Search Results

Search found 6922 results on 277 pages for 'moving platforms'.

Page 236/277 | < Previous Page | 232 233 234 235 236 237 238 239 240 241 242 243  | Next Page >

  • OpenGL Colour Interpolation

    - by Will-of-fortune
    I'm currently working on an little project in C++ and OpenGL and am trying to implement a colour selection tool similar to that in photoshop, as below. However I am having trouble with interpolation of the large square. Working on my desktop computer with a 8800 GTS the result was similar but the blending wasn't as smooth. This is the code I am using: GLfloat swatch[] = { 0,0,0, 1,1,1, mR,mG,mB, 0,0,0 }; GLint swatchVert[] = { 400,700, 400,500, 600,500, 600,700 }; glVertexPointer(2, GL_INT, 0, swatchVert); glColorPointer(3, GL_FLOAT, 0, swatch); glDrawArrays(GL_QUADS, 0, 4); Moving onto my laptop with Intel Graphics HD 3000, this result was even worse with no change in code. I thought it was OpenGL splitting the quad into two triangles, so I tried rendering using triangles and interpolating the colour in the middle of the square myself but it still doesnt quite match the result I was hoping for. Any help would be appreciated. Thanks.

    Read the article

  • OO vs Simplicity when it comes to user interaction

    - by Oetzi
    Firstly, sorry if this question is rather vague but it's something I'd really like an answer to. As a project over summer while I have some downtime from Uni I am going to build a monopoly game. This question is more about the general idea of the problem however, rather than the specific task I'm trying to carry out. I decided to build this with a bottom up approach, creating just movement around a forty space board and then moving on to interaction with spaces. I realised that I was quite unsure of the best way of proceeding with this and I am torn between two design ideas: Giving every space its own object, all sub-classes of a Space object so the interaction can be defined by the space object itself. I could do this by implementing different land() methods for each type of space. Only giving the Properties and Utilities (as each property has unique features) objects and creating methods for dealing with the buying/renting etc in the main class of the program (or Board as I'm calling it). Spaces like go and super tax could be implemented by a small set of conditionals checking to see if player is on a special space. Option 1 is obviously the OO (and I feel the correct) way of doing things but I'd like to only have to handle user interaction from the programs main class. In other words, I don't want the space objects to be interacting with the player. Why? Errr. A lot of the coding I've done thus far has had this simplicity but I'm not sure if this is a pipe dream or not for larger projects. Should I really be handling user interaction in an entirely separate class? As you can see I am quite confused about this situation. Is there some way round this? And, does anyone have any advice on practical OO design that could help in general?

    Read the article

  • Managing aesthetic code changes in git

    - by Ollie Saunders
    I find that I make a lot of small changes to my source code, often things that have almost no functional effect. For example: Refining or correcting comments. Moving function definitions within a class for a more natural reading order. Spacing and lining up some declarations for readability. Collapsing something using multiple lines on to one. Removing an old piece of commented-out code. Correcting some inconsistent whitespace. I guess I have a formidable attention to detail in my code. But the problem is I don't know what to do about these changes and they make it difficult to switch between branches etc. in git. I find myself not knowing whether to commit the minor changes, stash them, or put them in a separate branch of little tweaks and merge that in later. None those options seems ideal. The main problem is that these sort of changes are unpredictable. If I was to commit these there would be so many commits with the message "Minor code aesthetic change.", because, the second I make such a commit I notice another similar issue. What should I do when I make a minor change, a significant change, and then another minor change? I'd like to merge the three minor changes into one commit. It's also annoying seeing files as modified in git status when the change barely warrants my attention. I know about git commit --amend but I also know that's bad practice as it makes my repo inconsistent with remotes.

