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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Phoenix Silverlight UserGroup tonight

    - by Dave Campbell
    Yes it really is the first Wednesday of the month! and Yes, we are having our normally scheduled meeting tonight. Everyone should be back from any Memorial Day festivities, dragging your collective drawers at work and looking for somethign interesting. Voila!... the Silverlight User Group meeting from 6PM to 8PM at Interface Technical Training (NW corner of Central & Thomas) -- check PhoenixSilverlight.net for a map. Come out for Pizza and networking at 6 then hang around because Les Brown of Sogeti is returning to speak on the new features in in .NET 4.0 as a project-based demo. I've got some fun give-aways, so come on out... it'll be too hot on tonight to be anywhere else :)

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  • JavaOne and Oracle Open World Community Run - Monday, Oct 1, 6:17am PT

    - by arungupta
    Following the tradition from last year, inviting all JavaOne and Oracle Open World attendees to run with me in one of the 10 best cities to run in the US. The running route will start at Ferry Plaza on Embarcadero, go through Fisherman's Wharf, straight up Hyde St, couple of loops around Crooked Street and then back the same route to end at Ferry Plaza. Here is the complete clickable map: The Hyde Street (~300ft in 0.75 miles) and Lombard (~200 ft in 0.15 mile) are challenging elevations and you may cover them once only. Alternatively you may take a simpler route out-and-back by running further up to Marina and Crissy Field. When ? Monday, Oct 1, 2012 I plan to leave at 6:17am PT from the starting point and certainly hope you can join me. Oracle is doing several things to keep Oracle Open World and JavaOne sustainable and reduce the conference footprint. Lets do our share to keep the conference green! Of course, don't forget the Geek Bike Ride is tomorrow.

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  • What are requirements for a successful SOA?

    - by Amir Rezaei
    I’m an EA in an organisation with 10000+ employees. Strategically we are heading towards SOA. Currently I’m researching about SOA’s and creating a road map and I have come over many blogs that talk about “SOA is dead”. We can all agree that SOA is not just web-services. The problem is that I have hard to find any information on the reason behind SOA-fail stories in enterprises. What went bad and what went right? My question is: What are common SOA mistakes in enterprises that make SOA fail in long term? Is the any best practice for SOA? What are the most important requirements for a successful SOA in an enterprise? It would be good feedback towards our SOA strategy in this organisation. I have tried to narrow down the question, but it’s hard due to the nature of the question.

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  • Windows Phone 7 Development &ndash; Useful Links

    - by David Turner
    Here are some excellent links for anyone developing for Windows Phone 7: J.D. Meier’s Windows Phone Developer Guidance Map – this is immense.  Also check out the Silverlight version Justin Angel’s site – some really great articles on unlocked roms, automation and Continuous Integration Windows Phone 7 Development Best Practices Wiki Jeff Blankenburg’s 31 days of Windows Phone 7 This post of Links to sample code for Windows Phone Tim Heuers blog, particularly this post of Tips and Tricks Kevin Marshall's blog, particularly the epic WP7 Development Tips Part 1 post Code Samples for Windows Phone on MSDN If you have unlocked your phone for development, then you can use the WPConnect tool to connect to the device rather than using the Zune client.  I found it useful to pin a shortcut to WPConnect in my Start Menu. The Performance Counters displayed when you debug your app on a device are useful for seeing things like frame rate and memory usage, this page on MSDN explains what the numbers mean.  Jeff Blankenburg covers this in more details on his blog I also came across this set of links to tutorials recently which looks very useful. Creating Windows Phone 7 Application and Marketplace Icons: http://expression.microsoft.com/en-us/gg317447.aspx

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  • Setter Validation can affect performance?

    - by TiagoBrenck
    Whitin a scenario where you use an ORM to map your entities to the DB, and you have setter validations (nullable, date lower than today validation, etc) every time the ORM get a result, it will pass into the setter to instance the object. If I have a grid that usually returns 500 records, I assume that for each record it passes on all validations. If my entity has 5 setter validations, than I have passed in 2.500 validations. Does those 2.500 validations will affect the performance? If was 15.000 validation, it will be different? In my opinion, and according to this answer (http://stackoverflow.com/questions/4893558/calling-setters-from-a-constructor/4893604#4893604), setter validation is usefull than constructors validation. Is there a way to avoid unecessary validation, since I am safe that the values I send to DB when saving the entity wont change until I edit it on my system?

