Search Results

Search found 19182 results on 768 pages for 'game engine'.

Page 221/768 | < Previous Page | 217 218 219 220 221 222 223 224 225 226 227 228  | Next Page >

  • GAE transaction exception suggestion

    - by bach
    Hi, The current situation encourages the design of the system to split object fields to seperate objects in order to reduce the chance of the JDOCanRetryException to be thrown. If we could have the fields that were changed by the other client who changed the object in the exception content itself we could deside whether to re-retrieve the object or ignore...

    Read the article

  • how to download data which upload to gae ,

    - by zjm1126
    this is my code : import os from google.appengine.ext import webapp from google.appengine.ext.webapp import template from google.appengine.ext.webapp.util import run_wsgi_app from google.appengine.ext import db #from login import htmlPrefix,get_current_user class MyModel(db.Model): blob = db.BlobProperty() class BaseRequestHandler(webapp.RequestHandler): def render_template(self, filename, template_args=None): if not template_args: template_args = {} path = os.path.join(os.path.dirname(__file__), 'templates', filename) self.response.out.write(template.render(path, template_args)) class upload(BaseRequestHandler): def get(self): self.render_template('index.html',) def post(self): file=self.request.get('file') obj = MyModel() obj.blob = db.Blob(file.encode('utf8')) obj.put() self.response.out.write('upload ok') class download(BaseRequestHandler): def get(self): #id=self.request.get('id') o = MyModel.all().get() #self.response.out.write(''.join('%s: %s <br/>' % (a, getattr(o, a)) for a in dir(o))) self.response.out.write(o) application = webapp.WSGIApplication( [ ('/?', upload), ('/download',download), ], debug=True ) def main(): run_wsgi_app(application) if __name__ == "__main__": main() my index.html is : <form action="/" method="post"> <input type="file" name="file" /> <input type="submit" /> </form> and it show : <__main__.MyModel object at 0x02506830> but ,i don't want to see this , i want to download it , how to change my code to run, thanks

    Read the article

  • Problem detaching entire object graph in GAE-J with JDO

    - by tempy
    I am trying to load the full object graph for User, which contains a collection of decks, which then contains a collection of cards, as such: User: @PersistenceCapable(detachable = "true") @Inheritance(strategy = InheritanceStrategy.SUBCLASS_TABLE) @FetchGroup(name = "decks", members = { @Persistent(name = "_Decks") }) public abstract class User { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) protected Key _ID; @Persistent protected String _UniqueIdentifier; @Persistent(mappedBy = "_Owner") @Element(dependent = "true") protected Set<Deck> _Decks; protected User() { } } Each Deck has a collection of Cards, as such: @PersistenceCapable(detachable = "true") @FetchGroup(name = "cards", members = { @Persistent(name = "_Cards") }) public class Deck { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Key _ID; @Persistent String _Name; @Persistent(mappedBy = "_Parent") @Element(dependent = "true") private Set<Card> _Cards = new HashSet<Card>(); @Persistent private Set<String> _Tags = new HashSet<String>(); @Persistent private User _Owner; } And finally, each card: @PersistenceCapable public class Card { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Key _ID; @Persistent private Text _Question; @Persistent private Text _Answer; @Persistent private Deck _Parent; } I am trying to retrieve and then detach the entire object graph. I can see in the debugger that it loads fine, but then when I get to detaching, I can't make anything beyond the User object load. (No Decks, no Cards). At first I tried without a transaction to simply "touch" all the fields on the attached object before detaching, but that didn't help. Then I tried adding everything to the default fetch group, but that just generated warnings about GAE not supporting joins. I tried setting the fetch plan's max fetch depth to -1, but that didn't do it. Finally, I tried using FetchGroups as you can see above, and then retrieving with the following code: PersistenceManager pm = _pmf.getPersistenceManager(); pm.setDetachAllOnCommit(true); pm.getFetchPlan().setGroup("decks"); pm.getFetchPlan().setGroup("cards"); Transaction tx = pm.currentTransaction(); Query query = null; try { tx.begin(); query = pm.newQuery(GoogleAccountsUser.class); //Subclass of User query.setFilter("_UniqueIdentifier == TheUser"); query.declareParameters("String TheUser"); List<User> results = (List<User>)query.execute(ID); //ID = Supplied parameter //TODO: Test for more than one result and throw if(results.size() == 0) { tx.commit(); return null; } else { User usr = (User)results.get(0); //usr = pm.detachCopy(usr); tx.commit(); return usr; } } finally { query.closeAll(); if (tx.isActive()) { tx.rollback(); } pm.close(); } This also doesn't work, and I'm running out of ideas...

