Search Results

Search found 34893 results on 1396 pages for 'const method'.

Page 273/1396 | < Previous Page | 269 270 271 272 273 274 275 276 277 278 279 280  | Next Page >

  • fglrx: No matching Device section for instance... found how to fix it?

    - by Lejo
    I have HD 4850 card, Ubuntu 12.10 and installed legacy drivers using makson96 ppa. The issue is, that FGLRX can not detect my device and loads vesa bios. I had the same problem on ubuntu 11.10, 12.04 versions. I want to manually help fglrx find a matching device to load as it shoudld do. It is interesting, why does fglrx search for a device in a PCI:0@1:0:1 Bus? in xorg.cof different bus is indicated: Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection fglrxinfo display: :0.0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Radeon HD 4800 Series OpenGL version string: 3.3.11653 Compatibility Profile Context Here is a part of my xorg log: [ 3.846] (II) VESA: driver for VESA chipsets: vesa [ 3.846] (II) FBDEV: driver for framebuffer: fbdev [ 3.846] (++) using VT number 7 [ 3.846] (WW) Falling back to old probe method for fglrx [ 3.883] (II) Loading PCS database from /etc/ati/amdpcsdb [ 3.883] (--) Assigning device section with no busID to primary device [ 3.883] (--) Chipset Supported AMD Graphics Processor (0x9442) found [ 3.884] (WW) fglrx: No matching Device section for instance (BusID PCI:0@1:0:1) found [ 3.884] (II) AMD Video driver is running on a device belonging to a group targeted for this release [ 3.884] (II) AMD Video driver is signed [ 3.884] (II) fglrx(0): pEnt->device->identifier=0xb7791d8f [ 3.884] (WW) Falling back to old probe method for vesa [ 3.884] (WW) Falling back to old probe method for fbdev from lispci i foud out finally, that my video card is in 01:00.0 slot. logically, if fglrx searches for a vdeo card device in a wrong place, it will not find it. 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV770 [Radeon HD 4850] Thanks in advance.

    Read the article

  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

    Read the article

  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

    Read the article

  • CheckMemoryAllocationGame Sample

    - by Michael B. McLaughlin
    Many times I’ve found myself wondering how much GC memory some operation allocates. This is primarily in the context of XNA games due to the desire to avoid generating garbage and thus triggering a GC collection. Many times I’ve written simple programs to check allocations. I did it again recently. It occurred to me that many XNA developers find themselves asking this question from time to time. So I cleaned up my sample and published it on my website. Feel free to download it and put it to use. It’s rather thoroughly commented. The location where you insert the code you wish to check is in the Update method found in Game1.cs. The default that I put in is a line of code that generates a new Guid using Guid.NewGuid (which, if you’re curious, does not create any heap allocations). Read all of the comments in the Update method (at the very least) to make sure that your code is measured properly. It’s important to make sure that you meaningfully reference any thing you create after the second call to get the memory or else (in Release configuration at least) you will likely get incorrect results. Anyway, it should make sense when you read the comments and if not, feel free to post a comment here or ask me on Twitter. You can find my utilities and code samples page here: http://www.bobtacoindustries.com/developers/utils/Default.aspx To download CheckMemoryAllocationGame’s source code directly: http://www.bobtacoindustries.com/developers/utils/CheckMemoryAllocationGame.zip (If you’re looking to do this outside of the context of an XNA game, the measurement code in the Update method can easily be adapted into, e.g., a C# Windows Console application. In the past I mostly did that, actually. But I didn’t feel like adding references to all the XNA assemblies this time and… anyway, if you want you can easily convert it to a console application. If there’s any demand for it, I’ll do it myself and update this post when I get a chance.)

    Read the article

  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

    Read the article

  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

    Read the article

  • What is the difference between Callback<T> and Java 8's Supplier<T>?

