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  • Algorithms for rainfall + river creation in procedurally generated terrain

    - by Peck
    I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps. So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level. Are there any documented algorithms with this or are they more off the cuff? Would love any advice/thoughts.

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  • How should we deal with multiple transaction-report requests?

    - by Mithir
    We are developing a system for the retail market which one of it's features will enable clients(actually consumer clubs) to go through all transactions made by end-clients. One of the ways to get this information will be via an API. The idea is that there will be requests for reports with a start date and an end date, and a response will have all the transactions between those dates. We are worry that some reports may be very large, and that some clients will repeatedly request for reports, in this case the DB and CPU will be very overloaded. The same server that will service those requests, also takes care the the actual retail transactions (received by proprietary devices) and a Web application. We are not sure about how to limit the report requests from the API so that it won't affect the system too much. So, how should we deal with this scenario? any thoughts? EDIT: just to make clear: When I mentioned proprietary devices I meant "On-Location" devices which are used during sales with end-clients, this means that these requests shouldn't get delayed, and this is the main concern.

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  • Finding inspiration / help for making up (weapon) names

    - by Rookie
    I'm really bad with words, especially with English words. Currently I'm struggling to make a good weapon names for my game, it needs to display the weapon functionality (weak/strong/fast/ballistic etc) correctly as well. For example the best weapon in a (futuristic) game cannot be called just with the name "Laser", it's just too boring, right? Are there any tools, websites or anything that helps me finding good names for weapons? (or anything else similar). I was thinking to use scientific names, but noticed that they are really hard to write, and they get very long, and I also lack information about science, I only know I could use the atomic sub-particles names in the weapons for example. How do I get started with becoming good with making up names? (this could apply in generally to any naming problems).

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  • What significant progress have we made in Rapid Application Development?

    - by Frank Computer
    Since the introduction of OOPL's and event-driven programming, I feel like developing an application has become harder and more tedious, when it should have been the other way around! We should have development tools which can generate prototype apps which can be quickly and easily customized into sophisticated applications, even by novice users! We really need new ideas in this area of software development and I would like to know of any good ideas. If we can't really find them, then we should ask "Where did we miss the boat?.. Why?.. and What should we be doing?"

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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  • Reporting Solution in PHP / CodeIgniter - Server side logic vs client side

    - by dot
    I'm building a report for an end user. They would like to see a list of all widgets... but then also like to see widgets with missing attributes, like missing names, or missing size. So i was thinking of creating one method that returns json data containing all widgets... and then using javascript to let them filter the data for missing data, instead of requerying the database. Ultimately, they need to be able to save all "reports" (filtered versions of data) inside a csv file. These are the two options I'm mulling over: Design 1 Create 3 separate methods in my controller/model like: get_all_data() get_records_with_missing_names() get_records_with_missing_size() And then when these methods are called, I would display the data on screen and give them a button to save to csv file. Design 2 Create one method called get_all_data() and then somehow, give them tools in the view to filter the json data using tables etc... and then letting them save subsets of the data. The reality is, in order to display all data, I still need to massage the data, and therefore, I know which records are missing attributes. So i'd rather not create separate methods by each filter. I'm not sure how I would do that just yet but at this point, i would like to know some pros/cons of each method. Thanks.

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  • Languages with C/C++ output [closed]

    - by Vag
    Which languages have compilers able to emit plain standard C/C++ code? For a start: Haxe // uses Boehm GC Haskell (JHC) Haskell (old GHC) // -fvia-c, removed recently (emitted code is super ugly) Clay ATS Cython RPython (Shed Skin) // experimental RPython (PyPy) Python (Nuitka) // although author claims there are no speedups Common Lisp (ECL) COBOL (OpenCobol) Scheme (Chicken) APL // So far I've not found working implementation available for free download Ur/Web // GCC-specific output, and intended to be used only for web developments (included for completeness only) I'd like to build comprehensive up-to-date list but found only these ones so far. I've tested only Haxe and it works pretty well and quite fast. What about other ones? What is your expirience? How much ugly is generated code? Update. Any language chains (e.g. X - Scheme - C) will be perfectly OK as answer if its use is practical enough and suited for production use.

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  • How to divide hex grid evenly among n players?

    - by manabreak
    I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively small areas. For example, if there's four players and 80 cells in the map, each of the players would have about 20 cells (it doesn't have to be spot-on accurate). Also, each player should have no more than four adjacent cells. That is to say, when the map is generated, the biggest "chunks" cannot be more than four cells each. I know this is not always possible for two or three players (as this resembles the "coloring the map" problem), and I'm OK with doing other solutions for those (like creating maps that solve the problem instead). But, for four to eight players, how could I approach this problem? As always, any and all help is appreciated. :)

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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

    - by DevilWithin
    I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or closely like it, just so I can add those shapes to the physics engine, and have a realistic destruction. Bonus: Possible suggestions on how to make the effect more dynamic and interesting. Please keep in mind we re talking about realtime calculations..