    Read the article

  • How to manipulate *huge* amounts of data

    - by Alejandro
    Hi there! I'm having the following problem. I need to store huge amounts of information (~32 GB) and be able to manipulate it as fast as possible. I'm wondering what's the best way to do it (combinations of programming language + OS + whatever you think its important). The structure of the information I'm using is a 4D array (NxNxNxN) of double-precission floats (8 bytes). Right now my solution is to slice the 4D array into 2D arrays and store them in separate files in the HDD of my computer. This is really slow and the manipulation of the data is unbearable, so this is no solution at all! I'm thinking on moving into a Supercomputing facility in my country and store all the information in the RAM, but I'm not sure how to implement an application to take advantage of it (I'm not a professional programmer, so any book/reference will help me a lot). An alternative solution I'm thinking on is to buy a dedicated server with lots of RAM, but I don't know for sure if that will solve the problem. So right now my ignorance doesn't let me choose the best way to proceed. What would you do if you were in this situation? I'm open to any idea. Thanks in advance!

    Read the article

  • grailsui plugin for accordion not working

    - by inquirer
    Hi! I have been trying to figure out what's wrong with grailsui accordion. I have checked out the sample source files (http://guidemo.googlecode.com/svn/trunk/) from different ui tags, like menu, datatable and etc. they are working fine but the accordion is not working properly. All i can see is all of the divs shown. the panels are not moving since they are already shown. I've also followed the screencast for it. I've used the yui-skin-sam class name and I've downloaded the grails plugins.grails-ui=1.2-SNAPSHOT. I am not sure what's wrong.I used the rich-ui plugin and it is working great. But there are still features that are not in rich-ui compared to the possible configurations for the grails-ui tags. Anyway. if you have any suggestions to what js library I may use for a grails application or if you have a working grails-ui accordion sample, I would really appreciate it. Thanks in advance. Hope you can help me since I am still new to Grails.

    Read the article

  • Flex 4 animation question

    - by Jerry
    Hello.. I am trying to do the move vertically animation on a button nested in the vertical layout. I am not sure if the Hgroup restricts the button moving vertically. Are there ways to go around it? Thanks for the helps. <s:states> <s:State name="default"/> <s:State name="addRecommend"/> <s:State name="seeOther"/> </s:states> AS: protected function add_clickHandler(event:MouseEvent):void { currentState="addRecommend"; addRecommendMove.play(); } <s:transitions> <s:Transition fromState="default" toState="addRecommend"> <s:Sequence id="addRecommendMove"> <s:Move yTo="50" target="{add}"/> // add button doesn't move at all </s:Sequence> </s:Transition> <s:Transition fromState="addRecommend" toState="seeOther"> <s:Sequence> <s:Move yBy="50" target="{seeOthers}"/> </s:Sequence> </s:Transition> </s:transitions> <s:layout> <s:VerticalLayout paddingTop="15" paddingRight="10" paddingLeft="7"/> </s:layout> <button id="add" click=add_clickHandler(event)/> <button id="seeOthers"/>

    Read the article

  • AI navigation around a 2d map - Avoiding obstacles.

    - by Curt Walker
    Hey there, I know my question seems pretty vague but I can't think of a better way to put it so I'll start off by explaining what I'm trying to do. I'm currently working on a project whereby I've been given a map and I'm coding a 'Critter' that should be able to navigate it's way around the map, the critter has various other functions but are not relevant to the current question. The whole program and solution is being written in C#. I can control the speed of the critter, and retrieve it's current location on the map by returning it's current X and Y position, I can also set it's direction when it collides with the terrain that blocks it. The only problem I have is that I can't think of a way to intelligently navigate my way around the map, so far I've been basing it around what direction the critter is facing when it collides with the terrain, and this is in no way a good way of moving around the map! I'm not a games programmer, and this is for a software assignment, so I have no clue on AI techniques. All I am after is a push in the right direction on how I could go about getting this critter to find it's way around any map given to me. Here's an image of the map and critters to give you an idea of what i'm talking about. Here's a link to an image of what the maps and critters look like. Map and Critter image I'm in no way looking for anyone to give me a full solution, just a push in the general direction on map navigation. Thanks in advance!

    Read the article

  • jQuery image gallery preview image popup

    - by JV10
    I've created an image gallery with the preview image popup on hover. http://jsfiddle.net/WSfka/ Hover over the thumbnail images and the larger image preview displays. I'm not happy with the way preview images can flash between moving around the thumbnail images. How can I simplify the script and improve the preview image popup? $(document).ready(function() { $('.imageGalleryAlbum li a img').mouseenter(function() { $(this).closest('li').find('.preview').delay(500).fadeIn(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').hover(function() { $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').mouseleave(function() { $(this).closest('li').find('.preview').fadeOut(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').click(function() { $(this).closest('li').find('.preview').fadeOut(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); }); $(document).mouseup(function(e) { var container = $(".preview"); if (container.has(e.target).length === 0) { container.fadeOut(1); } });

    Read the article

  • COCOS2D - Animation Stops During Move

    - by maiko
    Hey guys! I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy. However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops. I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick. The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick. Here is How I call the action: //WALK LEFT if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y 40 */ ) { [tjSprite runAction:walkLeft]; }; //WALK RIGHT if ( joypadCap.position.x = 71 /* && joypadCap.position.y < 100 && joypadCap.position.y 40 */) { [tjSprite runAction:walkRight]; }; THIS: is the how the joystick controls the character: CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle), tjSprite.position.y - distance/8 * sinf(touchAngle)); tjSprite.position = newLocation; Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

    Read the article

  • Git Workflow With Capistrano

    - by jerhinesmith
    I'm trying to get my head around a good git workflow using capistrano. I've found a few good articles, but I'm either not grasping completely what they're suggesting (likely) or they're somewhat lacking. Here's kind of what I had in mind so far, but I get caught up when to merge back into the master branch (i.e. before moving to stage? after?) and trying to hook it into capistrano for deployments: Make sure you’re up to date with all the changes made on the remote master branch by other developers git checkout master git pull Create a new branch that pertains to the particular bug you're trying to fix git checkout -b bug-fix-branch Make your changes git status git add . git commit -m "Friendly message about the commit" So, this is usually where I get stuck. At this point, I have a master branch that is healthy and a new bug-fix-branch that contains my (untested -- other than unit tests) changes. If I want to push my changes to stage (through cap staging deploy), do I have to merge my changes back into the master branch (I'd prefer not to since it seems like master should be kept free of untested code)? Do I even deploy from master (or should I be tagging a release first and then modifying my production.rb file to deploy from that tag)? git-deployment seems to address some of these workflow issues, but I can't seem to find out how on earth it actually hooks into cap staging deploy and cap production deploy. Thoughts? I assume there's a likely canonical way to do this, but I either can't find it or I'm too new to git to recognize that I have found it. Help!

    Read the article

  • JavaME - LWUIT images eat up all the memory

    - by Marko
    Hi, I'm writing a MIDlet using LWUIT and images seem to eat up incredible amounts of memory. All the images I use are PNGs and are packed inside the JAR file. I load them using the standard Image.createImage(URL) method. The application has a number of forms and each has a couple of labels an buttons, however I am fairly certain that only the active form is kept in memory (I know it isn't very trustworthy, but Runtime.freeMemory() seems to confirm this). The application has worked well in 240x320 resolution, but moving it to 480x640 and using appropriately larger images for UI started causing out of memory errors to show up. What the application does, among other things, is download remote images. The application seems to work fine until it gets to this point. After downloading a couple of PNGs and returning to the main menu, the out of memory error is encountered. Naturally, I looked into the amount of memory the main menu uses and it was pretty shocking. It's just two labels with images and four buttons. Each button has three images used for style.setIcon, setPressedIcon and setRolloverIcon. Images range in size from 15 to 25KB but removing two of the three images used for every button (so 8 images in total), Runtime.freeMemory() showed a stunning 1MB decrease in memory usage. The way I see it, I either have a whole lot of memory leaks (which I don't think I do, but memory leaks aren't exactly known to be easily tracked down), I am doing something terribly wrong with image handling or there's really no problem involved and I just need to scale down. If anyone has any insight to offer, I would greatly appreciate it.

    Read the article

  • How should i organize authority code?

    - by acidzombie24
    I have users that fall into the following Not logged in Not Verified Verified Moderator Admin All code that only admin and moderators can access (like banning) is in ModeratorUser which inherits from verified which inherits from BaseUser. Some pages are accessible to all users such as public profiles. If a user is logged in he can leave a comment. To check this i use if (IsVerifiedUser). Now here is the problem. To avoid problems if a user is banned he is not recognized as a verified user. However in the rare case i need to know if he is verified i can use usertype & Verified. Should i not be doing this? I have a bunch of code in my VerifiedUser class and find i am moving tons of it to BaseUser. Is this something i help because a not logged in user can access the page? Should i handle the ban user in a different way and allow IsVerifiedUser to be true even if the user is banned?

    Read the article

  • iPhone: Strange Movement of Two UIImageView "Sprites"

    - by David Pollak
    I have two UIImageViews moving like sprites on a superview. Each imageview moves properly by itself but when I put both imageviews on the superview at the same time, their individual movement becomes strangely restricted to two different areas of the screen. They will not touch even programmed to the same coordinates. This is my movement code for the first imageView: - (void)viewDidLoad { [super viewDidLoad]; pos = CGPointMake(14.0, 7.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; } - (void) onTimer { pallone.center = CGPointMake(pallone.center.x+pos.x, pallone.center.y+pos.y); if(pallone.center.x > 320 || pallone.center.x < 0) pos.x = -pos.x; if(pallone.center.y > 480 || pallone.center.y < 0) pos.y = -pos.y; } and for the second imageview: - (IBAction)spara{ cos = CGPointMake(8.0, 4.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(inTimer) userInfo:nil repeats:YES]; } - (void)inTimer{ bomba.center = CGPointMake(bomba.center.x+pos.x, bomba.center.y+pos.y); if(bomba.center.x > 50 || bomba.center.x < 0) pos.x = -pos.x; if(bomba.center.y > 480 || bomba.center.y < 0) pos.y = -pos.y; } Why causes this strange behavior? Thanks for your help. I am a newbie.

    Read the article

  • DSP - Filter sweep effect

    - by Trap
    I'm implementing a 'filter sweep' effect (I don't know if it's called like that). What I do is basically create a low-pass filter and make it 'move' along a certain frequency range. To calculate the filter cut-off frequency at a given moment I use a user-provided linear function, which yields values between 0 and 1. My first attempt was to directly map the values returned by the linear function to the range of frequencies, as in cf = freqRange * lf(x). Although it worked ok it looked as if the sweep ran much faster when moving through low frequencies and then slowed down during its way to the high frequency zone. I'm not sure why is this but I guess it's something to do with human hearing perceiving changes in frequency in a non-linear manner. My next attempt was to move the filter's cut-off frequency in a logarithmic way. It works much better now but I still feel that the filter doesn't move at a constant perceived speed through the range of frequencies. How should I divide the frequency space to obtain a constant perceived sweep speed? Thanks in advance.

    Read the article

  • DotNetNuke and Subversion guidelines

    - by David Stratton
    I've Googled, Binged, and here at StackOverflow, looked through the related questions and searched, but I'm not finding what I'm looking for. I've also searched documentation on DNN. What I'm looking for is any guidance (tutorials, blogs, step-by-step instructions for setting up a repository) etc from people who are experienced in using DotNetNuke with SVN. We use SVN for all our source control, and have no problem with standard applications, because we pretty much built the repository and directory structure to work with our processes. This means when we do web sites, in Visual Studio, we do file based web sites, rather than setting them up in the local IIS. It just makes things easier for us. However, with DNN, it appears that even if you get the source code, it is expecting to be set up in the local IIS, which means additional headaches for us. For example, we are moving all of our source code off our local C drives, and onto a shared drive on a server. This is to enable backups in addition to our normal source control. (This was a management decision). So that means that we need to change the virtual web app when we make the move. Has anyone come up with a good way to work around this? Can DNN be set up so that the developer web server in Visual Studio can be used, so that we can treat it just like any normal web app? Am I missing something obvious? Edit - added I'm willing to accept answers like "We tried it and never got it to work", and "It can't be done" as answers. I'm always open to hearing "It can't be done the way you want. You need to change your procedures to match how it works" if necessary. I guess if you've got experience trying this and just couldn't get it to work, I can learn from your experience that way as well, but some detail would be good.

