/filename=/YlmF_OS_EN_v1.0.iso splash initrd /casper/initrd.lz # Suggested by Martin Andersson title DBAN 1.0.7 (Drive Nuker) find --set-root /dban-1.0.7_i386.iso map --mem /dban-1.0.7_i386.iso (hd32) map --hook root (hd32) chainloader (hd32) # Suggested by Robin McGough title xPUD 0.9.2 (NetBook Distro) find --set-root --ignore-floppies --ignore-cd /xpud-0.9.2.iso map --heads=0 --sectors-per-track=0 /xpud-0.9.2.iso (hd32) map --hook chainloader (hd32) title Puppy 4.3.1 find --set-root /puppy/pup-431.sfs kernel /puppy/vmlinuz initrd /puppy/initrd.gz # Suggested by Relst title Run a Linux OS from the Internet kernel /gpxe.lkrn I also put some .iso files for os installers (Windows xp sp2 and Ubuntu 10.04) But they didn't show up in the list when I booted Do I need to: extract the .iso files and put in in their respective folders? Add the os that I added on the menu.lst? How do I add the iso image(os) in the menu.lst? Before adding the .iso files I first made a folder named Windows xp sp2 then placed the .iso files in there. Please help, I think I need to add the folder name or the file name on the menu.lst but I don't know how

    Read the article

  • How to create a rails staging environment in engineyard?

    - by siulamvictor
    I have a production instance in engineyard up and running well. I would like to create a new staging instance for internal testing. I cloned the existing production instance, changed Framework Environment to staging. I can deploy all the code to staging instance from Github. Engineyard reported the server is fully configured and ready. I have subdomain-fu in my Rails app, as I have some subdomain handling in my app. I set the subdomain initializer like this.... SubdomainFu.tld_sizes = {:development => 1, :test => 0, :production => 1, :staging => 2} As the production instance is using the domain xxxxx.com, I would like my staging instance use the domain staging.xxxxx.com. But I got an error when open this domain. Seems the app use xxxxx.com as domain but not the staging.xxxxx.com. I checked the engineyard database.yml. It use xxxxx_production database, I supposed it should be xxxxx_staging. Seems the engineyard instance is not set to staging environment, but just clone all the setting from production server. Does anyone have experience with this and can show me the way on how to fix it? Thanks. :)

    Read the article

  • How to force SQL Server 2008 to not change AUTOINC_NEXT value when IDENTITY_INSERT is ON ?

    - by evilek
    Hello, I got question about IDENTITY_INSERT. When you change it to ON, SQL Server automatically changes AUTOINC_NEXT value to the last inserted value as identity. So if you got only one row with ID = 1 and insert row with ID = 100 while IDENTITY_INSERT is ON then next inserting row will have ID = 101. I'd like it to be 2 without need to reseed. Such behaviour already exists in SQL Server Compact 3.5. Is it possible to force SQL Server 2008 to not change AUTOINC_NEXT value while doing insert with IDENTITY_INSERT = ON ?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >