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  • maths: motion depending on time

    - by clamp
    hello, i have a mathematical problem: i have a function where the only parameter is the current time. the return should be a position which is used to place an object on a certain place. int position(int time) { int x = 0; //TODO implement x depending on time return x; } so basically the function is called every frame to put the object in motion. the motion should look like this (this is the actual question): a linear motion for time A, the object moves at constant speed no motion for time B, the object is stopped repeat at 1. thanks!

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  • Vectors of Pointers, inheritance

    - by user308553
    Hi I am a C++ beginner just encountered a problem I don't know how to fix I have two class, this is the header file: class A { public: int i; A(int a); }; class B: public A { public: string str; B(int a, string b); }; then I want to create a vector in main which store either class A or class B vector<A*> vec; A objectOne(1); B objectTwo(2, "hi"); vec.push_back(&objectOne); vec.push_back(&objectTwo); cout << vec.at(1)->i; //this is fine cout << vec.at(1)->str; //ERROR here I am really confused, I checked sites and stuff but I just don't know how to fix it, please help thanks in advance

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  • MySQL primary/foreign key size?

    - by David
    I seem to see a lot of people arbitrarily assigning large sizes to primary/foreign key fields in their MySQL schemas, such as INT(11) and even BIGINT(20) as WordPress uses. Now correct me if I'm wrong, but even an INT(4) would support (unsigned) values up to over 4 billion. Change it to INT(5) and you allow for values up to a quadrillion, which is more than you would ever need, unless possibly you're storing geodata at NASA/Google, which I'm sure most of us aren't. Is there a reason people use such large sizes for their primary keys? Seems like a waste to me...

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  • C: Expanding an array with malloc

    - by Mal Ock
    I'm a bit new to malloc and C in general. I wanted to know how I can, if needed, extend the size of an otherwise fixed-size array with malloc. Example: #define SIZE 1000 struct mystruct { int a; int b; char c; }; mystruct myarray[ SIZE ]; int myarrayMaxSize = SIZE; .... if ( i > myarrayMaxSize ) { // malloc another SIZE (1000) elements myarrayMaxSize += SIZE; } The above example should make clear what I want to accomplish. (By the way: I need this for an interpreter I write: Work with a fixed amount of variables and in case more are needed, just allocate them dynamically)

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  • Hiding members in a C struct

    - by Marlon
    I've been reading about OOP in C but I never liked how you can't have private data members like you can in C++. But then it came to my mind that you could create 2 structures. One is defined in the header file and the other is defined in the source file. // ========================================= // in somestruct.h typedef struct { int _public_member; } SomeStruct; // ========================================= // in somestruct.cpp #include "somestruct.h" typedef struct { int _public_member; int _private_member; } SomeStructSource; SomeStruct *SomeStruct_Create() { SomeStructSource *p = (SomeStructSource *)malloc(sizeof(SomeStructSource)); p->_private_member = 0xWHATEVER; return (SomeStruct *)p; } From here you can just cast one structure to the other. Is this considered bad practice? Or is it done often? (I think this is done with a lot of the structures when using the Win32 API, but you guys are the experts let me know!)

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  • Create an grid array...

    - by Anicho
    Okay so I am looking to create a grided array in OGRE3D game engine but the array is generic my array skills are pretty basic and need work so I am posting this just to be sure I am doing this correctly. #define GRIDWIDTH 10 #define GRIDHEIGHT 10 int myGrid [HEIGHT][WIDTH]; int n,m; int main () { for (n=0;n<HEIGHT;n++) for (m=0;m<WIDTH;m++) { jimmy[n][m]=(n+1)*(m+1); } return 0; } I am assuming the above will return: 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Then I can assign each point in the array to a valid node in OGRE3D to create a grid in 3D view would this work? Just need to tell me if I am doing it right or wrong dont need the ogre3d code....

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  • Conflicting return types

    - by Adi
    I am doing a recursive program and I am getting an error about conflicting types: void* buddyMalloc(int req_size) { // Do something here return buddy_findout(original_index,req_size); // This is the recursive call } void *buddy_findout(int current_index,int req_size) { char *selected = NULL; if(front!=NULL) { if(current_index==original_index) { // Do something here return selected; } else { // Do Something here return buddy_findout(current_index+1,req_size); } } else { return buddy_findout(current_index-1,req_size); } } Error: buddy.c: At top level: buddy.c:76: error: conflicting types for ‘buddy_findout’ buddy.c:72: note: previous implicit declaration of ‘buddy_findout’ was here Please note the file buddy.c in which I am defining this does not contain main and is linked with several other .c files.

