Search Results

Search found 21995 results on 880 pages for 'round trip software eng'.

Page 293/880 | < Previous Page | 289 290 291 292 293 294 295 296 297 298 299 300  | Next Page >

  • Is a degree in Industrial engineering helpful for programmers

    - by Shailesh Tainwala
    Hi, I am currently pursuing my MS in Software Engineering. I am considering the option of doing a part time programme in Industrial Engineering as most of the courses (Operations Research, Accountancy, Business Process etc) are those that I do not have any knowledge in. Is there a requirement in the industry for people with such qualifications? My long term career goal is to manage software projects that enable clients to increase productivity.

    Read the article

  • Data Mining - Predictive Analysis

    - by IMHO
    We are looking at acquiring Data Mining software to primarily run predictive analysis processes. How does SQL Server Data Mining solution compares to other solutions like SPSS from IBM? Since SQL Server DM is included in SQL Server Enterprise license - what would be the justification to spend extra couple 100K to buy separate software just to do DM?

    Read the article

  • GPL license and eiffel studio

    - by Michael Jenneson
    On https://www2.eiffel.com/download/download_info.aspx?id=eiffelstudio&info=false&mirrors=eiffelstudio you can download the IDE "eiffelstudio". They have GPL as their license but they also specify that "The GPL version is for the purpose of developing open-source software only! If you want to evaluate EiffelStudio for commercial software development, please download our Enterprise Evaluation Edition." However as far as i know this is directly against the gpl. Can they really specify such restrictions while adhering to the GPL?

    Read the article

  • VS2010 Load Testing - Restricting ports

    - by marks-s
    As per the trouble shooting guide for VS2010 Load Testing (http://social.msdn.microsoft.com/Forums/en/vststest/thread/df043823-ffcf-46a4-9e47-1c4b8854ca13), I'm trying to restrict the range of ports used for client-controller communication. HKEY_LOCAL_MACHINE\SOFTWARE\MICROSOFT\VisualStudio\10.0\EnterpriseTools\QualityTools\ListenPortRange\PortRangeStart HKEY_LOCAL_MACHINE\SOFTWARE\MICROSOFT\VisualStudio\10.0\EnterpriseTools\QualityTools\ListenPortRange\PortRangeEnd I've set these keys on the client as described but according to netstat the client is still listening on random ports. The controller is attempting to communicate on the same random ports as the client. Anyone experienced the same?

    Read the article

  • AutoRestart Custom Shell .Net App

    - by MattH
    We have a .Net application that runs as a shell for certain users. We'd like the application to automatically restart when it crashes. The application is set as the shell here: HKEY_USERS*User*\Software\Microsoft\Windows NT\WinLogon\Shell I've tried adding an "AutoRestartShell" key with a value of "1", like what exists in: HKLM\Software\Microsoft\Windows NT\WinLogon. When I kill the application's process for the user (via RDP) the application exits, but never restarts. Ideas?

    Read the article

  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

    Read the article

  • Intellectual Property

    - by jose
    If I develop a unique software using an open source software, do I have all rights to protect my Intellectual Property? I dont know, if this is the right place to ask this question. But kindly answer

    Read the article

  • Weird .htaccess password request that I didn't make...

    - by Dixon Crews
    Okay. So I went on a trip, came back, and suddenly, a website that I was working on is now asking for a username and password á la .htaccess. Thing is, I never made this happen and there is no .htaccess file anywhere to be found. Here is the site: link I didn't buy the template from omegathemes.com, whatever that is. And when you go there, it asks for the same kind of user and password. Any help?

