Search Results

Search found 12511 results on 501 pages for 'itunes store'.

Page 25/501 | < Previous Page | 21 22 23 24 25 26 27 28 29 30 31 32  | Next Page >

  • How to Set Up an Online Ecommerce Store

    Online Ecommerce stores are gaining popularity these days. Their business is achieving exceptional heights. The reason behind their success is the lack of time that people in the present world have. ... [Author: Anurag Gupta - Web Design and Development - May 11, 2010]

    Read the article

  • Should I use a Class or Dictionary to Store Form Values

    - by Shamim Hafiz
    I am working on a C# .NET Application, where I have a Form with lots of controls. I need to perform computations depending on the values of the controls. Therefore, I need to pass the Form values to a function and inside that function, several helper functions will be called depending on the Control element. Now, I can think of two ways to pass all the Form values: i) Save everything in a Dictionary and pass the Dictionary to the function or ii) Have a class with attributes that corresponds to each of the Form element. Which of these two approaches , or any other, is better?

    Read the article

  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

    Read the article

  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

    Read the article

  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

    Read the article

  • Database and query to store and retreive friend list [migrated]

    - by amr Kamboj
    I am developing a module in website to save and retreive friend list. I am using Zend Framework and for DB handling I am using Doctrine(ORM). There are two models: 1) users that stores all the users 2) my_friends that stores the friend list (that is refference table with M:M relation of user) the structure of my_friends is following ...id..........user_id............friend_id........approved.... ...10.........20 ..................25...................1.......... ...10.........21 ..................25...................1.......... ...10.........22 ..................30...................1.......... ...10.........25 ..................30...................1.......... The Doctrine query to retreive friend list id follwing $friends = Doctrine_Query::create()->from('my_friends as mf') ->leftJoin('mf.users as friend') ->where("mf.user_id = 25") ->andWhere("mf.approved = 1"); Suppose I am viewing the user no.- 25. With this query I am only getting the user no.- 30. where as user no.- 25 is also approved friend of user no.- 20 and 21. Please guide me, what should be the query to find all friend and is there any need to change the DB structure.

    Read the article

  • Ubuntu One Music Store: Tops or Flop?

    <b>Linux Pro Magazine:</b> "Thus Canonical is implementing the cloud in its context. The DRM-free songs in MP3 format with a bitrate of at least 256 kbits/second are not loaded on the local machine, but in the Ubuntu One cloud."

    Read the article

  • What''s easy extensible technique to store game data?

    - by Miro
    I'm looking for library/technique for storing my game resources - levels, object (effects,world info), items(price,effects,...), NPC(visual info, behavior), everything except graphics/audio stuff. I've seen lua used for Awesome WM configuration. protobuf looks good, but it seems to be designed for network communication. I've tried to write my own parser, but as the project grows it's more and more harder to manage it and catch all the bugs. My requiremets: stability easy extension of data without need to convert older versions to newer good(don't have to be the best) performance of loading not much coding not XML!

    Read the article

  • Best container to store this information

    - by user2368481
    I'm trying to write a smallish system as a homework excercise, I don't have much experience with containers and I'm not sure the best way of storing this data would be: Incident Records object holds instants of Incident Report. Report is a superclass which has 3 subclasses, Police, Fire or Medical. Record must must record which of these types apply, and which response teams are to be involved. So Record has to keep track of the Report objects, the type of the report (Police, Fire or Medical) and the teams involved in the reports. I was initially thinking of an array but that wouldn't be sufficient to hold all the info. Record<>---------Report<|----------Police, Fire or Medical

    Read the article

  • More than 2gb of Music without paid plan possible?

    - by user8007
    Hi there, I do not have a paid plan for UbuntuOne and do not intend of buying one, but I do like to buy music from the UbuntuOne Music Store. Is it possible to buy music, once I bought more than 2gb or would I have to move the music out of the UbuntuOne share? In this case, I would suggest to put the music in the official ubuntuone-folder instead of a hidden one. Non-technical users will not understand, why their shared music files are not in this folder, but others are popping up there (e.g. in the webinterface). Best Regards, Lars

    Read the article

  • Solution for file store needing large number of simultaneous connections

    - by Tennyson H
    So I'm fairly new to large-scale architectures. We're currently using linode instances for our project, but we're brainstorming about scaling. We need a file store system than can deliver ~50mb folders (user data) to our computing instances in a reasonable amount of time (<20 sec), and scale to 10000+ total users, and perhaps 100+ simultaneous transfers. We are also unsure whether to network mount (sshfs/nfs) or just do a full transfer store-instance at the beginning and rsync instance- store at the end. I've experimented with SSH-FS between our little Linode instances but it seems to be bottlenecked at 15mb/s total bandwith, which wouldn't do under 10+ transfer stress let alone scale v. large. I also tried to investigate NFS but couldn't get it working but have little hope that it'll do within our linode network. Are there tools on other cloud providers that match our needs? Should we be mounting, or should we be transferring? Thanks very much!

    Read the article

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