Search Results

Search found 1130 results on 46 pages for 'dimension expansion'.

Page 25/46 | < Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >

  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

    Read the article

  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

    Read the article

  • Magic Mouse for Windows 7 (Touch Mouse)

    - by samsudeen
    Microsoft has unveiled the launch of the new product named “Touch Mouse” at the on going Consumer Electronic show (CES). This mouse allows us to do the normal mouse functions such as  Click, flick, scroll and swipe easily without using any buttons.The features of this mouse is similar to the “Magic Mouse” from Apple hence we can call this as “Microsoft’s Magic Mouse”. This mouse is designed specially for “Windows 7″ to expose the touch features of the OS as per the Microsoft’s below statement Touch Mouse brings a new dimension to Windows 7. By quickly responding to single finger gestures, it speeds up everyday tasks that are already fast in Windows 7: scrolling, panning, paging forward and back, docking, minimizing/ maximizing, showing desktop, and more. Touch Mouse also provides elegant touch functionality to non-touch Windows 7 PCs, so you can enjoy dynamic touch sensitivity at a fraction of the cost of a new PC. The below video clip explains the “Touch Mouse” features using the “Windows 7″ operating system   Touch Mouse This mouse will be launched only in June at an estimated price of $80. You can find more details about the “Touch Mouse” at the below  Microsoft web site. http://www.microsoft.com/hardware/touch-mouse/ This article titled,Magic Mouse for Windows 7 (Touch Mouse), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

    Read the article

  • IOUG Webcast Series on Identity Management

    - by Tanu Sood
    Identity Management for Business Empowerment Identity Management has gone from the realm of IT tools to being a business solution. Security and Identity Management offer confidence in doing secure and compliant business. But more than that, Identity Management today contributes to business growth with secure social, cloud, mobile and internal & external ecosystem enablement. Cloud computing has heightened the interest in user access security, mobile computing brings access to information beyond the enterprise and a bring your own device culture in-house, social media has added a new dimension to user identity and increasing security compliance pressure has made organizations rethink their roles and entitlements strategy. To discuss the industry trends, maturity and framework for security, compliance and business empowerment with identity management, Oracle is proud to collaborate with IOUG to launch a series of live webcasts. Covering a span of topics from identity platform to entitlements managements, privilege access management and cloud, mobile and social security, these webcasts will provide direct access to subject matter experts and technology specialists. Hear first-hand about best practices, a pragmatic approach to security implementation, customer success stories and more. Register today for the individual webcasts or the series. And just a reminder that the conversation starts at COLLABORATE 12 in Las Vegas from April 22nd – 26th. In addition to our conference sessions, as an added value this year, we are offering a half-day deep dive session on Oracle Identity Management: Building a Security and Compliance Framework for Oracle Systems. The session is scheduled for Sunday, April 22nd from 9 am to 3 pm and will cover relevant topics such as: • A Primer on Identity Management • Security and Compliance with Oracle Identity Management • Security for Oracle Applications, Fusion Applications• Managing Identities in The Cloud and Mobile World • Best Practices: Building an Identity Roadmap and Getting Started To get a head start on your compliance and security program, pre-register for this session today.

    Read the article

  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

    Read the article

  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Changing aspect ratio of Virtualbox VM under OSX

    - by Sambo
    I have a Windows guest on an OSX host, running at 1024x768. I want to use scale-mode to make the window small enough to have on the side of my screen, but the problem is that since I maximised the VM in scale mode earlier, the aspect ratio is now nearer my 16:10. I've tried resizing in only one dimension, disabling and re-enabling scale mode and also reinstalling guest additions. A search of the Virtualbox docs does tell me that maintaining aspect ratio is doable under OSX, but it doesn't say how. I'd really like to be able to fix this without reinstalling my VM if possible. I'm running Virtualbox 4.2.16 r86992 under OSX 10.8.4 with a Window 7 guest.

    Read the article

  • Google Glasses–A new world in front of your eyes

    - by Gopinath
    Google is getting into a whole new business that would help us to see the world in a new dimension and free us from all gadgets we carry we today. Google Glasses is a wearable tiny computer that brings information in front of your eyes and lets you interact with it using voice commands. It’s a kind of glasses(spectacles) that you can wear to see and interact with the world in a new way.  With Google Glasses, for example you can look at a beautiful location and through voice you can instruct it to capture a photograph and share it to your friends. You don’t need a camera to capture the beautiful scene, you don’t need an App to upload and share it.  All you need is just Google Glasses By the way these glasses are not heavy head mountable stuff, they are very tiny one and look beautiful too. Check out the embedded video demo released by Google to see them in action and for sure you are going to be amazed.   Last year December 9 to 5 Google posted details about this secret project and NY Times says that these glasses would be available to everyone at affordable cost, anywhere between $250 and $600. It is powered by Android OS and the contains a GPS, motion sensor, camera, voice input & output devices. Check out Project Glass for more details.

