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  • IZWebFileManager

    - by csharp-source.net
    IZWebFileManager is featured File Manager control for ASP.NET 2 compatible with most-used browsers like MS Internet Explorer and Firefox. Features: * Copying, moving, renaming, deletion of files and folders; * Ability to work (copy, move, delete) with several files at once; * File upload; * Easy duplication of files and folders; * Right-click context menu (Windows Explorer like); * Common shortcuts supported. Arrow Keys, F5 - refresh, F2 - rename, Enter - default action, Delete; * Permission control: you can forbid uploading, renaming or deletion of files and folders. You can limit size of files that can be uploaded and restrict types of files which could be uploaded by their extensions. For example, you can let users upload pictures (gifs and jpgs) only with the size not more than 50KB. * Multilingual interface. English, Russian and Hebrew are already supported. Other languages can be added without even recompilation of the component; * Full Unicode and Right-to-Left support; * All major browsers supported. The component has been tested and works fine in Netscape 8.0, Firefox 1.5, IE 6.0 (SP2); * Optimized and compiled for .Net Framework 2.0; * Totally easy to install and to use. No additional configuration in web.config need. Deployed with *.dll only; * XHTML capability.

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  • Brownfield Support for OVMSS

    - by Owen Allen
    The area of virtualization saw quite a few enhancements with version 12.2. There's one particular virtualization enhancement that can make a big difference for a lot of people: support for brownfield Oracle VM Servers for SPARC. Brownfield refers to Oracle VM Servers for SPARC that were created outside of Ops Center. In older versions of Ops Center, you couldn't really do anything with them - Ops Center could only manage OVM Servers that it created. If you had OVM Servers outside of Ops Center, you'd have to recreate them if you wanted to manage them. In 12.2, though, this problem is cleared up. You can discover and manage OVM Servers for SPARC that you created outside of Ops Center, so long as the LDom Manager is running. When you discover the control domain, all of the logical domains are automatically discovered and managed and appear under the control domain in the Asset tree. If you want to use server pools and migrate the logical domains to a different Oracle VM Server for SPARC system, you'll need to move the metadata to a shared library and use shared Fibre Channel or iSCSI LUNs for the guest domain storage and add the server to a server pool. See the Oracle VM Server for SPARC chapter for more information.

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  • public_html permissions for local development

    - by maGz
    I know this question has popped up a couple times, but I can't seem to find a definitive answer to my issue, so please bear with me. I have Ubuntu Server 12.04 setup in VirtualBox for PHP development and testing (Drupal plus other PHP sites using Yii framework). My question is in 3 parts... 1) If I create a public_html folder under /home/myuser, do I need to give ownership of that folder to the Apache www-data group? If so, are there any specific permissions I should be setting? 755? (Btw, I am following this guide to create the public_html directory and set up multiple virtual hosts per site I create and test) I previously had all of my sites under /var/www, but ran into massive permission denied errors whenever I tried to sFTP to it, either through FileZilla or PhpStorm. This is what I had previously done: sudo chgrp www-data /var/www sudo chmod -R 775 /var/www sudo chmod -R g+s /var/www sudo usermod -G www-data [my_ftp_user] 2) The second part of my question is this: If I create my PHP project and files in Windows through PhpStorm, and then upload via sFTP, will permissions get affected? 3) Once I am satisfied with my developed project, would it be advisable to move and test them under /var/www to see how it would fair in a production-ish environment? I would really appreciate the help and advice here. I'm learning more as I go along, but dealing with Linux files and permissions is a bit of a new ballgame for me! Thank you

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  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

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  • Opportunities in Cloud Computing

    - by Paul Sorensen
    A recent article from CIO Journal indicates that there is an extreme labor shortage (in certain technology areas) that is is leading to upward pressure on wages for IT Workers. This represents a great opportunity for those with certain skill-sets, among which include Java (Oracle certification is mentioned specifically). The article points out that a key driver of the labor shortage is the expansion of cloud computing. Cloud computing is set up to make life extremely simple for end-users, but the model pushes the complexity to back-end systems which are sophisticated, enterprise-level computing stacks (Oracle has an extensive set of cloud computing solutions). These complex systems require very highly-skilled IT professionals (the best-of-the-best) to successfully develop, implement, administer and maintain them. What this mean for you is that there is opportunity for those who have the appropriate skills at the appropriate levels. If you want to be a part of this opportunity you should do a self-assessment of your own skill-sets and experience. Based upon your results you can decide where it would be most appropriate to spend your time and resources for the highest return on your investment. By expanding and sharpening your skills and by gaining greater experience you will be better prepared to take advantage of career opportunities (like this) that come along periodically. As you evaluate your needs remember that Oracle University has a tremendous selection of high-quality eduction offerings (including training and certification) that can you help move your career forward. Thanks and best of luck!

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • Pull Request Conversations, Inline Diff Enhancements

    [Do you tweet? Follow us on Twitter @matthawley and @adacole_msft] We deployed a new version of the CodePlex website today. Pull Request Conversations Previously, the only way for project members and users who submitted pull requests to converse was via e-mail. This complicated the review process and made conversations isolated and difficult to track. For this release, we’ve added functionality that enables you to have those same conversations within the pull request page. When you view a pull request, you’ll now see “Comments” and “Changes” tabs, with current comments displayed. Inline Diff Enhancements We tweaked the inline diff experience to make it easier to traverse diff blocks. When you open up the inline diff experience, you’ll now see up and down arrows. To move between the diff blocks, you can use those arrows or utilize the available keyboard shortcuts. Lastly, we have also brought the inline diff experience to the source control changes page for project and fork changesets. You can see both enhancements live by viewing the associated pull request or changeset changes on WikiPlex. The CodePlex team values your feedback. We are frequently monitoring Twitter, our Discussions, and Issue Tracker. If you have not visited the Issue Tracker recently, please take a few minutes to suggest or vote on a feature you would like to see implemented.

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • Just installed 13.10 and everything is fine except I cannot connect to the internet. Any thoughts?

    - by razorccatu
    I just installed Ubuntu 13.10 on my HP G62 laptop and the install went smoothly. I did the install off of a USB drive after trying ubuntu. While I was testing it, I connected to my Wireless with out issue and surfed a little. After the install, no wireless. I can still connect to my wireless network (at least it tells me I'm connected at full strength) but No servers can be found. I attempted to ping Google to no avail and I attempted to ping my router to no avail. I tried to then hard wire the machine and once again it told me that I was connected but I was not. When I ran dmesg, I got the following message: Warning: nss-myhostname is not installed. Changing the local hostname might make it unresolvabe. Please install nss-hostname! Is the hostname the issue? if so, how do I resolve it with out internet connection? If it's not the issue, how do I move forward? Thanks for any help. EDIT. I forgot to attach the image of my ifconfig if that might help.

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Trac/SVN to DVCS Migration

    - by quanticle
    The project I'm currently working on is using Trac, with SVN integration. It's worked great until now. Now, however, we've taken on some additional developers and we're running into issues with branching and merging. Because of this, I think a move to a distributed version control system is in order. The problem is that Trac is very closely integrated with the SVN repository. We have tight integration between the tickets and the revision numbers of code changes corresponding to those tickets. In addition we have a support wiki that has a lot of data that helps the tech. support team. Is there a way we can migrate to git or mercurial without losing the benefits of Trac? I've looked at the git plugin for Trac, and I'm unsure of how well it works. Has anyone here used it with a project that's been migrated from SVN? EDIT: I should note that the most important priority for us is maintaining the links between Trac tickets and the corresponding changesets in SVN. That's a tool that we use every day, and it provides an easy way to jump to code changes when reviewing tickets. Wiki migration would be nice to have, but if it's not possible, we can continue to run the old system whilst we write some kind of a one-off script to migrate the content.

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  • Looking for an example of how a software project can be managed/deployed

