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  • Data-tier Applications in SQL Server 2008 R2

    - by BuckWoody
    I had the privilege of presenting to the Adelaide SQL Server User Group in Australia last evening, and I covered the Data Access Component (DAC) and the Utility Control Point (UCP) from SQL Server 2008 R2. Here are some links from that presentation:   Whitepaper: http://msdn.microsoft.com/en-us/library/ff381683.aspx Tutorials: http://msdn.microsoft.com/en-us/library/ee210554(SQL.105).aspx From Visual Studio: http://msdn.microsoft.com/en-us/library/dd193245(VS.100).aspx Restrictions and capabilities by Edition: http://msdn.microsoft.com/en-us/library/cc645993(SQL.105).aspx    Glen Berry's Blog entry on scripts for UCP/DAC: http://www.sqlservercentral.com/blogs/glennberry/archive/2010/05/19/sql-server-utility-script-from-24-hours-of-pass.aspx    Objects supported by a DAC: http://msdn.microsoft.com/en-us/library/ee210549(SQL.105).aspx   Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Naming: objectAction or actionObject?

    - by DocSalvage
    The question, Stored procedure Naming conventions?, and Joel's excellent Making Wrong Code Look Wrong article come closest to addressing my question, but I'm looking for a more general set of criteria to use in deciding how to name modules containing code (classes, objects, methods, functions, widgets, or whatever). English (my only human language) is structured as action-object (i.e closeFile, openFile, saveFile) and since almost all computer languages are based on English, this is the most common convention. However, in trying to keep related code close together and still be able to find things, I've found object-action (i.e. fileClose, fileOpen, fileSave) to be very attractive. Quite a number of non-English human languages follow this structure as well. I doubt that one form is universally superior, but when should each be used in the pursuit of helping to make sure bad code looks bad?

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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  • Enchanted Swing in the Forest Wallpaper

    - by Asian Angel
    Magic [DesktopNexus] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • What is the state of the art in OOP?

    - by Ollie Saunders
    I used to do a lot of object-oriented programming and found myself reading up a lot on how to do it well. When C++ was the dominant OOP language there was a very different set of best practices than have emerged since. Some of the newer ideas I know of are BDD, internal DSLs, and the importing of ideas from functional programming. My question is: is there any consensus on the best way to develop object-oriented software today in the more modern languages such as C#, Ruby, and Python? And what are those practices? For instance, I rather like the idea of stateless objects but how many are actually using that in practice? Or, is the state of the art to deemphasize the importance of OOP? This might be the case for some Python programmers but would be difficult for Rubyists.

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

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  • Version hash to solve Event Sourcing problems

    - by SystematicFrank
    The basic examples I have seen about Event Sourcing do not deal with out of order events, clock offsets in different systems and late events from system partitions. I am wondering if more polished Event Sourcing implementations rely on a version stamp of modified objects? For example, assuming that the system is rendering the entity Client with version id ABCD1234. If the user modifies the entity, the system will create an event with the modified fields AND the version id reference to which version it applies. Later the event responder would detect out of order events and merge them.

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  • HTG Projects: How to Create Your Own Custom Papercraft Toy

    - by Eric Z Goodnight
    Graphics programs aren’t simply for just editing your photos—they can have whatever fun application you can think of. For a fun, geeky project, here’s a simple papercraft toy you can make with a printer and simple household tools Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video] Convert or View Documents Online Easily with Zoho, No Account Required Build a Floor Scrubbing Robot out of Computer Fans and a Frisbee Serene Blue Windows Wallpaper for Your Desktop 2011 International Space Station Calendar Available for Download (Free) Ultimate Elimination – Lego Black Ops [Video]

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  • How do you navigate and refactor code written in a dynamic language?

    - by Philippe Beaudoin
    I love that writing Python, Ruby or Javascript requires so little boilerplate. I love simple functional constructs. I love the clean and simple syntax. However, there are three things I'm really bad at when developing a large software in a dynamic language: Navigating the code Identifying the interfaces of the objects I'm using Refactoring efficiently I have been trying simple editors (i.e. Vim) as well as IDE (Eclipse + PyDev) but in both cases I feel like I have to commit a lot more to memory and/or to constantly "grep" and read through the code to identify the interfaces. As for refactoring, for example changing method names, it becomes hugely dependent on the quality of my unit tests. And if I try to isolate my unit tests by "cutting them off" the rest of the application, then there is no guarantee that my stub's interface stays up to date with the object I'm stubbing. I'm sure there are workarounds for these problems. How do you work efficiently in Python, Ruby or Javascript?

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  • Dependency injection and IOC containers in a closed project

    - by Puckl
    Does it make sense to assemble my project with dependency injection containers if I am the only one who will use the code of that project? The question came up when I read this IOC Article http://martinfowler.com/articles/injection.html The justification for using dependency injection in this article is that friends can reuse a class, and replace depending classes with their own classes because they get injected and not instantiated in the class. I would only use it to inject objects where they are needed instead of passing them through layers to their target. (Which is not so bad I learned here: Is it bad practice to pass instances through several layers?) (Maybe I will reuse parts of the project, who knows, but I don´t know if that is a good justification)

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • how to add water effect to an image

    - by brainydexter
    This is what I am trying to achieve: A given image would occupy say 3/4th height of the screen. The remaining 1/4th area would be a reflection of it with some waves (water effect) on it. I'm not sure how to do this. But here's my approach: render the given texture to another texture called mirror texture (maybe FBOs can help me?) invert mirror texture (scale it by -1 along Y) render mirror texture at height = 3/4 of the screen add some sense of noise to it OR using pixel shader and time, put pixel.z = sin(time) to make it wavy (Tech: C++/OpenGL/glsl) Is my approach correct ? Is there a better way to do this ? Also, can someone please recommend me if using FrameBuffer Objects would be the right thing here ? Thanks