    Read the article

  • Browser performance when combining image resizing with animated movement

    - by Steve Reichgut
    I have been tasked with the job of converting a Flash animation into HTML. The animation is rather complex and requires the need to move multiple images (9) from location (x,y) to location (x2,y2) while simultaneously increasing the image size from 215px wide to 930px wide. While doing some initial testing of this animation with just 1-2 images, I noticed a lot of choppiness in FF handling of this animation. To try and isolate the problem, I removed the dynamic resizing of the animation and just moved it from point A to point B. What was interesting was that I saw the same behavior when simply moving a 930px image that was resized down to 215px (via the CSS width or inline width properties). When I try the same animation with a different image that is actually 215px wide, it performed smoothly. I then tried the same animation with the original 930px wide image (with no resizing) and it performed well also. This makes me wonder if the browser is having to "resize" the image down to 215px each time it is moved which is causing the choppiness. Is this a correct assumption? If so, is there any other way to optimize the animation to allow for simultaneous image resizing and image movement? Notes: 1) One optimization I have done is to position the images absolutely in order to minimize the reflow process. 2) I have tested the animation using both jQuery and the fX animation framework.

    Read the article

  • Learning Haskell maps, folds, loops and recursion

    - by Darknight
    I've only just dipped my toe in the world of Haskell as part of my journey of programming enlightenment (moving on from, procedural to OOP to concurrent to now functional). I've been trying an online Haskell Evaluator. However I'm now stuck on a problem: Create a simple function that gives the total sum of an array of numbers. In a procedural language this for me is easy enough (using recursion) (c#) : private int sum(ArrayList x, int i) { if (!(x.Count < i + 1)) { int t = 0; t = x.Item(i); t = sum(x, i + 1) + t; return t; } } All very fine however my failed attempt at Haskell was thus: let sum x = x+sum in map sum [1..10] this resulted in the following error (from that above mentioned website): Occurs check: cannot construct the infinite type: a = a -> t Please bear in mind I've only used Haskell for the last 30 minutes! I'm not looking simply for an answer but a more explanation of it. Thanks in advanced.

    Read the article

  • JTA or LOCAL transactions in JPA2+Hibernate 3.6.0?

    - by Pangea
    We are in the process of re-thinking our tech stack and below are our choices (We can't live without Spring and Hibernate due to the complexity etc of the app). We are also moving from J2EE 1.4 to JEE 5. Tech stack JEE 5 JPA 2.0 (I know JEE 5 only supports JPA 1.0 but we want to use Hibernate as the JPA provider) Hibernate 3.6.0 (We already have lots of hbm files with custom types etc. so we doesn't want to migrate them at this time to JPA. This means we want both jpa/hbm mappings work together and hence the Hibernate as the JPA provider instead of using the default that comes with App Server) Now the problems is that I want to stick with local transactions but other team members want to use JTA. I have been working with J2EE for last 9 years and I've heard time and again people suggesting to stick with local transactions if I doesn't need two phase commits. This is not only for performance reasons but debugging/troubleshooting a local transaction is lot easier than a distributed transaction. My suggestion is to use spring declarative transaction management + local transactions (HibernateTransactionManager) I want to make sure if I am being paranoid or I have a valid point. I'd like to hear what the rest of the JEE world thinks. Thank you.

