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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • ‘Empty’ results from MQL Query. Freebase Schema: /film/film/starring & /film/actor/film

    - by user1879631
    First post here, so I hope this is enough detail. I started using freebase-python today to get film information for a program that I’m working on. One thing that I need to grab is a list of actors that starred in a film. I’ve followed some tutorials and guides on the way to do this, and can get a list of films for a director or the director of a film, but when I try to do the same with an actor or a film’s cast, I get ‘null’ results. I have the same problem in both Python and the Freebase MQL Query Editor, and you can see what I've tried below. Links to all of the examples below written in the editor can be found here, as Stack Overflow wouldn't let me post links underneath each example on my first post! Working director query in Python: import freebase fb = freebase.mqlread q = {'type':'/film/film', 'name':'Inception', 'directed_by':[]} fb(q) Working director's filmography query in Python: import freebase fb = freebase.mqlread q = {'type':'/film/director', 'name': 'Christopher Nolan', 'film':[]} fb(q) Based on these tests, I tried to do the same with actors, but with odd results: Not working cast list query in Python: import freebase fb = freebase.mqlread q = {'type':'/film/film', 'name':'Inception', 'starring':[]} fb(q) Not working actor's filmography query in Python: import freebase fb = freebase.mqlread q = {'type':'/film/actor', 'name':'Leonardo DiCaprio', 'film':[]} fb(q) Strangely, I get an accurate number of actors/films back, but no names. Does anyone have any idea what the problem might be? Thanks a lot, I'd appreciate any advice.

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  • When to define SDD(System Sequence Diagram) operations System->Actor?

    - by devoured elysium
    I am having some trouble understanding how to make System Sequence Diagrams, as I don't fully grasp why in some cases one should define operations for System - Actor and in others don't. Here is an example: Let's assume the System is a Cinema Ticket Store and the Actor is a client that wants to buy a ticket. 1) The User tells the System that wants to buy some tickets, stating his client number. 2) The System confirms that the given client number is valid. 3) The User tells the System the movie that wants to see. 4) The System shows the set of available sessions and seats for that movie. 5) The System asks the user which session/seat he wants. 6) The User tells the System the chosen session/seat. This would be converted to: a) -----> tellClientNumber(clientNumber) b) <----- validClientNumber c) -----> tellMovieToSee(movie) d) <----- showsAvailableSeatsHours e) -----> tellSystemChosenSessionSeat(session, seat) I know that when we are dealing with SDD's we are still far away from coding. But I can't help trying to imagine how it how it would have been had I to convert it right away to code: I can understand 1) and 2). It's like if it was a C#/Java method with the following signature: boolean tellClientNumber(clientNumber) so I put both on the SDD. Then, we have the pair 3) 4). I can imagine that as something as: SomeDataStructureThatHoldsAvailableSessionsSeats tellSystemMovieToSee(movie) Now, the problem: From what I've come to understand, my lecturer says that we shouldn't make an operation on the SDD for 5) as we should only show operations from the Actor to the System and when the System is either presenting us data (as in c)) or validating sent data (such as in b)). I find this odd, as if I try to imagine this like a DOS app where you have to put your input sequencially, it makes sense to make an arrow even for 5). Why is this wrong? How should I try to visualize this? Thanks

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  • How can I deal with actor translations and other "noise" in third-party motion capture data?

    - by Charles
    I'm working on a game, and I've run into a problem with motion capture data. My team is using 3DS Max 2011 and trying to put free motion capture files on our models. The problem we're having is it has become extremely hard to find motion capture data that stays in place. We've found some great motion captures of things like walking and jumping but the actors themselves move within the data, so when we attach these animations to our models and bring them into XNA, the models walk forward even when they should technically be standing still (and then there's also the problem of them resetting at the end of the animation). How can we clean up, at runtime or asset-processing time, the animation in these motion capture files?