    Read the article

  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • Django template context not working with imported class

    - by Andy Hume
    I'm using Django's templating on appengine, and am having a problem whereby a class I'm importing from another package is not correctly being made available to the template context. Broadly speaking, this is the code. The prop1 is not available in the template in the first example below, but is in the second. MyClass is identical in both cases. This does not work: from module import MyClass context = MyClass() self.response.out.write(template.render(path, context)) This does: class MyClass(object): def __init__(self): self.prop1 = "prop1" context = MyClass() self.response.out.write(template.render(path, context)) If I log the context in the above code I get: <module.MyClass object at 0x107b1e450> when it's imported, and: <__main__.MyClass object at 0x103759390> when it's defined in the same file. Any clues as to what might cause this kind of behaviour?

    Read the article

  • Deserializing only select properties of an Entity using JDOQL query string?

    - by user246114
    Hi, I have a rather large class stored in the datastore, for example a User class with lots of fields (I'm using java, omitting all decorations below example for clarity): @PersistenceCapable class User { private String username; private String city; private String state; private String country; private String favColor; } For some user queries, I only need the favColor property, but right now I'm doing this: SELECT FROM " + User.class.getName() + " WHERE username == 'bob' which should deserialize all of the entity properties. Is it possible to do something instead like: SELECT username, favColor FROM " + User.class.getName() + " WHERE username == 'bob' and then in this case, all of the returned User instances will only spend time deserializing the username and favColor properties, and not the city/state/country properties? If so, then I suppose all the other properties will be null (in the case of objects) or 0 for int/long/float? Thank you

    Read the article

  • Handling very large lists of objects without paging?

    - by user246114
    Hi, I have a class which can contain many small elements in a list. Looks like: public class Farm { private ArrayList<Horse> mHorses; } just wondering what will happen if the mHorses array grew to something crazy like 15,000 elements. I'm assuming that trying to write and read this from the datastore would be crazy, because I'd get killed on the serialization process. It's important that I can get the entire array in one shot without paging, and each Horse element may only have two string properties in it, so they are pretty lightweight: public class Horse { private String mId; private String mName; } I don't need these horses indexed at all. Does it sound reasonable to just store the mHorse array as a raw Text field, and force my clients to do the deserialization? Something like: public class Farm { private Text mHorsesSerialized; } then whenever the client receives a Farm instance, it has to take the raw string of horses, and split it in order to reinstantiate the list, something like: // GWT client perhaps Farm farm = rpcCall.getMyFarm(); String horsesSerialized = farm.getHorses(); String[] horseBlocks = horsesSerialized.split(","); for (int i = 0; i < horseBlocks.length; i++) { // .. continue deserializing the individual objects ... } yeah... so hopefully it would be quick to read a Farm instance from the datastore, and the serialization penalty is paid by the client, Thanks

    Read the article

  • How do I check for Existence of a Record in GAE

    - by VDev
    I am trying to create a simple view in Django & GAE, which will check if the user has a profile entity and prints a different message for each case. I have the program below, but somehow GAE always seem to return a object. My program is below import datetime from django.http import HttpResponse, HttpResponseRedirect from google.appengine.api import users from google.appengine.ext import db from models import Profile import logging #from accounts.views import profile # Create your views here. def login_view(request): user = users.get_current_user() profile = db.GqlQuery("SELECT * FROM Profile WHERE account = :1", users.get_current_user()) logging.info(profile) logging.info(user) if profile: return HttpResponse("Congratulations Your profile is already created.") else: return HttpResponse("Sorry Your profile is NOT created.") My model object is Profile defined as follows: class Profile(db.Model): first_name = db.StringProperty() last_name = db.StringProperty() gender = db.StringProperty(choices=set(["Male", "Female"])) account = db.UserProperty(required = True) friends = db.ListProperty(item_type=users.User) last_login = db.DateTimeProperty(required=True) Thanks for the help.