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  • How can I generate Sudoku puzzles?

    - by user223150
    I'm trying to make a Sudoku puzzle generator. It's a lot harder than I expected and the more I get into it, the harder it gets! My current approach is to split the problem into 2 steps: Generate a complete (solved) Sudoku puzzle. Remove numbers until it's solveable and has only 1 solution. In step 1, since I'm using a brute force methods, I'm facing some run time issues. Is there an optimal way of filling in a complete Sudoku puzzle? In step 2, what kind of algorithm should I use to "puzzlize" a solved sudoku?

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  • Ad-hoc reporting similar to Microstrategy/Pentaho - is OLAP really the only choice (is OLAP even sufficient)?

    - by TheBeefMightBeTough
    So I'm getting ready to develop an API in Java that will provide all dimensions, metrics, hierarchies, etc to a user such that they can pick and choose what they want (say, e.g., dimensions of Location (a store) and Weekly, and the metric Product Sales $), provide their choices to the api, and have it spit out an object that contains the answer to their question (the object would probably be a set of cells). I don't even believe there will be much drill up/down. The data warehouse the APIwill interface with is in a standard form (FACT tables, dimensions, star schema format). My question is, is an OLAP framework such as Mondrian the only way to achieve something akin to ad-hoc reporting? I can envisage a really large Cube (or VirtualCube) that contains most of the dimensions and metrics the user could ever want, which would give the illusion of ad-hoc reporting. The problem is that there is a ton of setup to do (so much XML) to get the framework to work with the data. Further it requires specific knowledge, such as MDX, and even moreso learning the framework peculiars (Mondrian API). Finally, I am not positive it will scale much better than simply making queries against a SQL database. OLAP to me feels like very old technology. Is performance really an issue anymore? The alternative I can think of would be dynamic SQL. If the existing tables in the data warehouse conform to a naming scheme (FACT_, DIM_, etc), or if a very simple config file/ database table containing config information existed that stored which tables are fact tables, which are dimensions, and what metrics are available, then couldn't the api read from that and assembly the appropriate sql query? Would this necessarily be harder than learning MDX, Mondrian (or another OLAP framework), and creating all the cubes? In general, I feel that OLAP is at the same time too powerful (supports drill up/down, complex functions) and outdated and am reluctant to base my architecture on it. However, I am unsure if the alternative(s), such as rolling my own ad-hoc reporting framework using dynamic SQL would remove any complexity while still fulfilling requirements, both functional and non-functional (e.g., scalability; some FACT tables have many millions of rows). I also wonder about other techniques (e.g., hive). Has anyone here tried to do ad-hoc reporting? Any advice? I expect this project to take a pretty long time (3 months min, but probably longer), so I just do not want to commit to an architecture without being absolutely sure of its pros and cons. Thanks so much.

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  • How do audio based games such as Audiosurf and Beat Hazard work?

    - by The Communist Duck
    Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games produce levels based on them, such as Audiosurf and Beat Hazard. Here is a video of Audiosurf in action, to show what I mean. If you provide a heavy metal song, you would get a completely different set of obstacles, enemies, and game experience from something like Vivaldi. What does interest me is how these games work. I do not know much about audio (well, data-side), but how do they process the song to understand when it is settling down or when it's speeding up? I guess they could just feed the pitch values (assuming those sorts of things exist in audio files) to form a level, but it wouldn't fully explain it. I'm either looking for an explanation, some links to articles about this sort of thing (I'm sure there's a term or terms for it), or even an open-source implementation of this kind of thing ;-) EDIT: After some searching and a little help, I found out about FFT (Fast Fourier Transform). This maybe a step in the right direction, but it is something that does not make any sense to me..or fits with my physics knowledge of waves.

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • Managing highly repetitive code and documentation in Java