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  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

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  • Help understanding some OpenGL stuff

    - by shinjuo
    I am working with some code to create a triangle that moves with arrow keys. I want to create a second object that moves independently. This is where I am having trouble, I have created the second actor, but cannot get it to move. There is too much code to post it all so I will just post a little and see if anyone can help at all. ogl_test.cpp #include "platform.h" #include "srt/scheduler.h" #include "model.h" #include "controller.h" #include "model_module.h" #include "graphics_module.h" class blob : public actor { public: blob(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; class enemyOne : public actor { public: enemyOne(float x, float y) : actor(math::vector2f(x, y)) { } void render() { transform(); glBegin(GL_TRIANGLES); glVertex3f(0.25f, 0.0f, -5.0f); glVertex3f(-.5f, 0.25f, -5.0f); glVertex3f(-.5f, -0.25f, -5.0f); glEnd(); end_transform(); } void update(controller& c, float dt) { if (c.left_key) { rho += pi / 9.0f * dt; c.left_key = false; } if (c.right_key) { rho -= pi / 9.0f * dt; c.right_key = false; } if (c.up_key) { v += .1f * dt; c.up_key = false; } if (c.down_key) { v -= .1f * dt; if (v < 0.0) { v = 0.0; } c.down_key = false; } actor::update(c, dt); } }; int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, char* lpCmdLine, int nCmdShow ) { model m; controller control(m); srt::scheduler scheduler(33); srt::frame* model_frame = new srt::frame(scheduler.timer(), 0, 1, 2); srt::frame* render_frame = new srt::frame(scheduler.timer(), 1, 1, 2); model_frame->add(new model_module(m, control)); render_frame->add(new graphics_module(m)); scheduler.add(model_frame); scheduler.add(render_frame); blob* prime = new blob(0.0f, 0.0f); m.add(prime); m.set_prime(prime); enemyOne* primeTwo = new enemyOne(2.0f, 0.0f); m.add(primeTwo); m.set_prime(primeTwo); scheduler.start(); control.start(); return 0; } model.h #include <vector> #include "vec.h" const double pi = 3.14159265358979323; class controller; using math::vector2f; class actor { public: vector2f P; float theta; float v; float rho; actor(const vector2f& init_location) : P(init_location), rho(0.0), v(0.0), theta(0.0) { } virtual void render() = 0; virtual void update(controller&, float dt) { float v1 = v; float theta1 = theta + rho * dt; vector2f P1 = P + v1 * vector2f(cos(theta1), sin(theta1)); if (P1.x < -4.5f || P1.x > 4.5f) { P1.x = -P1.x; } if (P1.y < -4.5f || P1.y > 4.5f) { P1.y = -P1.y; } v = v1; theta = theta1; P = P1; } protected: void transform() { glPushMatrix(); glTranslatef(P.x, P.y, 0.0f); glRotatef(theta * 180.0f / pi, 0.0f, 0.0f, 1.0f); //Rotate about the z-axis } void end_transform() { glPopMatrix(); } }; class model { private: typedef std::vector<actor*> actor_vector; actor_vector actors; public: actor* _prime; model() { } void add(actor* a) { actors.push_back(a); } void set_prime(actor* a) { _prime = a; } void update(controller& control, float dt) { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->update(control, dt); } } void render() { for (actor_vector::iterator i = actors.begin(); i != actors.end(); ++i) { (*i)->render(); } } };

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  • Django form linking 2 models by many to many field.

    - by Ed
    I have two models: class Actor(models.Model): name = models.CharField(max_length=30, unique = True) event = models.ManyToManyField(Event, blank=True, null=True) class Event(models.Model): name = models.CharField(max_length=30, unique = True) long_description = models.TextField(blank=True, null=True) I want to create a form that allows me to identify the link between the two models when I add a new entry. This works: class ActorForm(forms.ModelForm): class Meta: model = Actor The form includes both name and event, allowing me to create a new Actor and simultaneous link it to an existing Event. On the flipside, class EventForm(forms.ModelForm): class Meta: model = Event This form does not include an actor association. So I am only able to create a new Event. I can't simultaneously link it to an existing Actor. I tried to create an inline formset: EventFormSet = forms.models.inlineformset_factory(Event, Actor, can_delete = False, extra = 2, form = ActorForm) but I get an error <'class ctg.dtb.models.Actor'> has no ForeignKey to <'class ctg.dtb.models.Event'> This isn't too surprising. The inlineformset worked for another set of models I had, but this is a different example. I think I'm going about it entirely wrong. Overall question: How can I create a form that allows me to create a new Event and link it to an existing Actor?