    Read the article

  • Haskell: "how much" of a type should functions receive? and avoiding complete "reconstruction"

    - by L01man
    I've got these data types: data PointPlus = PointPlus { coords :: Point , velocity :: Vector } deriving (Eq) data BodyGeo = BodyGeo { pointPlus :: PointPlus , size :: Point } deriving (Eq) data Body = Body { geo :: BodyGeo , pict :: Color } deriving (Eq) It's the base datatype for characters, enemies, objects, etc. in my game (well, I just have two rectangles as the player and the ground right now :p). When a key, the characters moves right, left or jumps by changing its velocity. Moving is done by adding the velocity to the coords. Currently, it's written as follows: move (PointPlus (x, y) (xi, yi)) = PointPlus (x + xi, y + yi) (xi, yi) I'm just taking the PointPlus part of my Body and not the entire Body, otherwise it would be: move (Body (BodyGeo (PointPlus (x, y) (xi, yi)) wh) col) = (Body (BodyGeo (PointPlus (x + xi, y + yi) (xi, yi)) wh) col) Is the first version of move better? Anyway, if move only changes PointPlus, there must be another function that calls it inside a new Body. I explain: there's a function update which is called to update the game state; it is passed the current game state, a single Body for now, and returns the updated Body. update (Body (BodyGeo (PointPlus xy (xi, yi)) wh) pict) = (Body (BodyGeo (move (PointPlus xy (xi, yi))) wh) pict) That tickles me. Everything is kept the same within Body except the PointPlus. Is there a way to avoid this complete "reconstruction" by hand? Like in: update body = backInBody $ move $ pointPlus body Without having to define backInBody, of course.

    Read the article

  • Saving Abstract and Sub classes to database

    - by bretddog
    Hi, I have an abstract class "StrategyBase", and a set of sub classes, StrategyA/B/C etc. The sub classes use some of the properties of the base class, and have some individual properties. My question is how to save this to a database. I'm currently using SqlCE, and Linq-To-Sql by creating entity classes automatically with SqlMetal.exe. I've seen there are three solutions shown in this question, but I'm not able to see how these solutions will work or not with SqlMetal/entity classes. Though it seems to me the "concrete table inheritance" would probably work without any manual modifying. What about the other two, would they be problematic? For "Single Table Inheritance" wouldn't all classes get all variables, even though they don't need them? And for the "Class table inheritance" solution I can't really see at all how that will map into the entity-classes for a useful purpose. I may note that I extend these partial entity classes for making the classes of my business objects. I may also consider moving to EntityFramework instead of SqlMetal/Linq2Sql, so would be nice also to know if that makes any difference to what schema is easy to implement. One likely important thing to note is that I will constantly be develop new strategies, which makes me have to modify the program code, and probably the database shcema; when adding a new strategy. Sorry the question is a bit "all over the place", but hopefully it's some clear advantages/disadvantages here that you may be able to advice. ? Cheers!

    Read the article

  • npgsql Leaking Postgres DB Connections: Way to monitor connections?

    - by Alan
    Background: I'm moving my application from npgsql v1 to npgsql v2.0.9. After a few minutes of running my application, I get a System.Exception: Timeout while getting a connection from the pool. The web claims that this is due to leaking connections (opening a db connection, but not properly closing them). So I'm trying to diagnose leaking postgres connections in npgsql. From the various web literature around; one way to diagnose leaking connections is to setup logging on npgsql, and look for the leaking connection warning message in the log. Problem is, I'm not seeing this message in the logs anywhere. I also found utility that monitors npgsql connections, but it's unstable and crashes. So I'm left manually inspecting code. For everyplace that creates an npgsql connection, there is a finally block disposing of it. For everyplace that opens a datareader, CommandBehavior.CloseConnection is used (and the datareader is disposed). Any other places to check or can someone recommend a way to look for leaking pool connections?

    Read the article

  • Full complete MySQL database replication? Ideas? What do people do?

    - by mauriciopastrana
    Currently I have two Linux servers running MySQL, one sitting on a rack right next to me under a 10 Mbit/s upload pipe (main server) and another some couple of miles away on a 3 Mbit/s upload pipe (mirror). I want to be able to replicate data on both servers continuously, but have run into several roadblocks. One of them being, under MySQL master/slave configurations, every now and then, some statements drop (!), meaning; some people logging on to the mirror URL don't see data that I know is on the main server and vice versa. Let's say this happens on a meaningful block of data once every month, so I can live with it and assume it's a "lost packet" issue (i.e., god knows, but we'll compensate). The other most important (and annoying) recurring issue is that, when for some reason we do a major upload or update (or reboot) on one end and have to sever the link, then LOAD DATA FROM MASTER doesn't work and I have to manually dump on one end and upload on the other, quite a task nowadays moving some .5 TB worth of data. Is there software for this? I know MySQL (the "corporation") offers this as a VERY expensive service (full database replication). I am just wondering what people out there do. The way it's structured, we run an automatic failover where if one server is not up, then the main URL just resolves to the other server.