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  • Sorting an arraylist in Java language

    - by Computeristic
    Hi, I have an arraylist set up. I have input instuctions set up too, so that the user can enter one string, then one integer, then one string (the first name, the age, and the last name). I need to sort the arraylist by the last name. The code I have entered so far is all under the main method:- public static void main(String[] args) { Name Name[] = new Name[50]; int count = 0; for (int i=0; i<50; i++) NewName[i] = new Name(); //ADD NEW TO ARRAYLIST NAME String FName = JOptionPane.showInputDialog("first name"); int age = Integer.parseInt(JOptionPane.showInputDialog("age")); String LName = JOptionPane.showInputDialog("last name"); NewName[count] = new Name(FName, age, LName); count = count++; } //ITEMS SORT BY LAST NAME //CODE FOR SORT GOES HERE

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  • How can I update a row and insert a new one automatically in NHibernate with one call to Save?

    - by snicker
    Let's say I have a Type II SCD database, that is basically append only. I am using NHibernate to persist objects to my database. I have an object like so: Pony |- int Id |- Guid EntityId |- string PonyName |- string PonyColor |- int RevisionValidFrom |- int RevisionValidTo Here's a typical scenario: Pony myLittlePony = myStable.GetLatestPonyByGuid("0f1ac08a-3328-43db-b278-77c272e4fea3"); myLittlePony.PonyColor = "Fish"; myNHSession.Save(myLittlePony); I want to be able to call Session.Save(myLittlePony) and have NHibernate UPDATE the old entity's RevisionValidTo to whatever I specify and then INSERT the modified Pony as a new row with a new Id, basically as if it were a brand new object being persisted to the DB.

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  • Devision in c# not going the way i expect

    - by Younes
    Im trying to write something to get my images to show correctly. I have 2 numbers "breedtePlaatje" and "hoogtePlaatje". When i load those 2 vars with the values i get back "800" and "500" i expect "verH" to be (500 / 800) = 0,625. Tho the value of verH = 0.. This is the code: int breedtePlaatje = Convert.ToInt32(imagefield.Width); int hoogtePlaatje = Convert.ToInt32(imagefield.Height); //Uitgaan van breedte plaatje if (breedtePlaatje > hoogtePlaatje) { double verH = (hoogtePlaatje/breedtePlaatje); int vHeight = Convert.ToInt32(verH * 239); mOptsMedium.Height = vHeight; mOptsMedium.Width = 239; //Hij wordt te klein en je krijgt randen te zien, dus plaatje zelf instellen if (hoogtePlaatje < 179) { mOptsMedium.Height = 179; mOptsMedium.Width = 239; } } Any tips regarding my approach would be lovely aswell.

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  • SQL Compact import DB from SQL Server Express with Server Management Studio

    - by Sasha
    Hi! I try to import sql script, generated with Server Management Studio, into SQL Compact 3.5 and get a lot of error. What I am doing wrong? I generate script with "Task/Generate Script" context menu. Part of my script: CREATE TABLE [LogMagazines]( [IdUser] [int] NOT NULL, [Text] [nvarchar](500) NULL, [TypeLog] [int] NOT NULL, [DateAndTime] [datetime] NOT NULL, [DetailMessage] [nvarchar](max) NULL, [Id] [int] IDENTITY(1,1) NOT NULL, CONSTRAINT [PK_LogMagazines] PRIMARY KEY ( [Id] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] Knowledge Base: http://stackoverflow.com/questions/1525063/how-to-import-data-in-sql-compact-edition http://stackoverflow.com/questions/1515969/exporting-data-in-sql-server-as-insert-into/1515975

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  • Searching with Linq

    - by Phil
    I have a collection of objects, each with an int Frame property. Given an int, I want to find the object in the collection that has the closest Frame. Here is what I'm doing so far: public static void Search(int frameNumber) { var differences = (from rec in _records select new { FrameDiff = Math.Abs(rec.Frame - frameNumber), Record = rec }).OrderBy(x => x.FrameDiff); var closestRecord = differences.FirstOrDefault().Record; //continue work... } This is great and everything, except there are 200,000 items in my collection and I call this method very frequently. Is there a relatively easy, more efficient way to do this?