    - by Dan Pantry
    I've been switching over to Java from C# after some recommendations from some over at CodeReview. So, when I was looking into LWJGL, one thing I remembered was that every call to Display must be executed on the same thread that the Display.create() method was invoked on. Remembering this, I whipped up a class that looks a bit like this. public class LwjglDisplayWindow implements DisplayWindow { private final static int TargetFramesPerSecond = 60; private final Scheduler _scheduler; public LwjglDisplayWindow(Scheduler displayScheduler, DisplayMode displayMode) throws LWJGLException { _scheduler = displayScheduler; Display.setDisplayMode(displayMode); Display.create(); } public void dispose() { Display.destroy(); } @Override public int getTargetFramesPerSecond() { return TargetFramesPerSecond; } @Override public Future<Boolean> isClosed() { return _scheduler.schedule(() -> Display.isCloseRequested()); } } While writing this class you'll notice that I created a method called isClosed() that returns a Future<Boolean>. This dispatches a function to my Scheduler interface (which is nothing more than a wrapper around an ScheduledExecutorService. While writing the schedule method on the Scheduler I noticed that I could either use a Supplier<T> argument or a Callable<T> argument to represent the function that is passed in. ScheduledExecutorService didn't contain an override for Supplier<T> but I noticed that the lambda expression () -> Display.isCloseRequested() is actually type compatible with both Callable<bool> and Supplier<bool>. My question is, is there a difference between those two, semantically or otherwise - and if so, what is it, so I can adhere to it?

    Read the article

  • Strategies for managUse of types in Python

    - by dave
    I'm a long time programmer in C# but have been coding in Python for the past year. One of the big hurdles for me was the lack of type definitions for variables and parameters. Whereas I totally get the idea of duck typing, I do find it frustrating that I can't tell the type of a variable just by looking at it. This is an issue when you look at someone else's code where they've used ambiguous names for method parameters (see edit below). In a few cases, I've added asserts to ensure parameters comply with an expected type but this goes against the whole duck typing thing. On some methods, I'll document the expected type of parameters (eg: list of user objects), but even this seems to go against the idea of just using an object and let the runtime deal with exceptions. What strategies do you use to avoid typing problems in Python? Edit: Example of the parameter naming issues: If our code base we have a task object (ORM object) and a task_obj object (higher level object that embeds a task). Needless to say, many methods accept a parameter named 'task'. The method might expect a task or a task_obj or some other construct such as a dictionary of task properties - it is not clear. It is them up to be to look at how that parameter is used in order to work out what the method expects.

    Read the article

  • Rails: Law of Demeter Confusion

    - by user2158382
    I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. EDIT I completely understand and agree that this is still a violation and I need to create a method in Wallet called withdraw that handles the payment for me and that I should call that method inside the Customer class. What I don't get is that according to this process, my first example still violates the Law of Demeter because Invoice is still reaching directly into Customer to get the street. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

    Read the article

  • Custom field names in Rails error messages

    - by Madhan ayyasamy
    The defaults in Rails with ActiveRecord is beautiful when you are just getting started and are created everything for the first time. But once you get into it and your database schema becomes a little more solidified, the things that would have been easy to do by relying on the conventions of Rails require a little bit more work.In my case, I had a form where there was a database column named “num_guests”, representing the number of guests. When the field fails to pass validation, the error messages is something likeNum guests is not a numberNot quite the text that we want. It would be better if it saidNumber of guests is not a numberAfter doing a little bit of digging, I found the human_attribute_name method. You can override this method in your model class to provide alternative names for fields. To change our error message, I did the followingclass Reservation ... validates_presence_of :num_guests ... HUMAN_ATTRIBUTES = { :num_guests = "Number of guests" } def self.human_attribute_name(attr) HUMAN_ATTRIBUTES[attr.to_sym] || super endendSince Rails 2.2, this method is used to support internationalization (i18n). Looking at it, it reminds me of Java’s Resource Bundles and Spring MVC’s error messages. Messages are defined based off a key and there’s a chain of look ups that get applied to resolve an error’s message.Although, I don’t see myself doing any i18n work in the near-term, it is cool that we have that option now in Rails.