    Read the article

  • Insurance Outlook: Just Right of Center

    - by Chuck Johnston Admin
    On Tuesday June 21st, PwC lead a session at the International Insurance Society meeting in Toronto focused on the opportunity in insurance.  The scenarios focusing on globalization, regulation and new areas of insurance opportunity were well defined and thought provoking, but the most interesting part of the session was the audience participation. PwC used a favorite strategic planning tool of mine, scenario planning, to highlight the important financial, political, social and technological dimensions that impact the insurance industry. Using wireless polling keypads, the audience was able to participate in scoring a range of possibilities across each dimension using a 1 to 5 ranking; 1 being generally negative or highly pessimistic scenarios and 5 being very positive or more confident scenarios. The results were then displayed on a screen with a line or "center" in the middle. "Left of center" was defined as being highly cautious and conservative, while "right of center" was defined as a more optimistic outlook for the industry's future. This session was attended by insurance carriers' senior leadership, leading insurance academics, senior regulators, and the occasional insurance technology executive. In general, the average answer fell just right of center, i.e. a little more positive or optimistic than center. Three years ago, after the 2008 financial crisis, I suspect the answers would have skewed more sharply to the left of center. This sense that things are generally getting better for insurers and that there is the potential for positive change pervaded the conference. There is still caution and concern around economic factors, regulation (especially the potential pitfalls of regulatory convergence with banking) and talent management, but in general, the industry outlook is more positive than it's been in several years. Chuck Johnston is vice president of industry strategy, Oracle Insurance. 

    Read the article

  • Ubuntu server 9.10 freezes up after ~10 minutes

    - by Matt Williamson
    I just upgraded my Ubuntu server from 9.04 to 9.10 and after about 10 minutes it locks up. It won't respond to ping, can't ssh in and the terminal doesn't accept keyboard input. It does not have X installed. I then reformatted and installed it from scratch with the same results. There are two hard drives, the first is for the OS and the second is for media. The second has not changed, it is an ext3 formatted drive with one partition. I stopped random services (samba, ushare, transmission-daemon) to see if they were causing the issue, but it still locked up. I did a watch "dmesg|tail" until it locked up, but I didn't see anything. How can I troubleshoot this further? I don't want to downgrade. Machine specs: Dell Dimension 3000 Pentium 4 @3GHz 512M RAM

    Read the article

  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

    Read the article

  • E3 Booth Babes Display a Painful Lack of Video Game Knowledge [Video]

    - by Jason Fitzpatrick
    If you thought a prerequisite for manning a booth at an electronics expo was a passing knowledge of the electronics and games you were promoting, you were wrong. In the above video Chloe Dykstra puts a set of “booth babes” from the E3 2011 conference to the test by asking them simple questions about video games both new and old. If you’re a gaming fan and you can watch this video without laughing out loud you’ve got an iron will (or you’re shaking your head in disbelief that someone could work a gaming convention and not know the answers to these questions). We won’t lie, we were shaking our head when the one model admitted that she’d worked at GameStop for a year and still didn’t know any of the answers. What questions would you put on list? How about “Finish this sentence: ‘Your Princess is in another…’”, “Dimension?”. 5HP: Booth Babe Edition – E3 2011 [YouTube via Kotaku] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

    Read the article

  • PASS Business Intelligence Virtual Chapter Upcoming Sessions (November 2013)