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  • How to better adjust more then 2 keyboard layouts

    - by zetah
    From time to time I have to use characters not present in my two layouts: Latin and Cyrillic and instead digging in Character map I thought to additionally add 2 more keyboard layouts. My issue with this approach is that most of the time I use just two layouts, and while changing to different layout (Alt-Shift) I now have to press couple of times to switch to previous layout. It's not just number of pressings, but I have to press two keys at once and track keyboard indicator which is distracting. I tried some options presented in keyboard settings, but I think there is no option that I would like - change just between first two layouts on Alt-Shift, and if I want to use additional layout I can choose it from keyboard indicator drop-down menu. Any ideas how this might be possible

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  • Trouble switching to Dvorak on Ubuntu 12.04

    - by Dodgie
    I've decided to switch to Dvorak on my Ubuntu machine, but I'm having some trouble: First, I attempted to do this through the GUI -- System Settings - Keyboard Layout - add layout (plus sign) - English(programmer Dvorak). This didn't work at first, so I restarted my machine. It seemed to work at the password prompt (if only because QWERTY did not), but I couldn't get it to accept my password. I used the virtual keyboard option to enter my password with mouse clicks (the virtual keyboard was using the programmer's Dvorak Standard) and was able to get in that way. Once logged in, however, I was back to QWERTY. Second, I tried to switch on the command prompt -- $ loadkeys /usr/lib/kbd/keytables/dvorak.map The error message I received was "Couldn't get a file descriptor referring to the console " Does anyone know what I'm doing wrong? I've looked for a solution for these problems, but couldn't find anything.

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • How do walls affect lighting?

    - by Milkboat
    I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect how the lighting is displayed? Just looking for tips on how to make my lighting look a bit better. Right now I gave each tile a light value and I change that depending on if there is a light source near by. I don't take in account if there are any objects near by. Screenshot:

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  • Inserting multiple links to one image in Confluence

    - by Simon
    I am setting up a Wiki in Confluence v3.5.1 I have added a visio diagram (JPG) to a page (this diagram will take up most of the page) - This diagram depicts the workflow between developers and support and clients. I envisage users being able to click on different parts of the diagram and it to open up child pages with more details about that particular process (with videos on 'how-to' do that specific task, like log issues in Jira) However, from what I can see, there is no way from the Confluence editor to add multiple links to the one image, right? I looked at Anchors, but this does not look like it will do the job. So, what is the best option? I remember Dreamweaver having these sorts of tools built in, and there appears to be other utilities that can help put in image map HTML tags, but I cannot see a way of easily editing the HTML in Confluence editor. Also worried about the headache this could cause with managing future changes of the page.

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • How to Transfer Files Between Your PC and Android Phone Wirelessly

    - by Zainul Franciscus
    Mounting your Android phone to transfer files is fast and efficient, but nothing beats the convenience of a wireless file transfer. Today, we’ll show you how to transfer files between Android and your computer without a USB cable Latest Features How-To Geek ETC How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? Change Your MAC Address to Avoid Free Internet Restrictions Battlestar Galactica – Caprica Map of the 12 Colonies (Wallpaper Also Available) View Enlarged Versions of Thumbnail Images with Thumbnail Zoom for Firefox IntoNow Identifies Any TV Show by Sound Walk Score Calculates a Neighborhood’s Pedestrian Friendliness Factor Fantasy World at Twilight Wallpaper

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  • Choosing a CSS grid/framework

    - by jonallard
    There are many grids and framework to choose from. A Google search for CSS frameworks will return a dozen articles that themselves list a number of frameworks to choose from. When it comes to choosing one, it's easy to be lost without having an intimate knowledge of all of them. What are the main factors that go into choosing a CSS framework, and how will those choices map to certain frameworks? More generally, how does one choose a CSS framework? Note 1: I'm using "grid" and "framework" almost interchangeably here, but there is probably one I should use over the other. Corrections on this are welcome. Note 2: I am well aware that some choices will depend on taste and accordingly, this question can turn into a "best of" contest/subjective topic. I'm trying to keep it as answerable as possible, as I'm pretty sure many have this problem/question of choosing a framework and an answer to that would benefit the community. As such, improvements to this question are welcome rather than just closing it.