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  • MySQL Count If using 4 tables or Perl

    - by user1726133
    Hi I have a relatively convoluted query that relies on 4 different tables, unfortunately I do not have control of this data, but I do have to query it. I ran this simpler query and it works using just table 1 and table 2 SELECT actor, receiver, count(IF(t2.group1 = "anxiety behavior", 1,0)) AS 'anxiety' FROM ethogram_edited_obs_behaviors t1 JOIN ethogram_behaviors t2 on t1.behavior = t2.behavior_code GROUP BY actor; Below are the 4 tables I need and the query I tried that didn't work Table 1 | Table 2 | Table 3 | Table 4 Actor | Behavior | Behavior | type of Behavior | subject | sex | subject |subject_code er frown | frown anxiety behavior | Eric M | Eric | er Here is the query that is failing SELECT actor, count(IF(t2.group1 = "anxiety behavior", 1,0) AND(t3.sex = "M", 1,0)) AS 'anxiety', FROM ethogram_edited_obs_behaviors t1 JOIN ethogram_behaviors t2 on t1.behavior = t2.behavior_code JOIN subject_code t3 on t1.actor = t3.behavior_code1 JOIN subjects t4 on t3.subject = t4.yerkes_code GROUP BY actor; Any help would be much appreciated!! Thanks :) P.S. if this is easier to do in Perl tips also much appreciated

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • Python many-to-one mapping (creating equivalence classes)

    - by Adam Matan
    Hi, I have a project of converting one database to another. One of the original database columns defines the row's category. This coulmn should be mapepd to a new category in the new databse. For example, let's assume the original categories are:parrot, spam, cheese_shop, Cleese, Gilliam, Palin Now that's a little verbose for me, And I want to have these rows categorized as sketch, actor - That is, define all the sketches and all the actors as two equivalence classes. >>> monty={'parrot':'sketch', 'spam':'sketch', 'cheese_shop':'sketch', 'Cleese':'actor', 'Gilliam':'actor', 'Palin':'actor'} >>> monty {'Gilliam': 'actor', 'Cleese': 'actor', 'parrot': 'sketch', 'spam': 'sketch', 'Palin': 'actor', 'cheese_shop': 'sketch'} That's quite awkward- I would prefer having something like: monty={ ('parrot','spam','cheese_shop'): 'sketch', ('Cleese', 'Gilliam', 'Palin') : 'actors'} But this, of course, sets the entire tuple as a key: >>> monty['parrot'] Traceback (most recent call last): File "<pyshell#29>", line 1, in <module> monty['parrot'] KeyError: 'parrot' Any ideas how to create an elegant many-to-one dictionary in Python? Thanks, Adam

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  • Does Ruby on Rails "has_many" array provide data on a "need to know" basis?

    - by Jian Lin
    On Ruby on Rails, say, if the Actor model object is Tom Hanks, and the "has_many" fans is 20,000 Fan objects, then actor.fans gives an Array with 20,000 elements. Probably, the elements are not pre-populated with values? Otherwise, getting each Actor object from the DB can be extremely time consuming. So it is on a "need to know" basis? So does it pull data when I access actor.fans[500], and pull data when I access actor.fans[0]? If it jumps from each record to record, then it won't be able to optimize performance by doing sequential read, which can be faster on the hard disk because those records could be in the nearby sector / platter layer -- for example, if the program touches 2 random elements, then it will be faster just to read those 2 records, but what if it touches all elements in random order, then it may be faster just to read all records in a sequential way, and then process the random elements. But how will RoR know whether I am doing only a few random elements or all elements in random?