    - by Sergio Govoni
    Let me point out the upcoming live events, dedicated to Business Intelligence with SQL Server, that PASS Business Intelligence Virtual Chapter has scheduled for November 2013. The "Accidental Business Intelligence Project Manager"Date: Thursday 7th November - 8:00 PM GMT / 3:00 PM EST / Noon PSTSpeaker: Jen StirrupURL: https://attendee.gotowebinar.com/register/5018337449405969666 You've watched the Apprentice with Donald Trump and Lord Alan Sugar. You know that the Project Manager is usually the one gets firedYou've heard that Business Intelligence projects are prone to failureYou know that a quick Bing search for "why do Business Intelligence projects fail?" produces a search result of 25 million hits!Despite all this… you're now Business Intelligence Project Manager – now what do you do?In this session, Jen will provide a "sparks from the anvil" series of steps and working practices in Business Intelligence Project Management. What about waterfall vs agile? What is a Gantt chart anyway? Is Microsoft Project your friend or a problematic aspect of being a BI PM? Jen will give you some ideas and insights that will help you set your BI project right: assess priorities, avoid conflict, empower the BI team and generally deliver the Business Intelligence project successfully! Dimensional Modelling Design Patterns: Beyond BasicsDate: Tuesday 12th November - Noon AEDT / 1:00 AM GMT / Monday 11th November 5:00 PM PSTSpeaker: Jason Horner, Josh Fennessy and friendsURL: https://attendee.gotowebinar.com/register/852881628115426561 This session will provide a deeper dive into the art of dimensional modeling. We will look at the different types of fact tables and dimension tables, how and when to use them. We will also some approaches to creating rich hierarchies that make reporting a snap. This session promises to be very interactive and engaging, bring your toughest Dimensional Modeling quandaries. Data Vault Data Warehouse ArchitectureDate: Tuesday 19th November - 4:00 PM PST / 7 PM EST / Wednesday 20th November 11:00 PM AEDTSpeaker: Jeff Renz and Leslie WeedURL: https://attendee.gotowebinar.com/register/1571569707028142849 Data vault is a compelling architecture for an enterprise data warehouse using SQL Server 2012. A well designed data vault data warehouse facilitates fast, efficient and maintainable data integration across business systems. In this session Leslie and I will review the basics about enterprise data warehouse design, introduce you to the data vault architecture and discuss how you can leverage new features of SQL Server 2012 help make your data warehouse solution provide maximum value to your users. 

    Read the article

  • Generating Deep Arrays: Shallow to Deep, Deep to Shallow or Bad idea?

    - by MobyD
    I'm working on an array structure that will be used as the data source for a report template in a web app. The data comes from relatively complex SQL queries that return one or many rows as one dimensional associative arrays. In the case of many, they are turned into two dimensional indexed array. The data is complex and in some cases there is a lot of it. To save trips to the database (which are extremely expensive in this scenario) I'm attempting to get all of the basic arrays (1 and 2 dimension raw database data) and put them, conditionally, into a single, five level deep array. Organizing the data in PHP seems like a better idea than by using where statements in the SQL. Array Structure Array of years( year => array of types( types => array of information( total => value, table => array of data( index => db array ) ) ) ) My first question is, is this a bad idea. Are arrays like this appropriate for this situation? If this would work, how should I go about populating it? My initial thought was shallow to deep, but the more I work on this, the more I realize that it'd be very difficult to abstract out the conditionals that determine where each item goes in the array. So it seems that starting from the most deeply nested data may be the approach I should take. If this is array abuse, what alternatives exist?

    Read the article

  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

    Read the article

  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

    Read the article

  • Decreasing the Height of the PinkMatter Flamingo Ribbon Bar

    - by Geertjan
    The one and only thing prohibiting wide adoption of PinkMatter's amazing Flamingo ribbon bar integration for NetBeans Platform applications (watch the YouTube movie here and follow the tutorial here) is... the amount of real estate taken up by the height of the taskpane: I was Skyping with Bruce Schubert about this and he suggested that a first step might me to remove the application menu. OK, once that had been done there was still a lot of height: But then I configured a bit further and now have this, which is pretty squishy but at least shows there are possibilities: How to get to the above point? Get the PinkMatter Flamingo ribbon bar from java.net (http://java.net/projects/nbribbonbar), which is now the official place where it is found, and then look in the "Flaming Integration" module. There you'll find com.pinkmatter.modules.flamingo.LayerRibbonComponentProvider. Do the following: Comment out "addAppMenu(ribbon);" in "createRibbon()". That's the end of the application menu. Change the "addTaskPanes(JRibbon ribbon)" method from this... private void addTaskPanes(JRibbon ribbon) { RibbonComponentFactory factory = new RibbonComponentFactory(); for (ActionItem item : ActionItems.forPath("Ribbon/TaskPanes")) {// NOI18N ribbon.addTask(factory.createRibbonTask(item)); } } ...to the following: private void addTaskPanes(JRibbon ribbon) { RibbonComponentFactory factory = new RibbonComponentFactory(); for (ActionItem item : ActionItems.forPath("Ribbon/TaskPanes")) { // NOI18N RibbonTask rt = factory.createRibbonTask(item); List<AbstractRibbonBand<?>> bands = rt.getBands(); for (AbstractRibbonBand arb : bands) { arb.setPreferredSize(new Dimension(40,60)); } ribbon.addTask(rt); } } Hurray, you're done. Not a very great result yet, but at least you've made a start in decreasing the height of the PinkMatter Flamingo ribbon bar. If anyone gets further with this, I'd be very happy to hear about it!

