Search Results

Search found 22499 results on 900 pages for 'game level'.

Page 273/900 | < Previous Page | 269 270 271 272 273 274 275 276 277 278 279 280  | Next Page >

  • When not to do maximum compression in png?

    - by user1444680
    Intro When saving png images through GIMP, I've always used level 9 (maximum) compression, as I knew that it's lossless. Now I've to specify compression level when saving png format image through GD extension of PHP. Question Is there any case when I shouldn't compress PNG to maximum level? Like any compatibility issues? If there's no problem then why to ask user; why not automatically compress to max?

    Read the article

  • Why isn't my log4net appender buffering?

    - by Eric
    I've created a custom log4net appender. It descends from log4net.Appender.SmtpAppender which descends from log4net.Appender.BufferingAppenderSkeleton. I programatically setup the following parameters in its constructor: this.Lossy = false; //don't drop any messages this.BufferSize = 3; //buffer up to 3 messages this.Threshold = log4net.Core.Level.Error; //append messages of Error or higher this.Evaluator = new log4net.Core.LevelEvaluator(Level.Off); //don't flush the buffer for any message, regardless of level I expect this would buffer 3 events of level Error or higher and deliver those events when the buffer is filled. However, I'm finding that the events are not buffered at all; instead, SendBuffer() is called immediately every time an error is logged. Is there a mistake in my configuration? Thanks

    Read the article

  • java.awt.Robot.keyPress for continuous keystrokes

    - by Deb
    So, here's my problem. I have a java program which will send keystroke messages to a game (built in Unity), based on how the user interacts with an android phone. (My java program is a listener for the android interaction over wi-fi) Now, in order to do this, I am using java.awt.Robot to send keyPresses to the game window. I have the following code block written in my listener program: if(interacting) { Robot robot = new Robot(); robot.keyPress(VK_A); robot.delay(20); //to simulate the normal keyboard rate } Now the variable interacting will be true as long as the user presses down on the touch screen of the phone, and what I intend to achieve is a continuous chain of keystroke messages being delivered to the game (through the listener). However, this is severely affecting performance, for some reason. I am noticing that the game becomes slow (rapidly dropping frame rates), and even the computer becomes slow, in general. What's going wrong? Should I use a robot.keyRelease(VK_A) after each keyPress? But my game has a different action mapped to the release of a key, and I do not want rapid key presses and releases; what I really want is to simulate continuous keystrokes, in exactly the way it would behave if the user were pressing down the A key on their keyboard manually. Please help.

    Read the article

  • Load/Store Objects in file in Java

    - by brain_damage
    I want to store an object from my class in file, and after that to be able to load the object from this file. But somewhere I am making a mistake(s) and cannot figure out where. May I receive some help? public class GameManagerSystem implements GameManager, Serializable { private static final long serialVersionUID = -5966618586666474164L; HashMap<Game, GameStatus> games; HashMap<Ticket, ArrayList<Object>> baggage; HashSet<Ticket> bookedTickets; Place place; public GameManagerSystem(Place place) { super(); this.games = new HashMap<Game, GameStatus>(); this.baggage = new HashMap<Ticket, ArrayList<Object>>(); this.bookedTickets = new HashSet<Ticket>(); this.place = place; } public static GameManager createManagerSystem(Game at) { return new GameManagerSystem(at); } public boolean store(File f) { try { FileOutputStream fos = new FileOutputStream(f); ObjectOutputStream oos = new ObjectOutputStream(fos); oos.writeObject(games); oos.writeObject(bookedTickets); oos.writeObject(baggage); oos.close(); fos.close(); } catch (IOException ex) { return false; } return true; } public boolean load(File f) { try { FileInputStream fis = new FileInputStream(f); ObjectInputStream ois = new ObjectInputStream(fis); this.games = (HashMap<Game,GameStatus>)ois.readObject(); this.bookedTickets = (HashSet<Ticket>)ois.readObject(); this.baggage = (HashMap<Ticket,ArrayList<Object>>)ois.readObject(); ois.close(); fis.close(); } catch (IOException e) { return false; } catch (ClassNotFoundException e) { return false; } return true; } . . . } public class JUnitDemo { GameManager manager; @Before public void setUp() { manager = GameManagerSystem.createManagerSystem(Place.ENG); } @Test public void testStore() { Game g = new Game(new Date(), Teams.LIONS, Teams.SHARKS); manager.registerGame(g); File file = new File("file.ser"); assertTrue(airport.store(file)); } }