    Read the article

  • Template approach for a PHP application

    - by Industrial
    Hi everyone, We're in the middle of making a new e-commerce related PHP application and we have come to the point where we have started to think about how we should solve templating for our customers needs. What we would like to do is offer our customers the possibility of uploading/modifying templates to suit their company:s profile. The initial thought is that we shall not reinvent the wheel, so instead letting our customers upload their templates with FTP, so there will be basic HTML skills required. For those customers that want to modify/customize template and doesnt have the knowledge, we offer that service as well. I know that there's a number of issues to solve before this could be considered safe, like preventing XSS and writing scripts that check through each uploaded file for potential security threats and so on. Of course, there are some part that probably will be to complex for the customer to modify by themselves, so maybe this approach won't apply to all<< template files in the frontend application. But besides that, what would be a good way to handle this?

    Read the article

  • Calculating collission for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmitically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collission problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

    Read the article

  • Many users, many cpus, no delays. Good for cloud?

    - by Eric
    I wish to set up a CPU-intensive time-important query service for users on the internet. A usage scenario is described below. Is cloud computing the right way to go for such an implementation? If so, what cloud vendor(s) cater to this type of application? I ask specifically, in terms of: 1) pricing 2) latency resulting from: - slow CPUs, instance creations, JIT compiles, etc.. - internal management and communication of processes inside the cloud (e.g. a queuing process and a calculation process) - communication between cloud and end user 3) ease of deployment A usage scenario I am expecting is: - A typical user sends a query (XML of size around 1K) once every 30 seconds on average. - Each query requires a numerical computation of average time 0.2 sec and max time 1 sec on a 1 GHz Pentium. The computation requires no data other than the query itself and is performed by the same piece of code each time. - The delay a user experiences between sending a query and receiving a response should be on average no more than 2 seconds and in general no more than 5 seconds. - A background save to a DB of the response should occur (not time critical) - There can be up to 30000 simultaneous users - i.e., on average 1000 queries a second, each requiring an average 0.2 sec calculation, so that would necessitate around 200 CPUs. Currently I'm look at GAE Java (for quicker deployment and less IT hassle) and EC2 (Speed and price optimization) as options. Where can I learn more about the right way to set ups such a system? past threads, different blogs, books, etc.. BTW, if my terminology is wrong or confusing, please let me know. I'd greatly appreciate any help.

    Read the article

  • Cant we use a Set or collection as a return type in GAE?

    - by user273422
    In my code i have used Set<Employees> as a return type to my function addEmp(). So, i m gettin an Compilation error. The Error is: Compiling module com.employeedepartmentgae.Employeedepartmentgae Refreshing module from source Validating newly compiled units Removing units with errors [ERROR] Errors in 'file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/GreetingServiceAsync.java' [ERROR] Line 6: The import com.employeedepartmentgae.server.domainobject.Employee cannot be resolved [ERROR] Line 18: Employee cannot be resolved to a type [ERROR] Errors in 'file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/GreetingService.java' [ERROR] Line 6: The import com.employeedepartmentgae.server.domainobject.Employee cannot be resolved [ERROR] Line 20: Employee cannot be resolved to a type [ERROR] Errors in 'file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/EmployeeWidget.java' [ERROR] Line 12: The import com.employeedepartmentgae.server.domainobject.Employee cannot be resolved [ERROR] Line 75: The method addEmp(String, String, String, AsyncCallback) from the type GreetingServiceAsync refers to the missing type Employee [ERROR] Line 75: The type new AsyncCallback(){} must implement the inherited abstract method AsyncCallback.onSuccess(Set) [ERROR] Line 75: Employee cannot be resolved to a type [ERROR] Line 94: The method onSuccess(Set) of type new AsyncCallback(){} must override or implement a supertype method [ERROR] Line 94: Employee cannot be resolved to a type [ERROR] Line 96: Employee cannot be resolved to a type [ERROR] Line 96: Employee cannot be resolved to a type [ERROR] Line 98: Employee cannot be resolved to a type Removing invalidated units [WARN] Compilation unit 'file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/Employeedepartmentgae.java' is removed due to invalid reference(s): [WARN] file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/EmployeeWidget.java [WARN] Compilation unit 'file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/DepartmentWidget.java' is removed due to invalid reference(s): [WARN] file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/GreetingService.java [WARN] file:/home/wissen18/employeedepartmentgae/src/com/employeedepartmentgae/client/GreetingServiceAsync.java Computing all possible rebind results for 'com.employeedepartmentgae.client.Employeedepartmentgae' Rebinding com.employeedepartmentgae.client.Employeedepartmentgae Checking rule [ERROR] Unable to find type 'com.employeedepartmentgae.client.Employeedepartmentgae' [ERROR] Hint: Previous compiler errors may have made this type unavailable [ERROR] Hint: Check the inheritance chain from your module; it may not be inheriting a required module or a module may not be adding its source path entries properly So please help me.....