    Read the article

  • JFrame that has multiple layers

    - by phunehehe
    Hello, I have a window that has two layers: a static background and a foreground that contains moving objects. My idea is to draw the background just once (because it's not going to change), so I make the changing panel transparent and add it on top of the static background. Here is the code for this: public static void main(String[] args) { JPanel changingPanel = new JPanel() { @Override public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.RED); g.fillRect(100, 100, 100, 100); } }; changingPanel.setOpaque(false); JPanel staticPanel = new JPanel(); staticPanel.setBackground(Color.BLUE); staticPanel.setLayout(new BorderLayout()); staticPanel.add(changingPanel); JFrame frame = new JFrame(); frame.add(staticPanel); frame.setSize(800, 600); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } This piece of code gives me the correct image I want, but every time I repaint changingPanel, staticPanel gets repainted as well (which is obviously against the whole idea of painting the static panel just once). Can somebody show me what's wrong? FYI I am using the javax.swing.Timer to recalculate and repaint the changing panel 24 times every second.

    Read the article

  • Getting Depth Value on Kinect SDK 1.6

    - by AlexanderPD
    this is my first try on Kinect and Kinect SDK so I'm having a lot of "newbie issues" :) my goal is to point my mouse on the Kinect standard video output and get the depth value. I already have both normal video and depth video outputs by using the 2 "Color Basic-WPF" and "Depth Basic-WPF" samples, and handling mouse events or position is not a problem. In fact i already did all and i already got a depth value, but this value is always HIGHLY imprecise. It jumps from 500 to 4000 by just moving to the next pixel in a plane surface. So.. I'm pretty sure I'm reading the depth value in the wrong way. This is how i read it: short debugValue = depthPixels[x*y].Depth; debug.Text = "X = "+x+", Y = "+y+", value = "+debugValue.ToString(); i know it's pretty out of context, this little piece of code is inside the same SensorDepthFrameReady function in "Depth Basic-WPF"! "x" and "y" are the mouse coordinates and depthPixels is DepthImagePixel[] type, a temporary array filled with the "depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);" instruction. Depth frame is filled here: DepthImageFrame depthFrame = e.OpenDepthImageFrame() the "e" comes from here: private void SensorDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e) and this last one is called here: this.sensor.DepthFrameReady += this.SensorDepthFrameReady; how i must handle that depth value i get? I know the value must be between 800 and 4000 but i get values between about 500 and about 8000. i already google a lot (here on SO too) and i still can't understand if the depth value is 11 or 13 bit. The sdk examples uses shrink this value to 8 bit and this is making even more confusion in my head :(

    Read the article

  • 2D Platformer Collision Problems With Both Axes

    - by AusGat
    I'm working on a little 2D platformer/fighting game with C++ and SDL, and I'm having quite a bit of trouble with the collision detection. The levels are made up of an array of tiles, and I use a for loop to go through each one (I know it may not be the best way to do it, and I may need help with that too). For each side of the character, I move it one pixel in that direction and check for a collision (I also check to see if the character is moving in that direction). If there is a collision, I set the velocity to 0 and move the player to the edge of the tile. My problem is that if I check for horizontal collisions first, and the player moves vertically at more than one pixel per frame, it handles the horizontal collision and moves the character to the side of the tile even if the tile is below (or above) the character. If I handle vertical collision first, it does the same, except it does it for the horizontal axis. How can I handle collisions on both axes without having those problems? Is there any better way to handle collision than how I'm doing it?

    Read the article

< Previous Page | 232 233 234 235 236 237 238 239 240 241 242 243  | Next Page >