    Read the article

  • For a Javascript library, what is the best or standard way to support extensibility

    - by Michael Best
    Specifically, I want to support "plugins" that modify the behavior of parts of the library. I couldn't find much information on the web about this subject. But here are my ideas for how a library could be extensible. The library exports an object with both public and "protected" functions. A plugin can replace any of those functions, thus modifying the library's behavior. Advantages of this method are that it's simple and that the plugin's functions can have full access to the library's "protected" functions. Disadvantages are that the library may be harder to maintain with a larger set of exposed functions and it could be hard to debug if multiple plugins are involved (how to know which plugin modified which function?). The library provides an "add plugin" function that accepts an object with a specific interface. Internally, the library will use the plugin instead of it's own code if appropriate. With this method, the internals of the library can be rearranged more freely as long as it still supports the same plugin interface. This could also support having different plugin interfaces to modify different parts of the library. A disadvantage of this method is that the plugins may have to re-implement code that is already part of the library since the library's internal functions are not exported. The library provides a "set implementation" function that accepts an object inherited from a specific base object. The library's public API calls functions in the implementation object for any functionality that can be modified and the base implementation object includes the core functionality, with both external (to the API) and internal functions. A plugin creates a new implementation object, which inherits from the base object and replaces any functions it wants to modify. This combines advantages and disadvantages of both the other methods.

    Read the article

  • Explicitly pass context object versus injecting with IoC

    - by SonOfPirate
    I have a layered service application where the service layer delegates operations into the domain layer for execution. Many of these operations need to know the context under which they are operation. (The context included the identity of the current user, culture information, etc. received from the caller.) For example, I have an API method that returns a list of announcements. The list is based on the current user's role and each announcement is localized to their culture. The API is a thin-facade that delegates to an Application Service in my domain layer. The Application Service method obviously needs to know the context of the current request/operation as another call to the same API from another user should result in a different list. Within this method, we also have logging that uses some of the context information so we a clear understanding of the context when the operation was performed (this is especially useful if something goes wrong.) While this is a contrived example, in the real world, my Application Services will coordinate operations with many collaborative components, any number of them also needing the context information. My choice is to pass the context to the Application Service which would then pass it with any calls to collaborators or have the IoC container satisfy the dependency the Application Service and any collaborators have on the context. I am wondering if it is considered good/bad, best practices/code smell, etc. if I pass the context object as a parameter to the domain methods or if injecting the context via an IoC container is preferred. (EDIT: I should mention that the context object is instantiated per-request.)

    Read the article

  • Initializing entities vs having a constructor parameter

    - by Vee
    I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code: Field.CreateEntity(10, 5, Factory.Player()); This creates a new Player at [10; 5]. I'm using a factory-like class to create entities via composition. This is what the CreateEntity method looks like: public void CreateEntity(int mX, int mY, Entity mEntity) { mEntity.Field = this; TileManager.AddEntity(mEntity, true); GetTile(mX, mY).AddEntity(mEntity); mEntity.Initialize(); InvokeOnEntityCreated(mEntity); } Since many of the components (and also logic) of the entities require to know what the tile they're in is, or what the field they belong to is, I need to have mEntity.Initialize(); to know when the entity knows its own field and tile. The Initialize(); method contains a call to an event handler, so that I can do stuff like this in the factory class: result.OnInitialize += () => result.AddTags(TDLibConstants.GroundWalkableTag, TDLibConstants.TrapdoorTag); result.OnInitialize += () => result.AddComponents(new RenderComponent(), new ElementComponent(), new DirectionComponent()); This works so far, but it is not elegant and it's very open to bugs. I'm also using the same idea with components: they have a parameterless constructor, and when you call the AddComponent(mComponent); method in an entity, it is the entity's job to set the component's entity to itself. The alternative would be having a Field, int, int parameters in the factory class, to do stuff like: new Entity(Field, 10, 5); But I also don't like the fact that I have to create new entities like this. I would prefer creating entities via the Field object itself. How can I make entity/component creation more elegant and less prone to bugs?