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  • Niewbie OutOfMemory problem

    - by Nick
    So I am trying to create a producer/consumer type scala app. The LoopControl just sends a message to the MessageReceiver continoually. The MessageReceiver then delegates work to the MessageCreatorActor (whose work is to check a map for an object, and if not found create one and start it up). Each MessageActor created by this MessageCreatorActor is associated with an Id. Eventually this is where I want to do business logic. But I run out of memory after 15 minutes. Any help is appreciated import scala.actors.Actor import java.util.HashMap; import scala.actors.Actor._ case object LoopControl case object MessageReceiver case object MessageActor case object MessageActorCreator class MessageReceiver(msg: String) extends Actor { var messageActorMap = new HashMap[String, MessageActor] val messageCreatorActor = new MessageActorCreator(null, null) def act() { messageCreatorActor.start loop { react { case MessageActor(messageId) = if (msg.length() 0) { var messageActor = messageActorMap.get(messageId); if(messageActor == null) { messageCreatorActor ! MessageActorCreator(messageId, messageActorMap) }else { messageActor ! MessageActor } } } } } } case class MessageActorCreator(msg:String, messageActorMap: HashMap[String, MessageActor]) extends Actor { def act() { loop { react { case MessageActorCreator(messageId, messageActorMap) = if(messageId != null ) { var messageActor = new MessageActor(messageId); messageActorMap.put(messageId, messageActor) println(messageActorMap) messageActor.start messageActor ! MessageActor } } } } } class LoopControl(messageReceiver:MessageReceiver) extends Actor { var count : Int = 0; def act() { while (true) { messageReceiver ! MessageActor ("00-122-0X95-FEC0" + count) //Thread.sleep(100) count = count +1; if(count 5) { count = 0; } } } } case class MessageActor(msg: String) extends Actor { def act() { loop { react { case MessageActor = println() println("MessageActor: Got something- " + msg) } } } } object messages extends Application { val messageReceiver = new MessageReceiver("bootstrap") val loopControl = new LoopControl(messageReceiver) messageReceiver.start loopControl.start }

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  • Linq-to-SQL: How to shape the data with group by?

    - by Cheeso
    I have an example database, it contains tables for Movies, People and Credits. The Movie table contains a Title and an Id. The People table contains a Name and an Id. The Credits table relates Movies to the People that worked on those Movies, in a particular role. The table looks like this: CREATE TABLE [dbo].[Credits] ( [Id] [int] IDENTITY (1, 1) NOT NULL PRIMARY KEY, [PersonId] [int] NOT NULL FOREIGN KEY REFERENCES People(Id), [MovieId] [int] NOT NULL FOREIGN KEY REFERENCES Movies(Id), [Role] [char] (1) NULL In this simple example, the [Role] column is a single character, by my convention either 'A' to indicate the person was an actor on that particular movie, or 'D' for director. I'd like to perform a query on a particular person that returns the person's name, plus a list of all the movies the person has worked on, and the roles in those movies. If I were to serialize it to json, it might look like this: { "name" : "Clint Eastwood", "movies" : [ { "title": "Unforgiven", "roles": ["actor", "director"] }, { "title": "Sands of Iwo Jima", "roles": ["director"] }, { "title": "Dirty Harry", "roles": ["actor"] }, ... ] } How can I write a LINQ-to-SQL query that shapes the output like that? I'm having trouble doing it efficiently. if I use this query: int personId = 10007; var persons = from p in db.People where p.Id == personId select new { name = p.Name, movies = (from m in db.Movies join c in db.Credits on m.Id equals c.MovieId where (c.PersonId == personId) select new { title = m.Title, role = (c.Role=="D"?"director":"actor") }) }; I get something like this: { "name" : "Clint Eastwood", "movies" : [ { "title": "Unforgiven", "role": "actor" }, { "title": "Unforgiven", "role": "director" }, { "title": "Sands of Iwo Jima", "role": "director" }, { "title": "Dirty Harry", "role": "actor" }, ... ] } ...but as you can see there's a duplicate of each movie for which Eastwood played multiple roles. How can I shape the output the way I want?