    - by rguilbault
    My company is evaluating adopting off-the-shelf ALM products to aid in our development lifecycle; we currently use our own homegrown solutions to manage requirements gathering, specification documentation, testing, etc. One of the issues I am having is understanding how to move code between stages of development. We have what we call a pipeline, which consists of particular stops: [Source] - [QC] - [Production] At the first stop, the developer works out a solution to some requested change and performs individual testing. When that process is complete (and peer review has been performed), our ALM system physically moves the affected programs from the [Source] runtime environment to the [QC] runtime environment. This movement of code is triggered by advancing the status of the change request to match the stage of the pipeline. I have been searching the internet for a few days trying to find how the process is accomplished elsewhere -- I have read a bit about builds, automated testing, various ALM products, etc. but nowhere does any of this state how builds interact with initial change requests, what the triggers are, how dependencies are managed, how the various forms of testing are accommodated (e.g. unit testing, integration testing, regression testing), etc. Can anyone point me to any resources detailing specific workflows or attempt to explain (generically) how a change could/should be tracked and moved though the development lifecycle? I'd be very appreciative. Note: I've cleaned up the question to hopefully make it easier to understand. Also, I found another question (which I can't find now) that referenced this book, which sounds like it might be exactly what I am looking for -- not sure if I want to shell out the cash for it, though.

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • One good reason for a rewrite

    - by Supermighty
    I have a personal web project I cut my teeth on learning how to program. I wrote it in PHP and learned as I went. I eventually I re-factored it to use MVC and removed all mixing of php/html. Right now it has no users, save myself, and it makes no money. I have a strong desire to rewrite the entire app. Which really isn't that large of an app. I have a lot of reasons why I should not rewrite it. I know that I should move forward. It's a working app now and it will only set me back to rewrite it. But I can't shake this feeling that I would be better off using a different programming language in the long run. That I'd enjoy it more. That I'd feel comfortable with it. I feel like my one good reason to rewrite my app is that I have a gut feeling that I should. PHP seems like a hack thrown together. I want to use a language that feels more elegant to me. Any feedback you have would be welcome.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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  • The Increasing Focus on Architecture

    - by Bob Rhubart
    If you follow my updates on Twitter or on the OTN ArchBeat page on Facebook you have probably noticed that I'm a regular reader of Joe McKendrick's SOA blog on ZDNet. Usually I'm content to simply share a link on my social networks when I find one of McKendrick's posts interesting. But with a recent post, In the cloud era, let's start calling IT what it is: 'Innovation Team', McKendrick hit on a point that warrants more than a quick link: "IT is no longer just a department full of people who code, build and maintain systems. IT is the business partner that plans and strategizes what types of technology solutions the business needs to move forward." Of course, what McKendrick is describing is an increased focus on architecture. Assuming that McKendrick's assessment is correct — and I do — that expanding focus, from coding, building, and maintaining systems to planning and strategizing technology solutions that serve the business, isn't limited to the organizational level. The individual roles within the IT organization will also have to shift to a more broadly architectural mindset. McKendrick's post references Dr. Irving Wladawsky-Berger's assessment of cloud computing as a critical "third model" of computing to emerge in the 50-year history of Information Technology. As computing itself evolves, the underlying roles that make computing possible must evolve accordingly. That evolution will be defined by an increased focus on architecture.

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  • Oracle Solaris 11.1 available today

    - by user12611852
    Today Oracle is pleased to announce availability of Oracle Solaris 11.1. Download Solaris 11.1 Order Solaris 11.1 media kitExisting customers can quickly and simply update using the network based repository Highlights include: 8x faster database startup and shutdown and online resizing of the database SGA with a new optimized shared memory interface between the database and Oracle Solaris 11.1 Up to 20% throughput increases for Oracle Real Application Clusters by offloading lock management into the Oracle Solaris kernel Expanded support for Software Defined Networks (SDN) with Edge Virtual Bridging enhancements to maximize network resource utilization and manage bandwidth in cloud environments 4x faster Solaris Zone updates with parallel operations shorten maintenance windows New built-in memory predictor monitors application memory use and provides optimized memory page sizes and resource location to speed overall application performance. Learn more and share these valuable tools with your customers to enable them to move to Oracle Solaris 11.1 quickly. Many customers wait for the first update --now is the time to encourage them to install Oracle Solaris 11.1. Oracle Solaris 11.1 Data Sheet  What's New in Oracle Solaris 11.1 Oracle Solaris 11.1 FAQs Oracle Solaris 11 .1 Customer Presentation Oracle Solaris 11.1 is recommended for all SPARC T4 Systems and will soon be available preinstalled.

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  • Is there a (family of) monotonically non-decreasing noise function(s)?