    Read the article

  • UIVIewController not released when view is dismissed

    - by Nelson Ko
    I have a main view, mainWindow, which presents a couple of buttons. Both buttons create a new UIViewController (mapViewController), but one will start a game and the other will resume it. Both buttons are linked via StoryBoard to the same View. They are segued to modal views as I'm not using the NavigationController. So in a typical game, if a person starts a game, but then goes back to the main menu, he triggers: [self dismissViewControllerAnimated:YES completion:nil ]; to return to the main menu. I would assume the view controller is released at this point. The user resumes the game with the second button by opening another instance of mapViewController. What is happening, tho, is some touch events will trigger methods on the original instance (and write status updates to them - therefore invisible to the current view). When I put a breakpoint in the mapViewController code, I can see the instance will be one or the other (one of which should be released). I have tried putting a delegate to the mainWindow clearing the view: [self.delegate clearMapView]; where in the mainWindow - (void) clearMapView{ gameWindow = nil; } I have also tried self.view=nil; in the mapViewController. The mapViewController code contains MVC code, where the model is static. I wonder if this may prevent ARC from releasing the view. The model.m contains: static CanShieldModel *sharedInstance; + (CanShieldModel *) sharedModel { @synchronized(self) { if (!sharedInstance) sharedInstance = [[CanShieldModel alloc] init]; return sharedInstance; } return sharedInstance; } Another post which may have a lead, but so far not successful, is UIViewController not being released when popped I have in ViewDidLoad: // checks to see if app goes inactive - saves. [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(resignActive) name:UIApplicationWillResignActiveNotification object:nil]; with the corresponding in ViewDidUnload: [[NSNotificationCenter defaultCenter] removeObserver:self name:UIApplicationWillResignActiveNotification object:nil]; Does anyone have any suggestions? EDIT: - (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{ NSString *identifier = segue.identifier; if ([identifier isEqualToString: @"Start Game"]){ gameWindow = (ViewController *)[segue destinationViewController]; gameWindow.newgame=-1; gameWindow.delegate = self; } else if ([identifier isEqualToString: @"Resume Game"]){ gameWindow = (ViewController *)[segue destinationViewController]; gameWindow.newgame=0; gameWindow.delegate = self;

    Read the article

  • How to make this C++ code more DRY?

    - by Macha
    I have these two methods on a class that differ only in one method call. Obviously, this is very un-DRY, especially as both use the same formula. int PlayerCharacter::getAttack() { attack = 1 + this.level; for(int i = 0; i <= current_equipment; i++) { attack += this.equipment[i].getAttack(); } attack *= sqrt(this.level); return attack; } int PlayerCharacter::getDefense() { defense = 1 + this.level; for(int i = 0; i <= current_equipment; i++) { defense += this.equipment[i].getDefense(); } defense *= sqrt(this.level); return defense; } How can I tidy this up in C++?

    Read the article

  • How to process events chain.

    - by theblackcascade
    I need to process this chain using one LoadXML method and one urlLoader object: ResourceLoader.Instance.LoadXML("Config.xml"); ResourceLoader.Instance.LoadXML("GraphicsSet.xml"); Loader starts loading after first frameFunc iteration (why?) I want it to start immediatly.(optional) And it starts loading only "GraphicsSet.xml" Loader class LoadXml method: public function LoadXML(URL:String):XML { urlLoader.addEventListener(Event.COMPLETE,XmlLoadCompleteListener); urlLoader.load(new URLRequest(URL)); return xml; } private function XmlLoadCompleteListener(e:Event):void { var xml:XML = new XML(e.target.data); trace(xml); trace(xml.name()); if(xml.name() == "Config") XMLParser.Instance.GameSetup(xml); else if(xml.name() == "GraphicsSet") XMLParser.Instance.GraphicsPoolSetup(xml); } Here is main: public function Main() { Mouse.hide(); this.addChild(Game.Instance); this.addEventListener(Event.ENTER_FRAME,Game.Instance.Loop); } And on adding a Game.Instance to the rendering queue in game constuctor i start initialize method: public function Game():void { trace("Constructor"); if(_instance) throw new Error("Use Instance Field"); Initialize(); } its code is: private function Initialize():void { trace("initialization"); ResourceLoader.Instance.LoadXML("Config.xml"); ResourceLoader.Instance.LoadXML("GraphicsSet.xml"); } Thanks.

    Read the article

  • How do I generate (ActionSctipt) classes for a new project?

    - by Iain
    Whenever I start a new game, I make a whole bunch of classes that extend my base classes, so: com.blah.Game extends com.iainlobb.Game and has some setup code com.blah.Player extends com.iainlobb.Player, and has some setup code etc Now all I need is a way to generate these classes at the start of the project so I don't have to create each one manually. It will save me at least an hour of faffing around per game. So how do I do it? I normally use FlashDevelop but I also have FlexBuilder 3, or I'm happy to download whatever other software I need (PC). Thanks.

    Read the article

  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

    Read the article

  • Problems with createImage(int width, int height)

    - by Jonathan
    I have the following code, which is run every 10ms as part of a game: private void gameRender() { if(dbImage == null) { //createImage() returns null if GraphicsEnvironment.isHeadless() //returns true. (java.awt.GraphicsEnvironment) dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); //Error recieved return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } The problem is that it enters the if statement which checks for the Image being null, even after I attempt to define the image. I looked around, and it seems that createImage() will return null if GraphicsEnvironment.isHeadless() returns true. I don't understand exactly what the isHeadless() method's purpose is, but I thought it might have something to do with the compiler or IDE, so I tried on two, both of which get the same error (Eclipse, and BlueJ). Anyone have any idea what the source of the error is, and how I might fix it? Thanks in advance Jonathan ................................................................... EDIT: I am using java.awt.Component.createImage(int width, int height). The purpose of this method is to ensure the creation of, and edit an Image that will contain the view of the player of the game, that will later be drawn to the screen by means of a JPanel. Here is some more code if this helps at all: public class Sim2D extends JPanel implements Runnable { private static final int PWIDTH = 500; private static final int PHEIGHT = 400; private volatile boolean running = true; private volatile boolean gameOver = false; private Thread animator; //gameRender() private Graphics dbg; private Image dbImage = null; public Sim2D() { setBackground(Color.white); setPreferredSize(new Dimension(PWIDTH, PHEIGHT)); setFocusable(true); requestFocus(); //Sim2D now recieves key events readyForTermination(); addMouseListener( new MouseAdapter() { public void mousePressed(MouseEvent e) { testPress(e.getX(), e.getY()); } }); } //end of constructor private void testPress(int x, int y) { if(!gameOver) { gameOver = true; //end game at mousepress } } //end of testPress() private void readyForTermination() { addKeyListener( new KeyAdapter() { public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) || (keyCode == KeyEvent.VK_END) || ((keyCode == KeyEvent.VK_C) && e.isControlDown()) ) { running = false; //end process on above list of keypresses } } }); } //end of readyForTermination() public void addNotify() { super.addNotify(); //creates the peer startGame(); //start the thread } //end of addNotify() public void startGame() { if(animator == null || !running) { animator = new Thread(this); animator.start(); } } //end of startGame() //run method for world public void run() { while(running) { long beforeTime, timeDiff, sleepTime; beforeTime = System.nanoTime(); gameUpdate(); //updates objects in game (step event in game) gameRender(); //renders image paintScreen(); //paints rendered image to screen timeDiff = (System.nanoTime() - beforeTime) / 1000000; sleepTime = 10 - timeDiff; if(sleepTime <= 0) //if took longer than 10ms { sleepTime = 5; //sleep a bit anyways } try{ Thread.sleep(sleepTime); //sleep by allotted time (attempts to keep this loop to about 10ms) } catch(InterruptedException ex){} beforeTime = System.nanoTime(); } System.exit(0); } //end of run() private void gameRender() { if(dbImage == null) { dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } //end of gameRender() } //end of class Sim2D Hope this helps clear things up a bit, Jonathan

    Read the article

  • Accessing mySQL from two ports: Problems with iptables

    - by marekventur
    Hi! I'm trying to make my mySQL-server (running on Ubuntu) listen on port 3306 and 110, because I would like to access it from a network with very few open ports. So far I've found this answer telling me to do iptables -t nat -A PREROUTING -i eth0 -p tcp --dport 110 -j REDIRECT --to-port 3306 but all I got is: # mysql -h mydomain.com -P 3306 -u username --password=xyz Welcome to the MySQL monitor. Commands end with ; or \g. Your MySQL connection id is 68863 Server version: 5.0.75-0ubuntu10.5 (Ubuntu) Type 'help;' or '\h' for help. Type '\c' to clear the buffer. mysql> exit Bye # mysql -h mydomain.com -P 110 -u username --password=xyz ERROR 2003 (HY000): Can't connect to MySQL server on 'mydomain.com' (111) I'm not an expert with iptables, so I not sure where to look for the problem. I'm googling around for quite some time, but haven't found anything to help me yet. This is what iptable tells me: # iptables -t nat -L -n -v Chain PREROUTING (policy ACCEPT 32M packets, 1674M bytes) pkts bytes target prot opt in out source destination 0 0 REDIRECT tcp -- eth0 * 0.0.0.0/0 0.0.0.0/0 tcp dpt:110 redir ports 3306 Chain POSTROUTING (policy ACCEPT 855K packets, 55M bytes) pkts bytes target prot opt in out source destination Chain OUTPUT (policy ACCEPT 837K packets, 54M bytes) pkts bytes target prot opt in out source destination # iptables -L -n -v Chain INPUT (policy DROP 7 packets, 340 bytes) pkts bytes target prot opt in out source destination 107K 5390K LOG all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `INPUT INVALID ' 131K 6614K DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x3F/0x00 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x03/0x03 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x06 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x05/0x05 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x11/0x01 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x18/0x08 0 0 MY_DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x30/0x20 6948K 12G ACCEPT all -- lo * 0.0.0.0/0 0.0.0.0/0 151M 34G ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 32M 1666M ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:80 1833 106K ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:443 603 29392 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:25 1 60 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:465 24 1180 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:110 1 60 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:995 7919 400K ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:143 1 60 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:993 0 0 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:119 1 60 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:53 7 517 ACCEPT udp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW udp dpt:53 1110 65364 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:21 139K 8313K ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:22 10176 499K ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:3306 2 80 ACCEPT udp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW udp dpt:123 0 0 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:6060 4 176 ACCEPT tcp -- venet0 * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:6667 20987 1179K MY_REJECT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy DROP 0 packets, 0 bytes) pkts bytes target prot opt in out source destination Chain OUTPUT (policy DROP 0 packets, 0 bytes) pkts bytes target prot opt in out source destination 2159 284K LOG all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `OUTPUT INVALID ' 2630 304K DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 6948K 12G ACCEPT all -- * lo 0.0.0.0/0 0.0.0.0/0 181M 34G ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state NEW,RELATED,ESTABLISHED 0 0 MY_REJECT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain MY_DROP (7 references) pkts bytes target prot opt in out source destination 0 0 LOG all -- * * 0.0.0.0/0 0.0.0.0/0 limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `PORTSCAN DROP ' 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 Chain MY_REJECT (2 references) pkts bytes target prot opt in out source destination 13806 652K LOG tcp -- * * 0.0.0.0/0 0.0.0.0/0 limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `REJECT TCP ' 18171 830K REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 reject-with tcp-reset 912 242K LOG udp -- * * 0.0.0.0/0 0.0.0.0/0 limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `REJECT UDP ' 912 242K REJECT udp -- * * 0.0.0.0/0 0.0.0.0/0 reject-with icmp-port-unreachable 1904 107K LOG icmp -- * * 0.0.0.0/0 0.0.0.0/0 limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `DROP ICMP ' 1904 107K DROP icmp -- * * 0.0.0.0/0 0.0.0.0/0 0 0 LOG all -- * * 0.0.0.0/0 0.0.0.0/0 limit: avg 2/sec burst 5 LOG flags 0 level 4 prefix `REJECT OTHER ' 0 0 REJECT all -- * * 0.0.0.0/0 0.0.0.0/0 reject-with icmp-proto-unreachable Is there anyone who can give ma a hint where to look for the problem? Thank you!

    Read the article

  • oracle sql query to list all the dates of previous month

    - by Suresh S
    Guys i have a requirement to list all the dates of the previous month like below 20101201 20101202 20101203 20101204 20101205 .. .. .. .. .. .. .. .. 20101231 kindly let me know if any better way to do than this query. select TO_CHAR(TRUNC(SYSDATE,'MM')-1,'YYYYMMDD')-(level-1) as EACH_DATE from dual A connect by level < (TO_NUMBER(TO_CHAR(TRUNC(SYSDATE,'MM')-1,'DD'))+1) Also please let me know the problem with this query it says "missing right parenthesis" SELECT /*+ PARALLEL (A,8) */ /*+ DRIVING_STATE */ TO_CHAR(TRUNC(TRUNC(SYSDATE,'MM')-1,'MM'),'MONYYYY') "MONTH", TYPE AS "TRAFF", COLUMN, A_COUN AS "A_COUNT",COST FROM DATA_P B WHERE EXISTS ( select TO_NUMBER(TO_CHAR(TRUNC(SYSDATE,'MM')-1,'YYYYMMDD')-(level-1)) EACH_DATE from dual A connect by level < TO_NUMBER(TO_CHAR(TRUNC(SYSDATE,'MM')-1,'DD')+1) WHERE A.EACH_DATE = B.DATE order by EACH_DATE ASC )

    Read the article

  • jQuery - get a list of values of an attribute from elements of a class

    - by Ankur
    I have a class called object which has an element called 'level'. I want to get a list of all the different values of level on the page so I can select the highest one. If I do something like: $(".object").attr("level") will that get me a list of values that are the values of the level attribute? I suspect not, but then how do you do something like that. Note: I don't want to select an HTML object for manipulation as is more common, rather I want to select values of the attribute.

    Read the article

  • javascript - switch not working

    - by Fernando SBS
    function FM_log(level, text) { // caso não seja log total escolhe o que loga var log = false; switch (level) { case "addtoprio()":log = true; case "alternaTropas()":log = false; case "sendtroops()":log = false; defalt: log = false; } if ((logTotal == false) && (log == true)) GM_log(horaAtual() + " - "+level+", "+text); else if (logTotal == true) GM_log(horaAtual() + " - "+level+", "+text); } how to do that switch is a way it works?

    Read the article

  • Extracting data form XML file with SimpleXML in PHP

    - by Cudos
    Introduction: I want to loop through XML files with flexible categories structure. Problem: I don't know to loop through a theoretical infinte subcategories without having to make x amount of "for each" statements (See coding example in the bottom). How do I dynamically traverse the categories structure? What I have now: I have no problem looping through XML files with a set structure: <catalog> <category name="Category - level 1"> <category name="Category - level 2"> <category name="Category - level 3" /> </category> <category name="Category - level 2"> <category name="Category - level 3" /> </category> </category> </catalog> Coding example: //$xml holds the XML file foreach ( $xml AS $category_level1 ) { echo $category_level1['name']; foreach ( $category_level1->category AS $category_level2 ) { echo $category_level2['name']; foreach ( $category_level2->category AS $category_level3 ) { echo $category_level3['name']; } } }

    Read the article

  • Why Fragmentation is Done at IP why not for TCP/UDP.

    - by mahesh
    I am looking for the reason Why Fragmentation is Done at IP level but why not for TCP/UDP. Suppose say my frame looks like this |MAC|IP|TCP|Payload|FCS. the whole size if say for eg: 1600. PathMTU happens here, why fragmentation is implemented @ IP level is my question and why not implemented @ TCP/UDP level/code. Thank in advance.

    Read the article

  • Can jQuery perform a compound select against the top level only? (a.k.a. "How to avoid chaining chil

    - by harpo
    Basically, is there a way to write a.children('.outer').children('.inner') without the intermediate selector? I can't write $('.outer > .inner', a) because I don't want to do full-depth search against a — I know that the .outer elements are immediate children of a. It's partly a matter of "elegance", but partly because I'm trying to avoid "throwaway" element sets. Yes, jQuery may in effect do the same thing, but it has a better chance of optimizing (at least in theory), when it knows the full query's intent.