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  • How to model parent to child pair in MySQL (SQL)

    - by mikeschuld
    I have a data model that includes element types Stage, Actor, and Form. Logically, Stages can be assigned pairs of ( Form <--- Actor ) which can be duplicated many times (i.e. same person and same form added to the same stage at a later date/time). Right now I am modeling this with these tables: Stage Form Actor Form_Actor _______________ |Id | |FormId | --> Id in Form |ActorId | --> Id in Actor Stage_FormActor __________________ |Id | |StageId | --> Id in Stage |FormActorId | --> Id in Form_Actor I am using CodeSmith to generate the data layer for this setup and none of the templates really know how to handle this type of relationship correctly when generating classes. Ideally, the ORM would have Stage.FormActors where FormActor would be the pair Form, Actor. Is this the correct way to model these relationships. I have tried using all three Ids in one table as well Stage_Form_Actor ______________ |Id | |StageId | --> Id in Stage |FormId | --> Id in Form |ActorId | --> Id in Actor This doesn't really get generated very well either. Ideas?

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • Event sourcing: Write event before or after updating the model

    - by Magnus
    I'm reasoning about event sourcing and often I arrive at a chicken and egg problem. Would be grateful for some hints on how to reason around this. If I execute all I/O-bound processing async (ie writing to the event log) then how do I handle, or sometimes even detect, failures? I'm using Akka Actors so processing is sequential for each event/message. I do not have any database at this time, instead I would persist all the events in an event log and then keep an aggregated state of all the events in a model stored in memory. Queries are all against this model, you can consider it to be a cache. Example Creating a new user: Validate that the user does not exist in model Persist event to journal Update model (in memory) If step 3 breaks I still have persisted my event so I can replay it at a later date. If step 2 breaks I can handle that as well gracefully. This is fine, but since step 2 is I/O-bound I figured that I should do I/O in a separate actor to free up the first actor for queries: Updating a user while allowing queries (A0 = Front end/GUI actor, A1 = Processor Actor, A2 = IO-actor, E = event bus). (A0-E-A1) Event is published to update user 'U1'. Validate that the user 'U1' exists in model (A1-A2) Persist event to journal (separate actor) (A0-E-A1-A0) Query for user 'U1' profile (A2-A1) Event is now persisted continue to update model (A0-E-A1-A0) Query for user 'U1' profile (now returns fresh data) This is appealing since queries can be processed while I/O-is churning along at it's own pace. But now I can cause myself all kinds of problems where I could have two incompatible commands (delete and then update) be persisted to the event log and crash on me when replayed up at a later date, since I do the validation before persisting the event and then update the model. My aim is to have a simple reasoning around my model (since Actor processes messages sequentially single threaded) but not be waiting for I/O-bound updates when Querying. I get the feeling I'm modeling a database which in itself is might be a problem. If things are unclear please write a comment.

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  • EF4 Import/Lookup thousands of records - my performance stinks!

    - by Dennis Ward
    I'm trying to setup something for a movie store website (using ASP.NET, EF4, SQL Server 2008), and in my scenario, I want to allow a "Member" store to import their catalog of movies stored in a text file containing ActorName, MovieTitle, and CatalogNumber as follows: Actor, Movie, CatalogNumber John Wayne, True Grit, 4577-12 (repeated for each record) This data will be used to lookup an actor and movie, and create a "MemberMovie" record, and my import speed is terrible if I import more than 100 or so records using these tables: Actor Table: Fields = {ID, Name, etc.} Movie Table: Fields = {ID, Title, ActorID, etc.} MemberMovie Table: Fields = {ID, CatalogNumber, MovieID, etc.} My methodology to import data into the MemberMovie table from a text file is as follows (after the file has been uploaded successfully): Create a context. For each line in the file, lookup the artist in the Actor table. For each Movie in the Artist table, lookup the matching title. If a matching Movie is found, add a new MemberMovie record to the context and call ctx.SaveChanges(). The performance of my implementation is terrible. My expectation is that this can be done with thousands of records in a few seconds (after the file has been uploaded), and I've got something that times out the browser. My question is this: What is the best approach for performing bulk lookups/inserts like this? Should I call SaveChanges only once rather than for each newly created MemberMovie? Would it be better to implement this using something like a stored procedure? A snippet of my loop is roughly this (edited for brevity): while ((fline = file.ReadLine()) != null) { string [] token = fline.Split(separator); string Actor = token[0]; string Movie = token[1]; string CatNumber = token[2]; Actor found_actor = ctx.Actors.Where(a => a.Name.Equals(actor)).FirstOrDefault(); if (found_actor == null) continue; Movie found_movie = found_actor.Movies.Where( s => s.Title.Equals(title, StringComparison.CurrentCultureIgnoreCase)).FirstOrDefault(); if (found_movie == null) continue; ctx.MemberMovies.AddObject(new MemberMovie() { MemberProfileID = profile_id, CatalogNumber = CatNumber, Movie = found_movie }); try { ctx.SaveChanges(); } catch { } } Any help is appreciated! Thanks, Dennis