    - by polygenelubricants
    Highly repetitive code is generally a bad thing, and there are design patterns that can help minimize this. However, sometimes it's simply inevitable due to the constraints of the language itself. Take the following example from java.util.Arrays: /** * Assigns the specified long value to each element of the specified * range of the specified array of longs. The range to be filled * extends from index <tt>fromIndex</tt>, inclusive, to index * <tt>toIndex</tt>, exclusive. (If <tt>fromIndex==toIndex</tt>, the * range to be filled is empty.) * * @param a the array to be filled * @param fromIndex the index of the first element (inclusive) to be * filled with the specified value * @param toIndex the index of the last element (exclusive) to be * filled with the specified value * @param val the value to be stored in all elements of the array * @throws IllegalArgumentException if <tt>fromIndex &gt; toIndex</tt> * @throws ArrayIndexOutOfBoundsException if <tt>fromIndex &lt; 0</tt> or * <tt>toIndex &gt; a.length</tt> */ public static void fill(long[] a, int fromIndex, int toIndex, long val) { rangeCheck(a.length, fromIndex, toIndex); for (int i=fromIndex; i<toIndex; i++) a[i] = val; } The above snippet appears in the source code 8 times, with very little variation in the documentation/method signature but exactly the same method body, one for each of the root array types int[], short[], char[], byte[], boolean[], double[], float[], and Object[]. I believe that unless one resorts to reflection (which is an entirely different subject in itself), this repetition is inevitable. I understand that as a utility class, such high concentration of repetitive Java code is highly atypical, but even with the best practice, repetition does happen! Refactoring doesn't always work because it's not always possible (the obvious case is when the repetition is in the documentation). Obviously maintaining this source code is a nightmare. A slight typo in the documentation, or a minor bug in the implementation, is multiplied by however many repetitions was made. In fact, the best example happens to involve this exact class: Google Research Blog - Extra, Extra - Read All About It: Nearly All Binary Searches and Mergesorts are Broken (by Joshua Bloch, Software Engineer) The bug is a surprisingly subtle one, occurring in what many thought to be just a simple and straightforward algorithm. // int mid =(low + high) / 2; // the bug int mid = (low + high) >>> 1; // the fix The above line appears 11 times in the source code! So my questions are: How are these kinds of repetitive Java code/documentation handled in practice? How are they developed, maintained, and tested? Do you start with "the original", and make it as mature as possible, and then copy and paste as necessary and hope you didn't make a mistake? And if you did make a mistake in the original, then just fix it everywhere, unless you're comfortable with deleting the copies and repeating the whole replication process? And you apply this same process for the testing code as well? Would Java benefit from some sort of limited-use source code preprocessing for this kind of thing? Perhaps Sun has their own preprocessor to help write, maintain, document and test these kind of repetitive library code? A comment requested another example, so I pulled this one from Google Collections: com.google.common.base.Predicates lines 276-310 (AndPredicate) vs lines 312-346 (OrPredicate). The source for these two classes are identical, except for: AndPredicate vs OrPredicate (each appears 5 times in its class) "And(" vs Or(" (in the respective toString() methods) #and vs #or (in the @see Javadoc comments) true vs false (in apply; ! can be rewritten out of the expression) -1 /* all bits on */ vs 0 /* all bits off */ in hashCode() &= vs |= in hashCode()

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  • Legal IT documents

    - by TylerShads
    I have been wondering this past week because my big boss told me to start keeping track of all the things I have fixed, how to fix them, etc. Which is reasonable and have been doing anyway. But then a related question came to mind. What kind of documentation should I have on hand as far as users go. More specifically I am talking in terms of EULA, ToC, etc (correct me please if I'm using the wrong terms) Or more specifically a policy, so to speak, for the users and such. Can't say I'm a legal expert, otherwise I'd be a lawyer. The environment the users are in is pretty laid back so I don't forsee a problem. But assume that there should ever arise a problem, what should I have written up/have on hand? EDIT: I really should have noted that we are a medical transport facility and have patient records so I know that something must be done there to comply with HIPAA policies I believe. I do like what anthonysomerset said about the "If I get by a bus" Scenario and want to apply it not only to the documentation I am currently writing but also for if say an employee were to steal info from the server or edge cases, theft, etc. As far as our staff, its relatively small as in a single HR person, no legal department aside from the 2 owners' lawyers and me being the only IT person on staff with a guy who is no more than a mac superuser.

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  • Extending EF4 SQL Generation

    - by Basiclife
    Hi, We're using EF4 in a fairly large system and occasionally run into problems due to EF4 being unable to convert certain expressions into SQL. At present, we either need to do some fancy footwork (DB/Code) or just accept the performance hit and allow the query to be executed in-memory. Needless to say neither of these is ideal and the hacks we've sometimes had to use reduce readability / maintainability. What we would ideally like is a way to extend the SQL generation capabilities of the EF4 SQL provider. Obviously there are some things like .Net method calls which will always have to be client-side but some functionality like date comparisons (eg Group by weeks in Linq to Entities ) should be do-able. I've Googled but perhaps I'm using the wrong terminology as all I get is information about the new features of EF4 SQL Generation. For such a flexible and extensible framework, I'd be surprised if this isn't possible. In my head, I'm imagining inheriting from the [SQL 2008] provider and extending it to handle additional expressions / similar in the expression tree it's given to convert to SQL. Any help/pointers appreciated. We're using VS2010 Ultimate, .Net 4 (non-client profile) and EF4. The app is in ASP.Net and is running in a 64-Bit environment in case it makes a difference.