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  • two threads acting on the same runnable

    - by Eslam
    Given: public class Thread1 { int x = 0; public class Runner implements Runnable { public void run() { int current = 0; for (int i = 0; i < 4; i++) { current = x; System.out.print(current + " "); x = current + 2; } } } public void go() { Runnable r1 = new Runner(); new Thread(r1).start(); new Thread(r1).start(); } public static void main(String[] args) { new Thread1().go(); } } Which two are possible results? (Choose two) A. 0, 2, 4, 4, 6, 8, 10, 6, B. 0, 2, 4, 6, 8, 10, 2, 4, C. 0, 2, 4, 6, 8, 10, 12, 14, D. 0, 0, 2, 2, 4, 4, 6, 6, 8, 8, 10, 10, 12, 12, 14, 14, E. 0, 2, 4, 6, 8, 10, 12, 14, 0, 2, 4, 6, 8, 10, 12, 14, i chosed A,B but i'm not certain is those is the true or not.

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  • Get a list of documents from Mongo DB

    - by Andrei Neagu
    Hello, I want to do something like this: List<int> fff = new List<int>(); fff.Add(1); fff.Add(2); fff.Add(5); Mongo m = new Mongo(); m.Connect(); var dataBase = m.GetDatabase("database"); var collection = dataBase.GetCollection("coll"); IMongoQuery queryable = collection.AsQueryable(); MongoQueryProvider prov = new MongoQueryProvider(collection); var query = new MongoQuery(prov); var ffppp = from p221 in query where fff.Contains((int)p221["oid"]) select p221; This throws this error : The method 'Contains' could not be converted into a constant. I saw that mongo has an operator $in. Does any one know how can I use it from c#? (http://www.mongodb.org/display/DOCS/Advanced+Queries) Thanks

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  • Getting the primary key back from a SQL insert with SQLLite

    - by Paul Nathan
    Hi, I have a SQL table set that looks like this create table foo ( id int primary key asc, data datatype ); create table bar ( id int primary key asc, fk_foo int, foreign key(foo_int) references foo(id)); Now, I want to insert a record set. insert into table foo (data) values (stuff); But wait - to get Bar all patched up hunkydory I need the PK from Foo. I know this is a solved problem. What's the solution?

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  • Call Babel .Net Obfuscator from C# Code

    - by aron
    Hello, I have a C# WinForms app that I use to create software patches for my app. In noticed that Babel .Net includes Babel.Build.dll and Babel.Code.dll Is there a way, in my C# code, I can call Babel .Net something like: ExecuteCommand(C:\Program Files\Babel\babel.exe "C:\Patch\v6\Demo\Bin\Lib.dll" --rules "C:\Patch\babelRules.xml", 600) Here's a common script to execute a CMD prompt in C#. However if I just include the Babel.Build.dll in my winform I may be able to do it seamlessly. public static int ExecuteCommand(string Command, int Timeout) { int ExitCode; ProcessStartInfo ProcessInfo; Process Process; ProcessInfo = new ProcessStartInfo("cmd.exe", "/C " + Command); ProcessInfo.CreateNoWindow = true; ProcessInfo.UseShellExecute = false; Process = Process.Start(ProcessInfo); Process.WaitForExit(Timeout); ExitCode = Process.ExitCode; Process.Close(); return ExitCode; }

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  • Combine query results from one table with the defaults from another

    - by pulegium
    This is a dumbed down version of the real table data, so may look bit silly. Table 1 (users): id INT username TEXT favourite_food TEXT food_pref_id INT Table 2 (food_preferences): id INT food_type TEXT The logic is as follows: Let's say I have this in my food preference table: 1, 'VEGETARIAN' and this in the users table: 1, 'John', NULL, 1 2, 'Pete', 'Curry', 1 In which case John defaults to be a vegetarian, but Pete should show up as a person who enjoys curry. Question, is there any way to combine the query into one select statement, so that it would get the default from the preferences table if the favourite_food column is NULL? I can obviously do this in application logic, but would be nice just to offload this to SQL, if possible. DB is SQLite3...

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  • Better way to write this SQL

    - by AngryHacker
    I have the following table: create table ARDebitDetail(ID_ARDebitDetail int identity, ID_Hearing int, ID_AdvancedRatePlan int) I am trying to get the latest ID_AdvancedRatePlan based on a ID_Hearing. By latest I mean with the largest ID_ARDebitDetail. I have this query and it works fine. select ID_AdvancedRatePlan from ARDebitDetails where ID_Hearing = 135878 and ID_ARDebitDetail = ( select max(ID_ARDebitDetail) from ARDebitDetails where ID_AdvancedRatePlan > 0 and ID_Hearing = 135878 ) However, it just looks ugly and smells bad. Is there a way to rewrite it in a more concise manner?

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  • Is there a simpler way to convert a byte array to a 2-byte-size hexadecimal string?