    Read the article

  • Reaching Intermediate Programming Status

    - by George Stocker
    I am a software engineer that's had positions programming in VBA (though I dare not consider that 'real' experience, as it was trial and error!), Perl w/ CGI, C#, and ASP.NET. The latter two are post-undergraduate, with my entrance into the 'real world'. I'm 2 years out of college, and have had 5 years of experience (total) across the languages I've mentioned. However, when it comes to my resume, I can only put 2 years down for C#, and less than a year down for ASP.NET. I feel like I know C#, but I still have to spend time going 'What does this method do?', whereas some of the more senior level engineers can immediately say, "Oh, Method X does this, without ever having looked at that method before." So I know empirically that there's a gulf there, but I'm not exactly sure how to bridge it. I've started programming in Project Euler, and I picked up a book on design patterns, but I still feel like I spend each day treading water, instead of moving forward. That isn't to say that I don't feel like I've made progress, it just means that as far as I come each day, I still see the mountain top way off in the distance. My question is this: How did you overcome this plateau? How long did it take you? What methods can you suggest to assist me in this? I've read through Code Complete, The Mythical Man Month, and CLR via C#, 2nd edition -- my question is: What do I do now? Edit: I just found this question on projects for an intermediate level programmer. I think it adds to the discussion (though it does not supplant my question). As such, I'm adding it to the question as a "For More Information".

    Read the article

  • Should I modify an entity with many parameters or with the entity itself?

    - by Saeed Neamati
    We have a SOA-based system. The service methods are like: UpdateEntity(Entity entity) For small entities, it's all fine. However, when entities get bigger and bigger, to update one property we should follow this pattern in UI: Get parameters from UI (user) Create an instance of the Entity, using those parameters Get the entity from service Write code to fill the unchanged properties Give the result entity to the service Another option that I've experienced in previous experiences is to create semantic update methods for each update scenario. In other words instead of having one global all-encompasing update method, we had many ad-hoc parametric methods. For example, for the User entity, instead of having UpdateUser (User user) method, we had these methods: ChangeUserPassword(int userId, string newPassword) AddEmailToUserAccount(int userId, string email) ChangeProfilePicture(int userId, Image image) ... Now, I don't know which method is truly better, and for each approach, we encounter problems. I mean, I'm going to design the infrastructure for a new system, and I don't have enough reasons to pick any of these approaches. I couldn't find good resources on the Internet, because of the lack of keywords I could provide. What approach is better? What pitfalls each has? What benefits can we get from each one?

    Read the article

  • How to write PowerShell code part 2 (Using function)

    - by ybbest
    In the last post, I have showed you how to use external configuration file in your PowerShell script. In this post, I will show you how to create PowerShell function and call external PowerShell script.You can download the script here. 1. In the original script, I create the site directly using New-SPSite command. I will refactor it so that I will create a new function to create the site using New-SPSite. The PowerShell function is quite similar to a C# method. You put your function parameters in () and separate each parameter by a comma (,). Then you put your method body in {}. function add ([int] $num1 , [int] $num2){ $total=$num1+$num2 #Return $total $total } 2. The difference is you do not need semi-colon (;) at the end of each statement and when calling the method you do not need comma (,) to separate each parameter. function add ([int] $num1 , [int] $num2){ $total=$num1+$num2 #Return $total $total } #Calling the function [int] $num1=3 [int] $num2=4 $d= add $num1 $num2 Write-Host $d 3. If you like to return anything from the function, you just need to type in the object you like to return, not need to type return .e.g. $ObjectToReturn not return $ObjectToReturn