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  • Maven Java Source Code Generation for Hibernate

    - by Adam
    Hi, I´m busy converting an existing project from an Ant build to one using Maven. Part of this build includes using the hibernate hbm2java tool to convert a collection of .hbm.xml files into Java. Here's a snippet of the Ant script used to do this: <target name="dbcodegen" depends="cleangen" description="Generate Java source from Hibernate XML"> <hibernatetool destdir="${src.generated}"> <configuration> <fileset dir="${src.config}"> <include name="**/*.hbm.xml"/> </fileset> </configuration> <hbm2java jdk5="true"/> </hibernatetool> </target> I've had a look around on the internet and some people seem to do this (I think) using Ant within Maven and others with the Maven plugin. I'd prefer to avoid mixing Ant and Maven. Can anyone suggest a way to do this so that all of the .hbm.xml files are picked up and the code generation takes place as part of the Maven code generation build phase? Thanks! Adam.

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  • XML documentation to context sensitive help

    - by Yonas
    These days a number of commercial and open source tools have been developed for this purpose. However(unfortunately), non of them meet my requirement for specific problem I am dealing with. Currently, I am working on a project that exposes a different classes and functions to user as scripting interface. the user can use the objects from custom scripting interface and call methods to solve some specific problem. The problem I am facing is users of my classes need some sort of documentation in order to write their script efficiently. To address this problem am planing to use the compiler generated XML file to provide context sensitive help, which allows users to mouse over on any of the controls and corresponding methods from the GUI and read the reference documentation of the class/method. Now ... here are my questions: Can I get the sample source code? Can any one give me someone point me to some sort of best approach to address the problem?

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  • Documentation concerning platform-specific macros in Linux/POSIX

    - by Nubok
    When compiling a C/C++ program under Windows using Visual Studio (or a compiler that tries to be compatible) there is a predefined macro _WIN32 (Source: http://msdn.microsoft.com/en-us/library/b0084kay.aspx) that you can use for platform-specific #ifdef-s. What I am looking for is an analogon under Linux: a macro which tells me that I am compiling for Linux/an OS that claims to be (more or less) POSIX-compatible. So I looked into gcc documentation and found this: http://gcc.gnu.org/onlinedocs/cpp/System_002dspecific-Predefined-Macros.html Applied to my program, the following macros (gcc 4.4.5 - Ubuntu 10.10) looked promising (I hope that I didn't drop an important macro): #define __USE_BSD 1 #define __unix__ 1 #define __linux 1 #define __unix 1 #define __linux__ 1 #define _POSIX_SOURCE 1 #define __STDC_HOSTED__ 1 #define __STDC_IEC_559__ 1 #define __gnu_linux__ 1 #define __USE_SVID 1 #define __USE_XOPEN2K 1 #define __USE_POSIX199506 1 #define _G_USING_THUNKS 1 #define __USE_XOPEN2K8 1 #define _BSD_SOURCE 1 #define unix 1 #define linux 1 #define __USE_POSIX 1 #define __USE_POSIX199309 1 #define __SSP__ 1 #define _SVID_SOURCE 1 #define _G_HAVE_SYS_CDEFS 1 #define __USE_POSIX_IMPLICITLY 1 Where do I find a detailed documentation of them - as to the mentioned Windows-specific macros above? Additionally I'd be interested in macros normally defined for other POSIX-compliant operating systems as *BSD etc.

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  • SharePoint Client JavaScript Documentation

    - by G N
    I'm attempting to improve the usability of a client's SharePoint deployment via JQuery; and am hitting a brick wall when trying to find any sort of documentation of what's happening in core.js (aside from painfully digging through and trying to parse any sort of meaning out of it --all 250kb of it!!!!--) Anyone have any pointers, or documentation? EDIT: Sorry, to clarify my question, i'm familiar with using JQuery with SharePoint. My question involves hooking JQuery into SharePoint's own client API. My question is inspired by this post http://www.codefornuts.com/2009/09/forcing-sharepoint-into-asynchronous.html# ; where the author is overriding methods such as "SubmitFormPost" and "STSNavigate" in order to make the UI interaction more "AJAXy".

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  • documentation for a package in php?

    - by ajsie
    so in a folder PayPal i've got multiple classes for using their API. i want to make a documentation for how to use all the classes in a sequential way. so here is my questions: how do i create a package for them? cause above each class i used phpdoc tag @package PayPal. is a package in php just a folder? where do i put documentation for the package? there are best practices for this? a file in the folder named ...? how to put class- or package-specific examples, eg. step 1 bla bla, step 2 bla bla? thanks!

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