Search Results

Search found 9976 results on 400 pages for 'identity map'.

Page 225/400 | < Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >

  • Does putting types/functions inside namespace make compiler's parsing work easy?

    - by iammilind
    Retaining the names inside namespace will make compiler work less stressful!? For example: // test.cpp #include</*iostream,vector,string,map*/> class vec { /* ... */ }; Take 2 scenarios of main(): // scenario-1 using namespace std; // comment this line for scenario-2 int main () { vec obj; } For scenario-1 where using namespace std;, several type names from namespace std will come into global scope. Thus compiler will have to check against vec if any of the type is colliding with it. If it does then generate error. In scenario-2 where there is no using namespace, compiler just have to check vec with std, because that's the only symbol in global scope. I am interested to know that, shouldn't it make the compiler little faster ?

    Read the article

  • How can I undo this key mapping?

    - by user273872
    First of all sorry my punctuation will be bad. its hard to type when keys are not doing what you expect. Eg it keeps scaring the **** out of me by taking a screen shot when I push the up arrow lolol So anyways, I broke a key on my keyboard and used xkeycaps to remap it to an unused key which worked. But then I realized it screwed up other keys... I think this is the program I used http://www.jwz.org/xkeycaps/man.html And then after doing the modifications I found out how to save them from the second answer in this question How to Map my enter key to a different key down where it says this "When you are happy with your current keymap and want to use it in future X-sessions, run the following command to save it: xmodmap -pke ~/.Xmodmap"

    Read the article

  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

    Read the article

  • Whats New in RadMap for Silverlight / WPF in Q1 2010

    Now that the Q1 2010 release has passed I would like to bring to your attention the official release of one of our newest controls - RadMap for Silverlight [and WPF]. Most of you who are actively involved into the business of data visualization solutions probably are aware that with the Q3 2009 release last year we released a public beta (CTP) version of our map control and it naturally evolved into a fully-fledged control for our current official release. First of all – a BIG thanks to all of you early adopters, who gave the control a try and shared constructive feedback (and also lots of kind words ;)) with us and helped this to happen. So in the good tradition of my original overview of the CTP version of RadMap, I would like to highlight some of the most exciting new features that you might have missed in ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Duplicate pages indexed in Google

    - by Mert
    I did a small coding mistake and Google indexed my site incorrectly. This is the correct form: https://www.foo.com/urunler/171/TENGA-CUP-DOUBLE-HOLE But Google indexed my site like this: https://www.foo.com/urunler/171/cart.aspx First I fixed the problem and made a site map with only the correct link in it. Now I checked webmaster tools and I see this: Total indexed 513 Not selected 544 Blocked by robots 0 So I think this can be caused by double indexes, and it looks like the pages not selected makes the correct pages not indexed. I want to know how to fix the "https://www.foo.com/urunler/171/cart.aspx" links. Should I fix in code or should I connect to Google to re-index my site? If I should redirect wrong/duplicate links to correct ones, how should that be done?

    Read the article

  • Better way for calculating project euler's 2nd problem Fibonacci sequence)

    - by firephil
    object Problem_2 extends App { def fibLoop():Long = { var x = 1L var y = 2L var sum = 0L var swap = 0L while(x < 4000000) { if(x % 2 ==0) sum +=x swap = x x = y y = swap + x } sum } def fib:Int = { lazy val fs: Stream[Int] = 0 #:: 1 #:: fs.zip(fs.tail).map(p => p._1 + p._2) fs.view.takeWhile(_ <= 4000000).filter(_ % 2 == 0).sum } val t1 = System.nanoTime() val res = fibLoop val t2 = (System.nanoTime() - t1 )/1000 println(s"The result is: $res time taken $t2 ms ") } Is there a better functional way for calculating the fibonaci sequence and taking the sum of the the even values below 4million ? (projecteuler.net - problem 2) The imperative method is 1000x faster ?

    Read the article

  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

    Read the article

  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

    Read the article

  • Is there an effective way to test XSL transforms/BizTalk maps?

    - by nlawalker
    Creating repeatable tests for BizTalk maps is frustrating. I can't find a way to handle testing them like I'd do unit testing, because I can't find ways to break them into logical chunks. They tend to be one big monolithic unit, and any change has the potential to ripple through the map and break a lot of unit tests. Even if I could break it up, creating XML test inputs is painful and error prone. Is there any effective way of testing these? I'd settle for recommendations for testing XSL transforms in general, but I specifically mention BizTalk maps primarily for the reason that when using the mapper, there really isn't any way to break your XSLT into templates (which I'd imagine you could use to break up your logic into testable chunks, but I've honestly never gotten that far with XSLT).

    Read the article

  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

    Read the article

  • KeyTouch remaps the delete key

    - by Robert Gowland
    I installed KeyTouch, but it decided that the delete key should be the KeyTouch hot key. So, when I pressed deleted, KeyTouch came up. Next I uninstalled KeyTouch and now the delete key doesn't do anything. Is there any way to remap the delete key to actually delete? Notes: I tried reinstalling KeyTouch, and the same thing happens. KeyTouch does not allow the user to map the delete key. EDIT xev shows keycode 119 when I press the delete key xmodmap shows keycode 119 mapped to Delete NoSymbol Delete running xmodmap -e "keycode 119 = Delete" from the command line does not resolve the issue

    Read the article

  • Cocos2D Command-Line Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

    Read the article

  • game is playing but broken graphics

    - by mewanttux
    I installed Steam on Lubuntu and wanted to play dota2 (it has source engine) and it sayed i need a 3dts driver or something but i installed it alredy. I can start dota now, but when i start a game it is not... displaying correctly. For example when i pick a hero the 3d modell is covered in some kind of a lasershow and the map...... i looked around a bit think it is because of the drivers and i should have mesa 9. Steam can show the system specs and it says that i have nouveau Gallium 0.4 on NVAA as driver and 3.0 Mesa 10.0.0-devel (git-1100093 saucy-oibaf-ppa) as driverversion and OpenGL 3.0 i am a noob on linux and need step by step guides please

    Read the article

  • Making sub domain the new main domains for ssl

    - by Dean Legg
    What would be your best advise for changing your main domain to a sub domain? Are site used to be example.co.uk but has now changed to https://secure.example.co.uk/. Any example.co.uk url's re-direct to the new secure domain. Effectively the example.co.uk is now just there to redirect any links and is no longer part of the sites url structure. I have added a new domain to Google Webmaster https://secure.example.co.uk/ and added the site map. Waiting for it to be indexed. Is there anything else you would advise and will this take away a lot of the juice from all the links I developed for example.co.uk? Guessing this is not best practise as I have struggled to find any information online based on this subject.

    Read the article

  • Effecient finding of long-range spotting targets

    - by nihohit
    I'm creating a top-down 2d strategy game, with a square grid map. So far, I've used Bresenham's line drawing algorithm in a circle to determine what's in LOS of each unit, and then targedt one of the targets in the circle. Now I find that this limits my units to shoot only at targets that they see. I want to extend my targeting algorithm to target any other unit in range of my weapon, even if they're out of sight range of this given unit, if they're "spotted" by another friendly unit. In other words, I want to enable usage of weapons with ranges longer than sight range. Is there a better way than iterating over all sighted units and computing range and LOSto each of them?

    Read the article

  • which tile size to choice for 16-bits [on hold]

    - by billy
    Before I make my 16-bits game, I want to clear some stuff up so I dont run into problems later. first question: when making a 16-bits game all i need to do is have 16-bit sprites image(.png or .jpg)? and for 8-bits it is .gif 2nd question is: which tile size is good for 16-bits or it doesnt matter? Right now I am using 30x30 pixels for map tile set. and 40x40 pixels for player, enemies etc.. 3rd question is: what is screen size for 16-bits in most games? I am using 640x480 pixels.

    Read the article

  • After a domain change, what can I do to recover lost traffic, rankings, impressions etc? [duplicate]

    - by Felix
    This question already has an answer here: How do I rename a domain and preserve PageRank? 3 answers I moved my site to a legacy exact-match domain I purchased about a couple of months ago. I have seen significant reduction in traffic, impressions, and rankings. I did all the right steps/best practices: change of address in GWT, map old site hierarchy and match to new site for 301 redirects etc. Indexation has gone through the Google process: old site has all but dissappeared from he index and new site is indexed, albeit with some 404 errors which I am addressing. Does anyone else who has gone through eh domain change process have any thoughts/advice? Thanks!

    Read the article

  • Visual C++, CMap object save to blob column

    - by ilansch
    I have a MFC CMap object, each object stores 160K~ entries of long data. I need to store it on Oracle SQL. we decided to save it as a blob. since we do not want to make additional table. we also thought about saving it as local file and point the SQL column to that file, but we rather just keep it as blob on the server and clear the table every couple of weeks. The table has a sequential key as ID, and 2 column of time. I need to add the blob column in order to store on every row that CMap. Can you recommend a guide to do so (read/write Map to blob or maybe a clob) ? Thanks.

    Read the article

  • Is client-side HTML5/JavaScript too lame after you've worked on server-side C++/Java?

    - by stackoverflowuser2010
    I'm an experienced C++/C/Java/C# research software engineer and have worked on large-scale server systems, including huge map-reduce and database systems. Now I've been offered a new job working with client-side mobile technologies involving Javascript and HTML5 as well as some very minor native iPhone and Android programming. So, question: If you've ever made this kind of jump, did you find find Javascript/HTML too lame after you've been working on "hard-core" C++ and server systems? Did you find it challenging? Did you get bored?

    Read the article

  • Creating a Lazy Sequence of Directory Descendants in C#

    My dear friend Craig Andera posted an implementation of a function that descends into a directory in a "lazy" manner, i.e. you get the first descendant back right away and not after all descendants have been calculated. His implementation was in Clojure, a Lisp variant that runs on the Java VM: (import [java.io File])(defn dir-descendants [dir]  (let [children (.listFiles (File. dir))]    (lazy-cat      (map (memfn getPath) (filter (memfn isFile) children))...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Which version of OpenGL for Android?

    - by akadouri
    I've been trying to learn OpenGL ES 2.0 to create a simple 2D game. I bought a book on android development, but after seeing that the author uses his own SDK that implements OpenGL ES 1.0 I decided to just use online tutorials. I've been so lost trying to find out what to use. The Matrices and shaders of 2.0 confuse me and I can't find any tutorial that just explains how to texture map a simple 2D image. Basically: OpenGL ES 1.x or 2.0 for simple 2D with little OpenGL experience If 2.0 Any good tutorials for 2.0, I've found so many for 1.0

    Read the article

  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

    Read the article

  • unable to start regionservers in HBase

    - by amsal
    I have a problem starting regionservers on slave PCs. When I enlist only master PC in conf/regionservers everything works fine but when I add two more slaves to it the hbase does not start. If I delete all hbase folders in the tmp folder from all PCs and then start regionserver (with 3 regionservers enlisted) the hbase gets started but when I try to create a table it again fails (gets stuck). I am using hadoop 0.20.0 which is working fine and hbase 0.92.0. I have 3 PCs in cluster, one master and two slaves. Also tell that is DNS (both forward and backward lookup working) necessary for hbase in my case? Is there any way to replicate hbase table to all region servers? I.e. I want to have a copy of table at each PC and want to access them locally (when I execute map task they should use their local copy of hbase table).

    Read the article

  • Powermapper alternatives and google analytics?

    - by rugbert
    Whats a good application to map the hierarchical structure of a website and maybe get some google analytic action going on? Powermapper is pretty expensive and the trial version didnt seem particularly good at importing google analytics CSV files as advertised. In fact, out of the 1000 pages mapped, exactly 0 were successfully imported. I dont really need all the features Powermapper offers anyway, so the price tag is a bit much. All I really need is like, a simple visual representation of my (automatically generated) site structure (like a hierarchical site structure) and the ability to integrate my google analytic stats (page views mostly) with it.

    Read the article

  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

    Read the article

< Previous Page | 221 222 223 224 225 226 227 228 229 230 231 232  | Next Page >