    Read the article

  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

    Read the article

  • Adding tolerance to a point in polygon test

    - by David Gouveia
    I've been using this method which was taken from Game Coding Complete to detect whether a point is inside of a polygon. It works in almost every case, but is failing on a few edge cases, and I can't figure out the reason. For example, given a polygon with vertices at (0,0) (0,100) and (100,100), the algorithm is returning: True for any point strictly inside the polygon False for any of the vertices False for (0, 50) which lies on one of the edges of the polygon True (?) for (50,50) which is also on one of the edges of the polygon I'd actually like to relax the algorithm so that it returns true in all of these cases. In other words, it should return true for points that are strictly inside, for the vertices themselves, and for points on the edges of the polygon. If possible I'd also like to give it enough tolerance so that it always tend towards "true" in face of floating point fluctuations. For example, I have another method, that given a line segment and a point, returns the closest location on the line segment to the given point. Currently, given any point outside the polygon and one of its edges, there are cases where the result is categorized as being inside by the method above, while other points are considered outside. I'd like to give it enough tolerance so that it always returns true in this situation. The way I've currently solved the problem is an hack, which consists of using an external library to inflate the polygon by a few pixels, and performing the tests on the inflated polygon, but I'd really like to replace this with a proper solution.

    Read the article

  • Is it necessary to add an HP printer to CUPS using the hplip URI?

    - by JPbuntu
    I recently setup a CUPS print server (Ubuntu server 12.04) and I having trouble with performance of a HP Color LaserJet Printer CP3505n. The printer pauses for about a second between printing each page, which is annoying when there is a lot of printing to be done. This doesn't happen when the printer is installed directly to a Windows client. In an attempt to fix this I have setup the printer a couple different ways. I decided not to do a Samba share since this wiki said IPP is preferred. First Method Added to HP LaserJet to CUPS as a Discovered Network Printer, and selected HP Color LaserJet cp3505 hpijs pcl3, 3.12.2 (en) driver. I did not use a hplip URI. Second Method (hplip URI) I thought adding hplip to the mix might improve the performance, so I added the printer like this: Ran hp-setup -m 192.168.2.60, prompted to select driver Selected HP Color LaserJet cp3505 hpijs pcl3, 3.12.2 (en) Used hplip to generate a URI: hp-makeuri 192.168.2.60 Then added the printer to CUPS as a Local Printer: HP Printer (HPLIP), and entered: hp:/net/HP_Color_LaserJet_CP3505?ip=192.168.2.60. Either method I use I am able to share the printer on the network by adding a printer as http://192.168.2.2:631/printers/HP_LASER-TERRAC. Does it make a difference which way the printer is added cups? If so, and I install the printer with the hp URI, can I still change the driver using the CUPS web interface? I have been trying out different drivers to try and improve performance, and the cups interface is the easiest way to change them. Thanks in advance.

    Read the article

  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

    Read the article

  • Ninject/DI: How to correctly pass initialisation data to injected type at runtime

    - by MrLane
    I have the following two classes: public class StoreService : IStoreService { private IEmailService _emailService; public StoreService(IEmailService emailService) { _emailService = emailService; } } public class EmailService : IEmailService { } Using Ninject I can set up bindings no problem to get it to inject a concrete implementation of IEmailService into the StoreService constructor. StoreService is actually injected into the code behind of an ASP.NET WebForm as so: [Ninject.Inject] public IStoreService StoreService { get; set; } But now I need to change EmailService to accept an object that contains SMTP related settings (that are pulled from the ApplicationSettings of the Web.config). So I changed EmailService to now look like this: public class EmailService : IEmailService { private SMTPSettings _smtpSettings; public void SetSMTPSettings(SMTPSettings smtpSettings) { _smtpSettings = smtpSettings; } } Setting SMTPSettings in this way also requires it to be passed into StoreService (via another public method). This has to be done in the Page_Load method in the WebForms code behind (I only have access to the Settings class in the UI layer). With manual/poor mans DI I could pass SMTPSettings directly into the constructor of EmailService and then inject EmailService into the StoreService constructor. With Ninject I don't have access to the instances of injected types outside of the objects they are injected to, so I have to set their data AFTER Ninject has already injected them via a separate public setter method. This to me seems wrong. How should I really be solving this scenario?