    - by Joe Wreschnig
    I'd like a function to animate an object moving from point A to point B over time, such that it reaches B at some fixed time, but its position at any time is randomly perturbed in a continuous fashion, but never goes backwards. The objects move along straight lines, so I only need one dimension. Mathematically, that means I'm looking for some continuous f(x), x ? [0,1], such that: f(0) = 0 f(1) = 1 x < y ? f(x) = f(y) At "most" points f(x + d) - f(x) bears no obvious relation to d. (The function is not uniformly increasing or otherwise predictable; I think that's also equivalent to saying no degree of derivative is a constant.) Ideally, I would actually like some way to have a family of these functions, providing some seed state. I'd need at least 4 bits of seed (16 possible functions), for my current use, but since that's not much feel free to provide even more. To avoid various issues with accumulation errors, I'd prefer the function not require any kind of internal state. That is, I want it to be a real function, not a programming "function".

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  • 'Buy the app' landing page implementations

    - by benwad
    My site (using Django) has an app that I'm trying to push - I currently have a piece of middleware that redirects the user to a page advertising the app if they're accessing the page on the iPhone, then setting a cookie so that the user isn't bugged by the message every time they visit the site. This works fine, however checking the page with the mobile Googlebot checker shows that the Googlebot gets stuck in the redirect (since it doesn't store cookies) and therefore won't index the proper content. So, I'm trying to think of an alternative implementation that won't hurt the site's Google ranking and won't have any other adverse effects. I've considered a couple of options: Redirect (the current solution), but don't redirect if the user agent matches the Googlebot's UA string. This would be ideal, however I'm not sure if Google like their bot being treated differently from other users, and I'm afraid the site's ranking may be somehow penalised if I go ahead with this. Use a Javascript popup instead of a redirect. This would make sure the Googlebot finds the content it needs, however I envision this approach causing compatibility issues with the myriad mobile devices/browsers out there, and may affect the page load time. How valid are these options? And is there a better option for implementing this feature out there? I've tried researching this topic but surprisingly can't find any reputable-looking blog posts that explore this topic. EDIT: I posted this on SF because it seemed unsuitable for SO, but if there's another site that would be better for this issue then I'd be happy to move the question elsewhere.

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  • How effectively "sell" a good design in large meetings

    - by User1
    Many times I have witnessed a sad tragedy. Here's what happens: A team design review for a new project. I see a simple design that has quite a few holes. I casually mention the holes and ways to avoid them. The warnings are ignored with comments like "that 'never' happen in real life" Eventually the things that "will 'never' happen" happen An emergency team design review for a broken project. So what do I do? Copping the "I told you so" attitude is not going to win friends and influence people. Sometimes years go by and the comments from step 3 are forgotten anyway. I definitely don't want to be the annoying pest reminding the world of the gotchas. I often sit back and watch the Titanic sail off to Europe. It's frustrating to see bad designs move forward. It's also frustrating that I can't seem to convince others of the pending peril of the current path. I do worst on team meetings where everyone has different ways of understanding different terms. Also, egos tend to win of reason and thought. I'm looking for good tactics to convince groups people to use some new and complicated ideas.

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • Multiple Issues - USB booting Ubuntu 12.04

    - by Pixelishus
    I've been using a Ubuntu 12.04 off a bootable USB stick so I can have a portable OS. Also, OS variety. I've been using it for a while and I'm still have a few issues. First and most annoying, it often lags/freezes. I'm not sure what word you would use for it, windows will often stop working and go dark/not responding from anywhere between 10 seconds to a full minute and on some occasions, even longer. However, the window eventually starts working again. Similarly, sometimes the whole system will freeze, not just the window. The mouse will still move, but nothing will work. No clicking, no menus, not keyboard shortcuts. Again, it will usually start working. I'm liking Ubuntu a lot, but those issues can make it annoying to use sometimes. For example, it will ALWAYS freeze at some point if I try to watching a Youtube video and I'll have to wait for a minute or so until it starts responding, again. Aside from the lag/freezing, anytime I download packages, it will always say "package operation failed" when it's done, though it does seem to download/install. Another issue I'm having is with shutting down. If I open the logout/shutdown menu and click shutdown, it just logs me out and takes me to the login screen. If I try shutting down through the login screen, it won't do anything. As if I didn't even go to it. I've been using the terminal to reboot or shutdown when I need to. I've looked around for answers for all of these problems and still have yet to find a solution that works. Are these just normal issues with USB booting? I haven't installed Ubuntu to any computers, I've always done USB booting.

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