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  • Casting to derived type problem in C++

    - by GONeale
    Hey there everyone, I am quite new to C++, but have worked with C# for years, however it is not helping me here! :) My problem: I have an Actor class which Ball and Peg both derive from on an objective-c iphone game I am working on. As I am testing for collision, I wish to set an instance of Ball and Peg appropriately depending on the actual runtime type of actorA or actorB. My code that tests this as follows: // Actors that collided Actor *actorA = (Actor*) bodyA->GetUserData(); Actor *actorB = (Actor*) bodyB->GetUserData(); Ball* ball; Peg* peg; if (static_cast<Ball*> (actorA)) { // true ball = static_cast<Ball*> (actorA); } else if (static_cast<Ball*> (actorB)) { ball = static_cast<Ball*> (actorB); } if (static_cast<Peg*> (actorA)) { // also true?! peg = static_cast<Peg*> (actorA); } else if (static_cast<Peg*> (actorB)) { peg = static_cast<Peg*> (actorB); } if (peg != NULL) { [peg hitByBall]; } Once ball and peg are set, I then proceed to run the hitByBall method (objective c). Where my problem really lies is in the casting procedurel Ball casts fine from actorA; the first if (static_cast<>) statement steps in and sets the ball pointer appropriately. The second step is to assign the appropriate type to peg. I know peg should be a Peg type and I previously know it will be actorB, however at runtime, detecting the types, I was surprised to find actually the third if (static_cast<>) statement stepped in and set this, this if statement was to check if actorA was a Peg, which we already know actorA is a Ball! Why would it have stepped here and not in the fourth if statement? The only thing I can assume is how casting works differently from c# and that is it finds that actorA which is actually of type Ball derives from Actor and then it found when static_cast<Peg*> (actorA) is performed it found Peg derives from Actor too, so this is a valid test? This could all come down to how I have misunderstood the use of static_cast. How can I achieve what I need? :) I'm really uneasy about what feels to me like a long winded brute-casting attempt here with a ton of ridiculous if statements. I'm sure there is a more elegant way to achieve a simple cast to Peg and cast to Ball dependent on actual type held in actorA and actorB. Hope someone out there can help! :) Thanks a lot.

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • Is there a way to update a ViewModel in MVC2?

    - by Juvaly
    This code works: [HttpPost] public ActionResult Edit(int id, FormCollection fc) { Movie movie = ( from m in _ctx.Movie.Include("MovieActors") where m.MovieID == id select m ).First(); MovieActorViewModel movieActor = new MovieActorViewModel(movie); if (TryUpdateModel(movieActor)) { _ctx.ApplyPropertyChanges(movieActor.Movie.EntityKey.EntitySetName, movieActor.Movie); _ctx.SaveChanges(); } return View(movieActor); } However, I am not sure how to test this, and in general would much rather have the method take a typed model like: [HttpPost] public ActionResult Edit(MovieActorViewModel movieActor) Is this possible? What changes to my MovieActorViewModel class do I need to make in order to enable this? That class looks like this: public class MovieActorViewModel { public Movie Movie { get; set; } public Actor Actor { get; set; } public PublisherDealViewModel(Movie movie) { this.Movie = movie; this.Actor = ( from a in this.Movie.Actors where a.ActorID == 1 select a ).First(); } } The view is typed (inherits ViewPage) simple: <% using (Html.BeginForm()) {%> Movie Title: <%= Html.TextBoxFor(model=>model.Movie.Title) %><br/> Actor Name: <%= Html.TextBoxFor(model=>model.Actor.Name) %> <% } %>

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