    Read the article

  • What to do when you need more verbs in REST

    - by Richard Levasseur
    There is another similar question to mine, but the discussion veered away from the problem I'm encounting. Say I have a system that deals with expense reports (ER). You can create and edit them, add attachments, and approve/reject them. An expense report might look like this: GET /er/1 => {"title": "Trip to NY", "totalcost": "400 USD", "comments": [ "john: Please add the total cost", "mike: done, can you approve it now?" ], "approvals": [ {"john": "Pending"}, {"finance-group": "Pending"}] } That looks fine, right? Thats what an expense report document looks like. If you want to update it, you can do this: POST /er/1 {"title": "Trip to NY 2010"} If you want to approve it, you can do this: POST /er/1/approval {"approved": true} But, what if you want to update the report and approve it at the same time? How do we do that? If you only wanted to approve, then doing a POST to something like /er/1/approval makes sense. We could put a flag in the URL, POST /er/1?approve=1, and send the data changes as the body, but that flag doesn't seem RESTful. We could put special field to be submitted, too, but that seems a bit hacky, too. If we did that, then why not send up data with attributes like set_title or add_to_cost? We could create a new resource for updating and approving, but (1) I can't think of how to name it without verbs, and (2) it doesn't seem right to name a resource based on what actions can be done to it (what happens if we add more actions?) We could have an X-Approve: True|False header, but headers seem like the wrong tool for the job. It'd also be difficult to get set headers without using javascript in a browser. We could use a custom media-type, application/approve+yes, but that seems no better than creating a new resource. We could create a temporary "batch operations" url, /er/1/batch/A. The client then sends multiple requests, perhaps POST /er/1/batch/A to update, then POST /er/1/batch/A/approval to approve, then POST /er/1/batch/A/status to end the batch. On the backend, the server queues up all the batch requests somewhere, then processes them in the same backend-transaction when it receives the "end batch processing" request. The downside with this is, obviously, that it introduces a lot of complexity. So, what is a good, general way to solve the problem of performing multiple actions in a single request? General because its easy to imagine additional actions that might be done in the same request: Suppress or send notifications (to email, chat, another system, whatever) Override some validation (maximum cost, names of dinner attendees) Trigger backend workflow that doesn't have a representation in the document.

    Read the article

  • Windows Login Integration

    - by Dusty Roberts
    Hi Peeps. I am building facial recognition software for a certain purpose, however, as a spin-off i would like to use that same software / concept, to automatically recognize me when i sit in front of the PC, and log me in. recognition is handled.. however, i need to incorporate this into windows, the same way fingerprint logins work. where can i go to get some more info on the doing this?

    Read the article

  • How do I organise my libraries in sub-directories in a web application project

    - by Ravish Bhagdev
    I am working on a huge web-application with hundreds of dependencies (jar files). I want to organise the jars in sensible way as each piece of software comes with its bunch of jar files and when I want to remove or upgrade version of that software it will be easier to do if kept in sub directories. Problem is that when using a web-server (I'm using tomcat), all libs need to be under WEB-INF/lib folder, you cannot create subdirectories otherwise it doesn't load the jars in subdirectories. Thanks.

    Read the article

  • Linux support for click-thru licenses

    - by Chris Quenelle
    I want to publish some software for different Linux distributions, using the regular Linux packaging formats (rpm, deb, yast, etc). My package will require a click-thru license agreement. Which Linux tools and package formats support a license in the package which is shown to the user before installing the software?

    Read the article

  • SQL CHECK constraint to prevent date overlap

    - by Michael
    I have a table that describes which software versions were installed on a machine at various times: machine_id::integer, version::text, datefrom::timestamp, dateto::timestamp I'd like to do a constraint to ensure that no date ranges overlap, i.e. it is not possible to have multiple software versions installed on a machine at the same time. How can this be achieved in SQL? I am using PostgreSQL v8.4.

    Read the article

  • SQL Server: How can I SELECT FROM TABLE TO Other Format

    - by RedsDevils
    I have Table A. How can I select from Table A to get Table B Format. Table A Employee Name Effective Date FieldType FieldValue Maung Mya 1/1/2005 Title Project Engineer Maung Mya 1/1/2005 Department IT Department Maung Mya 1/1/2007 Title Assist Project Manager Kyaw Kyaw 1/1/2006 Title Software Engineer Kyaw Kyaw 1/1/2006 Department IT Department Table B Effective Date Employee Name Title Department 1/1/2007 Maung Mya Assist Project Manager IT Department 1/1/2006 Kyaw Kyaw Software Engineer IT Department Anyone please suggest me. Thanks in advance.

    Read the article

  • Brute force a website

    - by bigbrute
    Hi, there's a website i visit that always has these code giveaways where you get a prize for cracking the code. The code is in a format like this: QBYQC-Y??T3-W7G4R-QP4HG-2WQPT and they'll give you a hint such as two letters or a number and a letter. The solution to this is easy, brute-forcing it. However, I need the software that will make my browser repeatedly enter a new combination. What software can I use on Mac (and if not, Windows)?

    Read the article

< Previous Page | 289 290 291 292 293 294 295 296 297 298 299 300  | Next Page >