    Read the article

  • A font like RomanS in appearance but with support for more characters (Autocad)?

    - by kokbira
    In a Autocad 2010 installation, the standard font used is RomanS. That font is so limited on characters, so when I use "text" command I cannot add "³" on text of cubic meters measures (a "?" is displayed instead of the "³" character - see isolated text on figure below and Font characters Latin Supplement range). When I use a dimension command, like multileader, Autocad "corrects" that issue using another font that support that missing character, resulting on an awful mixture (see text on multileader below - on multileader text properties, we can see 3m{\fArial|b0|i0|c0|p34;³}). I can easily change that font with another, like Verdana, Times New Roman... that have more characters than RomanS font, but I would like to use an alternative font more like RomanS in appearance. Any help?

    Read the article

  • What are the specifications on the RAM inside my computer?

    - by Faken
    I have a Dell Dimension 9200 that I bought 4 years ago. I want to find out the exact specifications (manufacturer, speed, timings, etc.). Is there a way to get this specific info without having to open up the PC (it's buried in and under a bunch of furniture, I'd perfer not to have to dig it out). All I know about it right now is that it is 4 1GB sticks of DDR2 RAM at 667 Mhz. It is the standard RAM that shipped with the computer 4 years ago (from Dell). Does anyone know what the specifications are of the RAM that Dell used in this particular model of computer 4 years ago? Note: I've done my research before coming here. CPU-Z, EVEREST, and AIDA32 all have been unable to give me any more information other than 4 x 1GB @ 667Mhz. I can't find any specifications in the Dell online manuals either (at least not as specific as I want). Thanks -Faken

    Read the article

  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

    Read the article

  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

    Read the article

  • Getting Synergy+ to work with Windows 7 64bit and Windows XP 32bit?

    - by john crisp
    My Windows XP box is Dell 4550 dimension. Windows 7 box is Home Premium. Synergy + installs fine on the Windows 7box, but using Windows xp as the client, it won't work? Do I need to disconnect the vga connection from my monitor and control entirely from the win7 dvi connection? In setting up ( links ) on Windows 7 as the server, I have NO way of inputing info? The setup on the Windows xp box is simple and does so OK, but I can't connect to the Windows xp box! It must be the vga connection on the Windows XP box. In order to use both machines, I have to turn one off and the other on. Hence-the VGA is needed on Windows XP. Any info/help most appreciated.

    Read the article

  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

    Read the article

  • Solid Edge ST6 - 2D Modeling: dimensions

    - by juFo
    I'm currently making some 2D drawings in Solid Edge ST6. I have several circles which I need to change so that they have an equal diameter and equal space between both circles, etc... Currently my drawing looks a bit messy with all the dimensions that I use: I use the Smart Dimension tool and the Distance Between tool but I have no clue to make my drawing more readable by adding less dimensions. Is there a way to copy/paste dimensions or let a circle follow the dimensions of one other circle? I hope you understand the question. Thanks in advance (I could not find anything about Solid Edge, so I hope superuser is the correct place to ask.)

    Read the article

  • Partitioning Strategies for P6 Reporting Database

    - by Jeffrey McDaniel
    Prior to P6 Reporting Database version 3.2 sp1 range partitioning was used. This was applied only to the history tables. The ranges were defined during installation and additional ranges would need to be added once your date range entered the final defined range. As of P6 Reporting Database version 3.2 sp1, interval partitioning was implemented. Interval partitioning was applied to the existing History table as well as Slowly Changing Dimension tables. One of the major advantages of interval partitioning is there is no more manual addition of ranges. The interval partitioning will automatically create partitions for the defined interval when data is inserted into the table and it exceeds the existing partitions. In 3.2 sp1 there are steps on how to update your partitioning. For all versions after 3.2 sp1 interval partitioning is the only partitioning option used. When upgrading it is important to be aware of these changes. Here is a link with more information on partitioning -the types and the advantages. http://docs.oracle.com/cd/E11882_01/server.112/e25523/partition.htm

    Read the article

< Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >