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  • How do I use Zend Cache on this particular problem

    - by davykiash
    I have an action that renders two different view scripts based on whether the user is logged in or not. class IndexController extends Zend_Controller_Action { .... public function indexAction() { $auth = Zend_Auth::getInstance(); if($auth->hasIdentity()) { $this->render('indexregistered'); return; } else { $this->render('indexpublic'); return; } } .... } I have seen quite some useful examples on how to use the Zend Cache and they seem to be based on the fact that the action renders one particular script. What am really looking at is the best approach to cache the the indexpublic script does get quite some hits and I would live to avoid the Zend MVC overhead if possible.

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  • Proper way in MVVM to drive visual states.

    - by firoso
    Given a content presenter that can display one of 4 different application pages, and I want to fade/otherwise animate a transition between pages based on view model state. Ideally I'd like to have these all defined within a DataTemplate, and then trigger transitions based on an enum from the view model, so that when some enum representing state changes, the transitions trigger to the appropriate page. Is there a known best practice to handle things like this? Immediately coming to mind is the possibiltiy to use Enter and Exit actions on data triggers to play storyboards, but this definately doesn't use the parts and states model, so I'd like to shy away from that. I've also tried using the DataStateSwitchBehavior from the codeplex Expression project, but found it to be incompatable with the latest builds of WPF 4.0/Blend 4 RC's SDK. Does anyone have any ideas on how to handle this elegantly? I'm using the MVVM-Light framework. Also I'd like to point out that as long as this resides on a DataTemplate in a Resource Dictionary, code-behind is not an option without refactoring.

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  • Gmail-like labelling system

    - by Dimitris
    Hi I am looking into a number of ways to implement a labelling system similar to the one in Gmail. Basically I have a Resource at the lowest level and I would like to provide a number of organisational groupings for that resource in the form of labels. If anyone has implemented something like that I would like to hear your views. My idea is to have within the Resource instance a List<Label>. I need to have an efficient mechanism in order to do very fast searches based on the labels or based on the resources. Thanks Dimitris

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  • Routing Business Branches: Granular access control in ASP.NET MVC

    - by FreshCode
    How should ASP.NET MVC routes be structured to allow granular role-based access control to business branches? Every business entity is related to a branch, either by itself or via its parent entities. Is there an elegant way to authorize actions based on user-roles for any number of branches? 1. {branch} in route? {branch}/{controller}/{action}/{id} Action: [Authorize(Roles="Technician")] public ActionResult BusinessWidgetAction(BusinessObject obj) { // Authorize will test if User has Technician role in branch context // ... } 2. Retrieve branch from business entity? {controller}/{action}/{id} Action: public ActionResult BusinessWidgetAction(BusinessObject obj) { if (!User.HasAccessTo("WidgetAction", obj.Branch)) throw new HttpException(403, "No soup for you!"); // or redirect // ... } 3. Or is there a better way?

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • How to conditionally execute a jquery validation?

    - by Pandiya Chendur
    I am validating form using jquery validation plugin...... rules: { Name: "required", MobileNo: { required: true, minlength: 10, remote: '<%=Url.Action("getClientMobNo", "Clients") %>' }, Address: "required" }, messages: { Name: "please provide a client name", MobileNo: { required: "Please provide a mobile phone no", rangelength: jQuery.format("Enter at least {0} characters"), remote: jQuery.format("This MobileNo is already in use") }, Address: "please provide client address" }, This works pretty well on add form validation but i use the same form for edit here they can use the same mobile no,but my plugin validates that mobileno saying there is already a mobileno... But how to execute remote attribute based on a condition, MobileNo: { required: true, minlength: 10, if($("#HfId").val() == ""){ remote: '<%=Url.Action("getClientMobNo", "Clients") %>' } }, Is this a valid jquery conditional validation statement.... How to skip remote attribute based on a condition....

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  • Are all languages used within .net Equally performant?

    - by WeNeedAnswers
    I know the "Sales pitch" answer is yes to this question, but is it technically true. The Common Language Runtime (CLR) is designed as an intermediate language based on Imperative Programming (IP), but this has obvious implications when dealing with Declarative Programming (DP). So how efficient is a language based on a different paradigm than the Imperative Style when implemented in the CLR? I also get the feeling that the step to DP would incur an extra level of abstraction that might not model at all performant, would this be a fair comment? I have done some simple tests using F# and it all looks great, but am I missing something if the programs get more complex?

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  • Good piece of software that can manage the creation of complex web forms, including reporting, etc?

    - by Callum
    I have some clients who are requesting for some of their reasonably complex paper-based forms to be converted in to web forms. There's straight Q&A text input stuff, there's questions based around checkboxes, radio boxes, select boxes, maybe the occasional attached image, there's data that has to be entered in a tabular fashion, etc. I am deciding whether I should build a "platform" with properly normalised tables to store all types of form data. But before that, I thought I had better check and see if there is anything like that already on the market. I am looking for a product that can: * Easily create web forms of all types * Store all data in a database * Extensive reporting capability I have had a bit of a look around but there's not a whole lot I can see. Does anyone have any suggestions? Thanks.

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  • How to change Arrow Keys Behavior?

    - by SO give me back my rep
    Hi, I am doing a cool menu (sorta XMB) to give a fresh touch to my app... I add all of the elements on the menu programatically via DB. the menu is designed for easy use with arrows keys but I have encountered a major problem!!! by default when I press the arrow keys they only change the focus based on the tabindex and what I need is to change focus based on position of the controls not on their tabindex hope it is clear... see pic!!! so, Is there any way to do this?

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  • Create list in existing site collection from a feature

    - by keysersoze
    I have created a feature, a publishing site, in Visual Studio to MOSS - this feature contains a masterpage, some page-templates, some site columns (grouped to match each page-template) and som custom list templates etc. I have also created a site collection, some sites and pages based on my feature. Now I have upgraded the code in my feature - I wanted a ListInstance to be created based on my custom list template. When I have upgraded my SharePoint (using WSPBuilder), the ListInstance and default data are visible if I create a new site collection, but existing site collection does not get the ListInstance and data. Is there anything I can do to update existing site collections to contain the ListInstance when upgrading?

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  • Accurate Timings with Oscilloscopes on PC

    - by Paul Bullough
    In the world of embedded software (firmware) it is fairly common to observe the order of events, take timings and optimise a program by getting it to waggle PIO lines and capturing their behavior on an oscilloscope. In days gone by it was possible to toggle pins on the serial and parallel ports to achieve much the same thing on PC-based software. This made it possible to capture host PC-based software events and firmware events on the same trace and examine host software/firmware interactions. Now, my new laptop ... no serial or parallel ports! This is increasingly the case. So, does anyone have any suggestions as to go about emitting accurate timing signals off a "modern" PC? It strikes me that we don't have any immediately programmable, lag-free output pins left. The solution needs to run off a laptop, so using add-on cards that only plug into desktops are not permitted.

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  • Is this scenario in compliance with GPLv3?

    - by Sean Kinsey
    For arguments sake, say that we create a web application , that depends on a GPLv3 licensed component, lets say Ext JS. Based on Section 0 of the license, the common notion is that the entire web application (the client side javascript) falls under the definition of a covered work: A “covered work” means either the unmodified Program or a work based on the Program. and that it will therefor have to be distributed under the same license Ok, so here comes the fun part: This is a short 'program' that is based on Ext JS var myPanel = new Ext.Panel(); The question that arises is: Have I now violated the GPL by not including the source of Ext JS and its license? Ok, so lets take another example <!doctype html> <html> <head> <title>my title</title> <script type="text/javascript" src="http://extjs.cachefly.net/ext-3.2.1/ext-all.js"> </script> <link rel="stylesheet" type="text/css" href="http://extjs.cachefly.net/ext-3.2.1/resources/css/ext-all.css" /> <script type="text/javascript"> var myPanel = new Ext.Panel(); </script> </head> <body> </body> </html> Have I now violated the terms of the GPL? The code conveyed by me to you is in a non-functional state - it will have to be combined with the actual source of Ext JS, which you(your browser) will have to retrieve, from a source made public by someone else to be usable. Now, if the answer to the above is no, how does me conveying this code in visible form differ from the 'invisible' form conveyed by my web server? As a side note, a very similar thing is done in Linux with many projects that depends on less permissive licenses - the user has to retrieve these on its own and make these available for the primary lib/executable. How is this not the same if the user is informed on beforehand that he (the browser) will have to retrieve the needed resources from a different source? Just to make it clear, I'm pro FLOSS, and I have also published a number of projects licensed under more permissive licenses. The reason I'm asking this is that I still haven't found anyone offering a definitive answer to this.

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  • Alignment of Hebrew Vowel points in Android

    - by Aharon Manne
    I want to display Hebrew text with vowel points (nikkud) using the Canvas.drawText interface. The vowel points come out misaligned, as in the following image taken using a Motorola Defy+ device: The hiriq is between the resh and the yod, the holam between the vav and nun. I have added the rtl code (\u200F) to the string at both ends, no joy. I know that there are applications that have solved this problem, such as the Smart Siddur. Is there a difference between text-based applications and graphics based? I would think that the same engine renders the text in both cases. I suppose I could split up the string and place the vowels separately, but that seems pretty painful and not extensible. TIA for any clues.

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  • Animating DOM elements vs refreshing a single Canvas

    - by mgibsonbr
    A few years ago, when the HTML Canvas element was still kinda fresh, I wrote a small game in a rather "unusual" way: each game element had its own canvas, and frequently animated elements even had multiple canvases, one for each animation sprite. This way, the translation would be done by manipulating the DOM position of the canvases, while the sprite animation would consist of altering the visibility of the already drawn canvases. (z-indexes, of course, were the tricky part) It worked like a charm: even in IE6 with excanvas it showed a decent performance, and everything was rather consistent between browsers, including some smartphones. Now I'm thinking in writing a larger game engine in the same fashion, so I'm wondering whether it would be a good idea to do so in the current context (with all the advances in browsers and so on). I know I'm trading memory for time, so this needs to be customizable (even at runtime) for each machine the game will be running. But I believe using separate canvases would also help to avoid the game "freezing" on CPU spikes, since the translation would still happen even if the redraws lag for a while. Besides, the browsers' rendering engines are already optimized in may ways, so I'm guessing this scheme would also reduce the load on the CPU (in contrast to doing everything in JavaScript - specially the less optimized ones). It looks good in my head, but I'd like to hear the opinion of more experienced people before proceeding further. Is there any known drawback of doing this? I'm particulartly unexperienced in dealing with the GPU, so I wonder whether this "trick" would nullify any benefit of using a single, big canvas. Or maybe on modern devices it's overkill (though I'm skeptic about the claims that canvas+js - especially WebGL - will ever be a good alternative to native code). Any thoughts?

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  • Dependency injection: Scoping by region (Guice, Spring, Whatever)

    - by Itay
    Here's a simplified version of my needs. I have a program where every B object has its own C and D object, injected through Guice. In addition an A object is injected into every C and D objects. What I want: that for each B object, its C and D objects will be injected with the same A object. Specifically, I want the output of the program (below) to be: Created C0 with [A0] Created D0 with [A0] Created B0 with [C0, D0] Created C1 with [A1] Created D1 with [A1] Created B1 with [C1, D1] Where it currently produces the following output: Created C0 with [A0] Created D0 with [A1] <-- Should be A0 Created B0 with [C0, D0] Created C1 with [A2] <-- Should be A1 Created D1 with [A3] <-- Should be A1 Created B1 with [C1, D1] I am expecting DI containers to allow this kind of customization but so far I had no luck in finding a solution. Below is my Guice-based code, but a Spring-based (or other DI containers-based) solution is welcome. import java.util.Arrays; import com.google.inject.*; public class Main { public static class Super { private static Map<Class<?>,Integer> map = new HashMap<Class<?>,Integer>(); private Integer value; public Super(Object... args) { value = map.get(getClass()); value = value == null ? 0 : ++value; map.put(getClass(), value); if(args.length > 0) System.out.println("Created " + this + " with " + Arrays.toString(args)); } @Override public final String toString() { return "" + getClass().getSimpleName().charAt(0) + value; } } public interface A { } public static class AImpl extends Super implements A { } public interface B { } public static class BImpl extends Super implements B { @Inject public BImpl(C c, D d) { super(c,d); } } public interface C { } public static class CImpl extends Super implements C { @Inject public CImpl(A a) { super(a); } } public interface D { } public static class DImpl extends Super implements D { @Inject public DImpl(A a) { super(a); } } public static class MyModule extends AbstractModule { @Override protected void configure() { bind(A.class).to(AImpl.class); bind(B.class).to(BImpl.class); bind(C.class).to(CImpl.class); bind(D.class).to(DImpl.class); } } public static void main(String[] args) { Injector inj = Guice.createInjector(new MyModule()); inj.getInstance(B.class); inj.getInstance(B.class); } }

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  • What do the different columns (of letters) mean for the svn merge output?

    - by James
    The output of SVN merge has 4 columns of letters listed before the file name. I understand the meaning of the letters (mostly) but I can't find any information on the meanings of the columns and so only have a vague understanding based on context. Can anyone point me to the documentation on this? Based on context I've been able to infer that column: Is about text changes to a file Seems to be related to use of the svn ignore command on a folder (or maybe it's just properties of the file?) I've never seen a letter in the third column and hence I have no idea what it means. Might be tree conflicts? This is the one I'm mostly worried about because I don't know how to handle it yet.