    Read the article

  • I want to build a Google-friendly web app, where should I start?

    - by ronii
    I have only very basic experience with HTML/CSS and have quite a bit of experience with testing software and web apps from a consumer perspective. I'd love to launch a web application that plays nicely with Google services, similar to some of the apps you'd find on the Google Apps Marketplace, such as ManyMoon, time to note, Socialwok, etc. I'm a huge Google fan and would like to build something that's well integrated with other Google services. If you were a total beginner and wanted to build a complex app like one of examples above (project management, CRM, etc), where would you start? If you worked your ass off 18 hours a day, 24/7, how fast could you do it? I've dabbled into various languages and development frameworks, and read about which apps are using what languages but it's hard to figure out what would be most beneficial to jump into. Ruby on Rails, PHP, Google Web Toolkit, AppEngine. The list goes on and on. I want to be able to build and launch my own scalable web app. Thanks.

    Read the article

  • GQL Query with __key__ in List of KEYs

    - by bossylobster
    In the GQL reference [1], it is encouraged to use the IN keyword with a list of values, and to construct a Key from hand the GQL query SELECT * FROM MyModel WHERE __key__ = KEY('MyModel', 'my_model_key') will succeed. However, using the code you would expect to work: SELECT * FROM MyModel WHERE __key__ IN (KEY('MyModel', 'my_model_key1'), KEY('MyModel', 'my_model_key2')) in the Datastore Viewer, there is a complaint of "Invalid GQL query string." What is the correct way to format such a query? [1] http://code.google.com/appengine/docs/python/datastore/gqlreference.html PS I know there are more efficient ways to do this in Python (without constructing a GQL query) and using the remote_api, but each call to the remote_api counts against quota. In an environment where quota is not (necessarily) free, quick and dirty queries are very helpful.

    Read the article

  • Level designing with Cocos2d and Box2d

    - by Majster
    I want to learn how to make levels using cocos2d and box2d (for iOS). I am talking about a 2d platformer such as Limbo or Braid or something like that. How can I design and build levels like this? I have seen Level Helper for cocos2d but its not free and I don't think it makes physic objects for box2d. How is this accomplished in real games? How to make camera move with character and so on. Any starting points would be much appreciated.

    Read the article

  • difference in using virtual and not using virtual

    - by numerical25
    In C++, whether you choose to use virtual or not, you can still override the base class function. The following compiles just fine... class Enemy { public: void SelectAnimation(); void RunAI(); void Interact() { cout<<"Hi I am a regular Enemy"; } private: int m_iHitPoints; }; class Boss : public Enemy { public: void Interact() { cout<<"Hi I am a evil Boss"; } }; So my question is what is the difference in using or not using the virtual function. And what is the disadvantage.

    Read the article

< Previous Page | 217 218 219 220 221 222 223 224 225 226 227 228  | Next Page >