    - by Tom Brito
    Is there a simpler way of implement this? Or a implemented method in JDK or other lib? /** * Convert a byte array to 2-byte-size hexadecimal String. */ public static String to2DigitsHex(byte[] bytes) { String hexData = ""; for (int i = 0; i < bytes.length; i++) { int intV = bytes[i] & 0xFF; // positive int String hexV = Integer.toHexString(intV); if (hexV.length() < 2) { hexV = "0" + hexV; } hexData += hexV; } return hexData; } public static void main(String[] args) { System.out.println(to2DigitsHex(new byte[] {8, 10, 12})); } the output is: "08 0A 0C" (without the spaces)

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  • Array.BinarySearch does not find item using IComparable

    - by Sir Psycho
    If a binary search requires an array to be sorted before hand, why does the following code work? string[] strings = new[] { "z", "a", "y", "e", "v", "u" }; int pos = Array.BinarySearch(strings, "Y", StringComparer.OrdinalIgnoreCase); Console.WriteLine(pos); And why does this code result return -1? public class Person : IComparable<Person> { public string Name { get; set; } public int Age { get; set; } public int CompareTo(Person other) { return this.Age.CompareTo(other.Age) + this.Name.CompareTo(other.Name); } } var people = new[] { new Person { Age=5,Name="Tom"}, new Person { Age=1,Name="Tom"}, new Person { Age=2,Name="Tom"}, new Person { Age=1,Name="John"}, new Person { Age=1,Name="Bob"}, }; var s = new Person { Age = 1, Name = "Tom" }; // returns -1 Console.WriteLine( Array.BinarySearch(people, s) );

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  • C# myths about best practices?

    - by TheMachineCharmer
    My colleague keeps telling me of the things listed in comments. I am confused. Can somebody please demystify these things for me? class Bar { private int _a; public int A { get { return _a; } set { _a = value; } } private Foo _objfoo; public Foo OFoo { get { return _objfoo; } set { _objfoo = value; } } public Bar(int a, Foo foo) { // this is a bad idea A = a; OFoo = foo; } // MYTHS private void Method() { this.A //1 - this._a //2 - use this when inside the class e.g. if(this._a == 2) A //3 - use this outside the class e.g. barObj.A _a //4 - // Not using this.xxx creates threading issues. } } class Foo { // implementation }

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  • How to marshal the type of "Cstring" in .NET Compact Framework(C#)?

    - by SmartJJ
    How to marshal the type of "Cstring" in .NET Compact Framework(C#)? DLLname:Test_Cstring.dll(OS is WinCE 5.0),source code: extern "C" __declspec(dllexport) int GetStringLen(CString str) { return str.GetLength(); } I marshal that in .NET Compact Framework(C#),for example: [DllImport("Test_Cstring.dll", EntryPoint = "GetStringLen", SetLastError = true)] public extern static int GetStringLen(string s); private void Test_Cstring() { int len=-1; len=GetStringLen("abcd"); MessageBox.Show("Length:"+len.ToString()); //result is -1,so PInvoke is unsuccessful! } The Method of "GetStringLen" in .NET CF is unsuccessful! How to marshal this type of "Cstring"? Any information about it would be very appreciated!

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Why is this not a bug in qmail?

    - by jemfinch
    I was reading DJB's "Some thoughts on security after ten years of Qmail 1.0" and he listed this function for moving a file descriptor: int fd_move(to,from) int to; int from; { if (to == from) return 0; if (fd_copy(to,from) == -1) return -1; close(from); return 0; } It occurred to me that this code does not check the return value of close, so I read the man page for close(2), and it seems it can fail with EINTR, in which case the appropriate behavior would seem to be to call close again with the same argument. Since this code was written by someone with far more experience than I in both C and UNIX, and additionally has stood unchanged in qmail for over a decade, I assume there must be some nuance that I'm missing that makes this code correct. Can anyone explain that nuance to me?

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  • nHibernate query looking for the related object's related object

    - by code-zoop
    I have an nHibernate querie issue that looks quite straight forward, but I can't seem to get my head around it! I am creating some simple example classes to illustrate my problem: public class Car { public int Id { get; set; } public IList<Interior> InteriorParts { get; set; } } public class Interior { public int Id { get; set; } public InteriorProducer Producer { get; set; } } public class InteriorProducer { public int Id { get; set; } } Now to the query: I have the id of the InteriorProducer, but need to get a list of Cars where the interior have been produced by the interior producer. So in a simple, pseudo SQL, it looks something like this: select cars where car.InteriorParts.Producer.Id = Id I have a really hard time getting my head around this to create an nHibernate query. Any Ideas? Thanks

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