    Read the article

  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

    Read the article

  • Using array instead of lots of db queries in PHP

    - by Tural Teyyuboglu
    My function looks like that. It works but does lots of work (recursively calls itself and does lots of db queries.). There must be another way to do same thing but with array (with one query). I can't figure out how to modify this function to get it work with array. Please help. function genMenu($parent, $level, $menu, $utype) { global $db; $stmt=$db->prepare("select id, name FROM navigation WHERE parent = ? AND menu=? AND user_type=?") or die($db->error); $stmt->bind_param("iii", $parent, $menu, $utype) or die($stmt->error); $stmt->execute() or die($stmt->error); $stmt->store_result(); /* bind variables to prepared statement */ $stmt->bind_result($id, $name) or die($stmt->error); if ($level > 0 && $stmt->num_rows > 0) { echo "\n<ul>\n"; } while ($stmt->fetch()) { echo "<li>"; echo '<a href="?page=' . $id . '">' . $name . '</a>'; //display this level's children genMenu($id, $level+1, $menu, $utype); echo "</li>\n\n"; } if ($level > 0 && $stmt->num_rows > 0) { echo "</ul>\n"; } $stmt->close(); }

    Read the article

  • Recursive CTE with alternating tables

    - by SOfanatic
    I've created a SQL fiddle here. Basically, I have 3 tables BaseTable, Files, and a LinkingTable. The Files table has 3 columns: PK, BaseTableId, RecursiveId (ChildId). What I want to do is find all the children given a BaseTableId (i.e., ParentId). The tricky part is that the way the children are found works like this: Take ParentId 1 and use that to look up a FileId in the Files table, then use that FileId to look for a ChildId in the LinkingTable, if that record exists then use the RecursiveId in the LinkingTable to look for the next FileId in the Files table and so on. This is my CTE so far: with CTE as ( select lt.FileId, lt.RecursiveId, 0 as [level], bt.BaseTableId from BaseTable bt join Files f on bt.BaseTableId = f.BaseTableId join LinkingTable lt on f.FileId = lt.FileId where bt.BaseTableId = @Id UNION ALL select rlt.FileId, rlt.RecursiveId, [level] + 1 as [level], CTE.BaseTableId from CTE --??? and this is where I get lost ... ) A correct output for BaseTableId = 1, should be: FileId|RecursiveId|level|BaseTableId 1 1 0 1 3 2 1 1 4 3 2 1

    Read the article

  • Using htaccess rewrite to make a subdirectory be its own root for root relative path requests

    - by Scott
    Can I use htaccess to capture requests from a certain subdirectory and make that directory use itself as the root directory for any root relative path requests? For example if I have... http://www.example.com/subFIXED/subANY/restofpath ...where subFIXED is always the same directory, subANY is any immediate subdirectory of subFIXED, and I want a redirection of all href/src requests from any file under subANY to use subANY as the 'root' (sort of like a subdomain), in effect having root level requests use this as the root directory level: http://www.example.com/subFIXED/subANY/ Instead of this: http://www.example.com/ I'm assuming I can put an htaccess file in subFIXED to handle all calls coming from anything under any subANY, but not being very familiar with htaccess rewriting, variables, etc., I can't figure out how to capture which subANY directory is making the root level request and then use that capture to make a rewrite to consider that directory the root level of any root relative path requests from it. Thanks for your help

    Read the article

  • What is wrong with my @synchronized block?

    - by hyn
    I have 2 threads in my application, a game update thread and render/IO/main thread. My update thread updates the game state, and the render thread renders the scene based on the updated values of the game state models and a few other variables stored inside an object (gameEngine). The render thread gets executed while the game thread is still updating, which is a problem, so it appeared to me the solution is to use @synchronized like this: @synchronized(gameEngine) { [gameEngine update]; nextUpdate = now + GAME_UPDATE_INTERVAL; gameEngine.lastGameUpdateInterval = now - lastUpdate; gameEngine.lastGameUpdateTime = now; lastUpdate = now; } But the render thread still accesses the gameEngine object between -update and the last 3 lines of the block. Why is this?

    Read the article

  • Unity has jerky motion when using Vector2.Lerp

    - by Sting Hà
    I made a 2D game with some sprite move to random position. I used Vector2.Lerp and Time.deltaTime to smooth transfer of sprite. When I build this game in iOS ( I used iPhone 4s and iPhone 5 for test ) all sprite made jerky motion and cause my game lagging. But in Android game run very smoothy. I used only 9 sprite and move all in same time. Can someone have any solution to fix this? Thanks. P/s: Sorry about my bad English.

    Read the article

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