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Patterns to refactor common code in multi-platform software

    - by L. De Leo
    I have a Django application and a PyQt application that share a lot of code. A big chunk of the PyQt application are copied verbatim from the Django application's views. As this is a game, I have already an engine.py module that I'm sharing among the two applications, but I was wondering how to restructure the middle layer (what in Django corresponds to the largest part of the views minus the return HttpResponse part) into its own component. In the web application the components are those of a classic Django application (with the only exception that I don't make any use of models): the game engine the url dispatcher the template the views My PyQt application is divided into: the game engine the UI definition where I declare the UI components and react to the events (basically this takes the place of the template and the url dispatcher in the Django app) the controller where I instantiate the window object and reproduce the methods that map the views in the Django app

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  • Kansas City Developer's Conference

    - by Brian Schroer
    I just found about about / registered for Saturday’s Kansas City Developer’s Conference, and am going to make the drive over from the right side of the state (Hey, no offense, KC – I’m just looking at a map, and St. Louis is on the right side, Kansas City’s on the left). (I’m sure the event’s been mentioned on geekswithblogs several times, but I’m on a “staycation” this week, getting cabin fever, and noticed @leebrandt’s tweet today.) I’m looking forward to some of the presentations in the Agile and Patterns tracks. I’m going to have to get up pretty early Saturday morning to descend from St. Louis to Kansas City (Again, no offense – St. Louis is just at a higher elevation*, that’s all), so if you see a tired-looking guy wandering around wearing a St. Louis Day of .NET shirt, please be nice. I’m not sure how much longer registration will be open, but here’s the link: http://kcdc.eventbrite.com/ *Not true – St. Louis is closer to sea level than Kansas City, but I’ll start my drive from the top of the Arch, OK?

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  • What are the files pushed to MDS?

    - by harsh.singla
    All files which are under AIAComponents will move to MDS. This contains EnterpriseObjectLibrary, EnterpriseBusinessServiceLibrary, ApplicationObjectLibrary, ApplicationBusinessServiceLibrary, B2BObjectLibrary, ExtensionServiceLibrary, and UtilityArtifacts. Also there are some common transformation (.xsl) files, which are kept under Transformations folder, moved to MDS. AIAConfigurationProperties.xml file will be there in MDS. Every cross reference (.xref) object will also be there. Every Domain value Map (.dvm) will also be there. Common fault policy, which by default included in composite during composite generation, if a user does not choose to customize fault policy. All these files are location under AIAMetaData directory and then placed in their respective folders. We are planning to put Error handling and BSR systems related data also to MDS.

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  • Introdução ao NHibernate on TechDays 2010

    - by Ricardo Peres
    I’ve been working on the agenda for my presentation titled Introdução ao NHibernate that I’ll be giving on TechDays 2010, and I would like to request your assistance. If you have any subject that you’d like me to talk about, you can suggest it to me. For now, I’m thinking of the following issues: Domain Driven Design with NHibernate Inheritance Mapping Strategies (Table Per Class Hierarchy, Table Per Type, Table Per Concrete Type, Mixed) Mappings (hbm.xml, NHibernate Attributes, Fluent NHibernate, ConfORM) Supported querying types (ID, HQL, LINQ, Criteria API, QueryOver, SQL) Entity Relationships Custom Types Caching Interceptors and Listeners Advanced Usage (Duck Typing, EntityMode Map, …) Other projects (NHibernate Validator, NHibernate Search, NHibernate Shards, …) ASP.NET Integration ASP.NET Dynamic Data Integration WCF Data Services Integration Comments?

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  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

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  • Clean way to use mutable implementation of Immutable interfaces for encapsulation