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  • "PHP: Good Parts"-ish book / reference

    - by julkiewicz
    Before I had my first proper contact with Javascript I read an excellent book "Javascript: The Good Parts" by Douglas Crockford. I was hoping for something similar in case of PHP. My first thought was this book: "PHP: The Good Parts" from O'Reilly However after I read the reviews it seems it totally misses the point. I am looking for a resource that would: concentrate on known shortcommings of PHP, give concrete examples, be as exhaustive as possible I already see that things can go wrong. If you want to close this question: Please consider this, I looked through SO, and Programmers for materials. I obviously found this question: http://stackoverflow.com/questions/90924/what-is-the-best-php-programming-book It's general, mine is specific. Moreover I'm reading the top recommendation "PHP Objects, Patterns, and Practice" right now. I find it insufficient -- it doesn't address the bad practices as much as I would like it to. tl;dr My question is NOT a general PHP book request.

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  • How to make Unit Tests to make sure stored procedure is deleting row from the database?

    - by aspdotnetuser
    I'm new to unit testing and I need some help with the following. I have created a small project to help me learn how to make Unit Tests. The functionality for one of the forms in my application deletes a user from the User table (and other rows in mapping tables). Currently, the unit test I have created to test this sets up the required objects and then calls the business rules method (passing in the user id) which calls the data access method to execute the stored procedure that deletes the rows in the tables. Is this the correct method to test whether something is being deleted successfully? Should the unit test / setup method first insert some test data which the unit test then deletes?

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  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

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  • Extending jQuery with jQuery.Extend

    - by Jalpesh P. Vadgama
    We all know that jQuery is a great JavaScript framework. It’s provide lots of functionalities and most used framework in programming world. But sometimes we need a functionality that does not provided by jQuery by default. At that time we need to extend jQuery. We can extend jQuery with jQuery.Extend  Method. You can get complete information from the following link. http://api.jquery.com/jQuery.extend/ It merges the contents of two or more objects together into the first object. More on my personal blog @www.dotnetjalps.com

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • problem on static link to libsmbclient.a

    - by Rex
    I've tried to develop a library using libsmbclient-dev to access net share folders. I wish to static link libsmbclient.a in my project , but a lot of error happens when I tried to static link it, it seems that the libsmbclient.a doesn't include some objects it needed , while everything goes well with libsmbclient.so. Because my project need to support various linux versions like centOS , Ubuntu ..., we wish not to install libsmbclient-dev everywhere. Can anybody tell me that if I can static link this libsmbclient.a in an easy way ? Or what kind of installation strategy should I take to cause less trouble to users? If anyone have use this library to develop projects before , can you tell me how you deal with this case? Thank you very much!!!

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  • What are the basic skills a beginner JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the beginner JavaScript skills that you would need to have to advance to the intermediate training? And so on.

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Help me get started in TDD for web development

    - by Snow_Mac
    I've done a tiny, tiny bit of TDD in building an app for a company that I interned with. We used lots of mocking and wrote lots of assert statements, after reading lots of blogs, I'm convinced that TDD is the way to go, but how do you go about TDD web applications? My main framework is Yii in PHP. My main questions are: What do you test? Models? Controllers? Views? How do you know if the output is correct? All my web apps interact with a DB, are there cavets to that and gotchas? Can I do testing in Netbeans? Can you test form elements or just strictly objects & methods?

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  • How to Inspect Javascript Object

    - by Madhan ayyasamy
    You can inspect any JavaScript objects and list them as indented, ordered by levels.It shows you type and property name. If an object property can't be accessed, an error message will be shown.Here the snippets for inspect javascript object.function inspect(obj, maxLevels, level){  var str = '', type, msg;    // Start Input Validations    // Don't touch, we start iterating at level zero    if(level == null)  level = 0;    // At least you want to show the first level    if(maxLevels == null) maxLevels = 1;    if(maxLevels < 1)             return '<font color="red">Error: Levels number must be > 0</font>';    // We start with a non null object    if(obj == null)    return '<font color="red">Error: Object <b>NULL</b></font>';    // End Input Validations    // Each Iteration must be indented    str += '<ul>';    // Start iterations for all objects in obj    for(property in obj)    {      try      {          // Show "property" and "type property"          type =  typeof(obj[property]);          str += '<li>(' + type + ') ' + property +                  ( (obj[property]==null)?(': <b>null</b>'):('')) + '</li>';          // We keep iterating if this property is an Object, non null          // and we are inside the required number of levels          if((type == 'object') && (obj[property] != null) && (level+1 < maxLevels))          str += inspect(obj[property], maxLevels, level+1);      }      catch(err)      {        // Is there some properties in obj we can't access? Print it red.        if(typeof(err) == 'string') msg = err;        else if(err.message)        msg = err.message;        else if(err.description)    msg = err.description;        else                        msg = 'Unknown';        str += '<li><font color="red">(Error) ' + property + ': ' + msg +'</font></li>';      }    }      // Close indent      str += '</ul>';    return str;}Method Call:function inspect(obj [, maxLevels [, level]]) Input Vars * obj: Object to inspect * maxLevels: Optional. Number of levels you will inspect inside the object. Default MaxLevels=1 * level: RESERVED for internal use of the functionReturn ValueHTML formatted string containing all values of inspected object obj.

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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