    Read the article

  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

    Read the article

  • What is the value to checking in broken unit tests?

    - by Adam W.
    While there are ways of keeping unit tests from being executed, what is the value of checking in broken unit tests? I will use a simple example. Case sensitivity. The current code is Case Sensitive. A valid input into the method is "Cat" and it would return an enum of Animal.Cat. However, the desired functionality of the method should not be case sensitive. So if the method described was passed "cat" it could possibly return something like Animal.Null instead of Animal.Cat and the unit test would fail. Though a simple code change would make this work, a more complex issue may take weeks to fix, but identifying the bug with a unit test could be a less complex task. The application currently being analyzed has 4 years of code that "works". However, recent discussions regarding unit tests has found flaws in the code. Some just need explicit implementation documentation (ex. case sensitive or not), or code that does not execute the bug based on how it is currently called. But unit tests can be created executing specific scenarios that will cause the bug to be seen and are valid inputs. What is the value of checking in unit tests that exercise the bug until someone can get around to fixing the code? Should this unit test be flagged with ignore, priority, category etc, to determine whether a build was successful based on tests executed? Eventually the unit test should be created to execute the code once someone fixes it. On one hand it shows that identified bugs have not been fixed. On the other, there could be hundreds of failed unit tests showing up in the logs and weeding through the ones that should fail vs. failures due to a code check-in would be difficult to find.

    Read the article

  • How to write PowerShell code part 2 (Using function)

    - by ybbest
    In the last post, I have showed you how to use external configuration file in your PowerShell script. In this post, I will show you how to create PowerShell function and call external PowerShell script.You can download the script here. 1. In the original script, I create the site directly using New-SPSite command. I will refactor it so that I will create a new function to create the site using New-SPSite. The PowerShell function is quite similar to a C# method. You put your function parameters in () and separate each parameter by a comma (,). Then you put your method body in {}. function add ([int] $num1 , [int] $num2){ $total=$num1+$num2 #Return $total $total } 2. The difference is you do not need semi-colon (;) at the end of each statement and when calling the method you do not need comma (,) to separate each parameter. function add ([int] $num1 , [int] $num2){ $total=$num1+$num2 #Return $total $total } #Calling the function [int] $num1=3 [int] $num2=4 $d= add $num1 $num2 Write-Host $d 3. If you like to return anything from the function, you just need to type in the object you like to return, not need to type return .e.g. $ObjectToReturn not return $ObjectToReturn

    Read the article

  • Versioning APIs

    - by Sharon
    Suppose that you have a large project supported by an API base. The project also ships a public API that end(ish) users can use. Sometimes you need to make changes to the API base that supports your project. For example, you need to add a feature that needs an API change, a new method, or requires altering of one of the objects, or the format of one of those objects, passed to or from the API. Assuming that you are also using these objects in your public API, the public objects will also change any time you do this, which is undesirable as your clients may rely on the API objects remaining identical for their parsing code to work. (cough C++ WSDL clients...) So one potential solution is to version the API. But when we say "version" the API, it sounds like this also must mean to version the API objects as well as well as providing duplicate method calls for each changed method signature. So I would then have a plain old clr object for each version of my api, which again seems undesirable. And even if I do this, I surely won't be building each object from scratch as that would end up with vast amounts of duplicated code. Rather, the API is likely to extend the private objects we are using for our base API, but then we run into the same problem because added properties would also be available in the public API when they are not supposed to be. So what is some sanity that is usually applied to this situation? I know many public services such as Git for Windows maintains a versioned API, but I'm having trouble imagining an architecture that supports this without vast amounts of duplicate code covering the various versioned methods and input/output objects. I'm aware that processes such as semantic versioning attempt to put some sanity on when public API breaks should occur. The problem is more that it seems like many or most changes require breaking the public API if the objects aren't more separated, but I don't see a good way to do that without duplicating code.

    Read the article

< Previous Page | 269 270 271 272 273 274 275 276 277 278 279 280  | Next Page >