    - by dsollen
    My code is working on some compost relationship which creates a tree structure, class A has many children of type B, which has many children of type C etc. The lowest level class, call it bar, also points to a connected bar class. This effectively makes nearly every object in my domain inter-connected. Immutable objects would be problematic due to the expense of rebuilding almost all of my domain to make a single change to one class. I chose to go with an interface approach. Every object has an Immutable interface which only publishes the getter methods. I have controller objects which constructs the domain objects and thus has reference to the full objects, thus capable of calling the setter methods; but only ever publishes the immutable interface. Any change requested will go through the controller. So something like this: public interface ImmutableFoo{ public Bar getBar(); public Location getLocation(); } public class Foo implements ImmutableFoo{ private Bar bar; private Location location; @Override public Bar getBar(){ return Bar; } public void setBar(Bar bar){ this.bar=bar; } @Override public Location getLocation(){ return Location; } } public class Controller{ Private Map<Location, Foo> fooMap; public ImmutableFoo addBar(Bar bar){ Foo foo=fooMap.get(bar.getLocation()); if(foo!=null) foo.addBar(bar); return foo; } } I felt the basic approach seems sensible, however, when I speak to others they always seem to have trouble envisioning what I'm describing, which leaves me concerned that I may have a larger design issue then I'm aware of. Is it problematic to have domain objects so tightly coupled, or to use the quasi-mutable approach to modifying them? Assuming that the design approach itself isn't inherently flawed the particular discussion which left me wondering about my approach had to do with the presence of business logic in the domain objects. Currently I have my setter methods in the mutable objects do error checking and all other logic required to verify and make a change to the object. It was suggested that this should be pulled out into a service class, which applies all the business logic, to simplify my domain objects. I understand the advantage in mocking/testing and general separation of logic into two classes. However, with a service method/object It seems I loose some of the advantage of polymorphism, I can't override a base class to add in new error checking or business logic. It seems, if my polymorphic classes were complicated enough, I would end up with a service method that has to check a dozen flags to decide what error checking and business logic applies. So, for example, if I wanted to have a childFoo which also had a size field which should be compared to bar before adding par my current approach would look something like this. public class Foo implements ImmutableFoo{ public void addBar(Bar bar){ if(!getLocation().equals(bar.getLocation()) throw new LocationException(); this.bar=bar; } } public interface ImmutableChildFoo extends ImmutableFoo{ public int getSize(); } public ChildFoo extends Foo implements ImmutableChildFoo{ private int size; @Override public int getSize(){ return size; } @Override public void addBar(Bar bar){ if(getSize()<bar.getSize()){ throw new LocationException(); super.addBar(bar); } My colleague was suggesting instead having a service object that looks something like this (over simplified, the 'service' object would likely be more complex). public interface ImmutableFoo{ ///original interface, presumably used in other methods public Location getLocation(); public boolean isChildFoo(); } public interface ImmutableSizedFoo implements ImmutableFoo{ public int getSize(); } public class Foo implements ImmutableSizedFoo{ public Bar bar; @Override public void addBar(Bar bar){ this.bar=bar; } @Override public int getSize(){ //default size if no size is known return 0; } @Override public boolean isChildFoo return false; } } public ChildFoo extends Foo{ private int size; @Override public int getSize(){ return size; } @Override public boolean isChildFoo(); return true; } } public class Controller{ Private Map<Location, Foo> fooMap; public ImmutableSizedFoo addBar(Bar bar){ Foo foo=fooMap.get(bar.getLocation()); service.addBarToFoo(foo, bar); returned foo; } public class Service{ public static void addBarToFoo(Foo foo, Bar bar){ if(foo==null) return; if(!foo.getLocation().equals(bar.getLocation())) throw new LocationException(); if(foo.isChildFoo() && foo.getSize()<bar.getSize()) throw new LocationException(); foo.setBar(bar); } } } Is the recommended approach of using services and inversion of control inherently superior, or superior in certain cases, to overriding methods directly? If so is there a good way to go with the service approach while not loosing the power of polymorphism to override some of the behavior?

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  • How can I locate empty space next to polygon regions?

    - by Stephen
    Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a navigation mesh for enemies. Obstacles and grey polygons are always convex. The grey regions were defined using an algorithm when the world was generated at runtime. Notice the little white column. I need to figure out where any empty space like this is, if at all, after the algorithm builds the grey regions, so that I can fill the space with another region. Basically what I'm hoping for is an algorithm that can detect empty space next to a polygon.

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  • Configuring mouse buttons to switch between apps?

    - by Matt Gregory
    I just installed 14.04, so I'm using the default setup (Unity, I guess). I have these two extra mouse buttons on the side of my mouse. Is there any way to map these so they can switch between open apps? What would be perfect is if clicking on button 6 (or whatever it is) would cycle forward through apps, button 7 would go backwards, and holding one of the buttons would show the task list and let you click on the app you want. That's really what I want.

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