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  • Console-like control that allows full control over individual text formatting

    - by Rich.Carpenter
    I'm tinkering with writing a simple text-based role-playing game. I would like to use WinForms, and utilize WinForm controls for the UI and simple text for the output. The catch is, I would like to have complete control over the formatting of the individual text - some words being different colors, etc. A simple console control would suffice, as that would provide control over text colors, but it would be nice to also be able to change style, font and size. Less important: it would be nice to have complete control over where text appears in the control through a coordinate system, as with DOS windows of old. I'd appreciate suggestions on the best method of implementing this. Perhaps there is a better method I had not considered for rendering the output of a text-based game.

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  • Double audio cd ripping weirdness

    - by jqno
    Since I installed Ubuntu 12.04, Rhythmbox, Banshee and Sound Juicer have started acting weird around double cd's, and specifically, cd #2 of said double cd. Sometimes, they will show the information of cd #1. Track names, durations, and even count are incorrect. Sometimes, they will first show the tracks for cd #1, then continue onto cd #2 if cd #2 has more tracks than #1. Sound Juicer seems to be unable to find any track durations at all, even for single cd's. Obviously, this is a pain when I'm trying to rip double cd's. And I have a fair number of them, which I want to rip. This happens on both my machines (a slightly aging iMac, and a 1-year-old Sony Vaio). However, on previous versions of Ubuntu, this never happened. All on the same machines. So I suspect 12.04 is using a different lib for extracting audio cd data. Just for kicks, I tried with Linux Mint 13, and there it works correctly, even though it claims to be based on Ubuntu 12.04 and therefore should be using (partially) the same software. So if the Mint guys can fix it, I should be able to do it too, right? So, my question: what changed in 12.04 that could cause this? And more importantly: what can I do to fix it?

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  • T-SQL Picking up active IDs from a comma seperated IDs list

    - by hammayo
    I have two tables "Product" having following structure: ProductID,ProductName, IsSaleTypeA, IsSaleTypeB, IsSaleTypeC 1, AAA, N, N, N 2, BBB, N, Y, N -- active 3, CCC, N, N, N 4, DDD, Y, N, N -- active 5, EEE, N, N, N 6, FFF, N, N, N 7, FFE, N, N, N 8, GGG, N, N, N 9, HHH, Y, N, N -- active The second table "ProductAllowed" having following structure where ProductIDs is a comma separated string filed having mix of active and inactive product ids based on their IsSaleType mode. ProductCode, ProductIDs AMRLSPN, "1,2" AMRLOFD, "1,3" BLGHVF, "2,4,6" BLGHVO, "2,4" BLGHVD, "3,5" BLGSDO, "0" CHOHVF, "1,6" CHOHVP, "1,2,7,8" ... ... Q: Is there a t-sql query that will return a list of active records from the "ProductAllowed" table if any of three IsSaleType fileds is/are switched on for a product. Based on the sample data the ProductAllowed records should return following records. AMRLSPN BLGHVF BLGHVO BLGSDO CHOHVP This needs to be applied in a SQLSERVER 2000 database containing aprox 150000 records. Thanks

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  • iPhone+Quartz+OpenGL. What is the correct way for Quartz and OpenGL to play nice together regarding

    - by dugla
    So we know the CoreGraphics/Quartz imaging model is based on pre-multiplied alpha. We also know that OpenGL blending is based on un-premultiplied alpha. What is the best practice to avoid head explosion when doing blending with textures that are derived from pre-multiplied alpha imagery (PNG files generated in Photoshop with pre-multiplied alpha). Given the apples/oranges mish mash of Quartz and OpenGL, what is the correct glBlendFunc for doing the fundamental Porter/Duff "over" operation? Typical example: A simple paint program. Brush shapes are texture-map patterns created from pre-multiplied alpha rgba images. Paint color is specified via glColor4(...) with the alpha channel used to control paint transparency. GL_MODULATE is used so the brush texture multiplies the (translucent) paint color to blend the color into the canvas. Problem: The texture is premult. The color is not. What is the correct way to handle this fundamental inconsistency? Thanks, Doug

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  • Is there an existing solution to the multithreaded data structure problem?

    - by thr
    I've had the need for a multi-threaded data structure that supports these claims: Allows multiple concurrent readers and writers Is sorted Is easy to reason about Fulfilling multiple readers and one writer is a lot easier, but I really would wan't to allow multiple writers. I've been doing research into this area, and I'm aware of ConcurrentSkipList (by Lea based on work by Fraser and Harris) as it's implemented in Java SE 6. I've also implemented my own version of a concurrent Skip List based on A Provably Correct Scalable Concurrent Skip List by Herlihy, Lev, Luchangco and Shavit. These two implementations are developed by people that are light years smarter then me, but I still (somewhat ashamed, because it is amazing work) have to ask the question if these are the two only viable implementations of a concurrent multi reader/writer data structures available today?

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