Search Results

Search found 26764 results on 1071 pages for 'map control'.

Page 325/1071 | < Previous Page | 321 322 323 324 325 326 327 328 329 330 331 332  | Next Page >

  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

    Read the article

  • "io: postinst-must-call-ldconfig" when creating a package

    - by egarcia
    I'm trying to create an ubuntu .deb package for the (pretty awesome) Io Language. I am not the developer of that language, so I'm not familiar with its sourcecode yet. This is my first attempt at creating a .deb file. In order to create the .deb, I'm following these instructions: http://www.webupd8.org/2010/01/how-to-create-deb-package-ubuntu-debian.html So far I've been able to create a .deb file (io_2010.06.01-1_amd64.deb) and a changes file (io_201.06.01-1_amd64.changes). I'm using lintian to check the changes file, and it reports an issue I don't know how to resolve: $ lintian -Ivi io_2010.06.01-1_amd64.changes ... (lots of messages) I: io: no-symbols-control-file usr/lib/libiovmall.so I: io: no-symbols-control-file usr/lib/libgarbagecollector.so I: io: no-symbols-control-file usr/lib/libbasekit.so E: io: postinst-must-call-ldconfig usr/lib/libiovmall.so N: N: The package installs shared libraries in a directory controlled by the N: dynamic library loader. Therefore, the package must call "ldconfig" in N: its postinst script. N: N: Refer to Debian Policy Manual section 8.1.1 (ldconfig) for details. N: N: Severity: serious, Certainty: certain N: N: Removing /tmp/OYuNShEHYz ... I've read the debian manual 8.8 section. I think I understand what the problem is (I need to make sure that ldconfig is invoked "somewhere", possibly on a place called "posinst") but I don't know how to resolve it (i.e. where this "posinsts" file is and how should I change it). The current way of installing Io in Ubuntu is basically running sudo make install and then sudo ldconfig. Maybe the makefile should be modified so ldconfig is called from it? I don't know. Thanks a lot.

    Read the article

  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

    Read the article

  • VMware Player- no Maverick GUI after install

    - by Jason
    I'm experimenting with using both VMware Player and Virtualbox to run an Ubuntu VM in Win7. I have the VB install of Maverick working fine, and with only a few quirks such as slow response in Firefox scrolling and the occasional freeze, it works fine. However, making backup copies of a VB machine for storage is a PIA, and so I would like to see how Player works in the same situation. I created a new VM with 2GB RAM & 30GB hard drive space. The install went smoothly, but everytime I start the VM, no GUI shows and I have no mouse control. It brings me to a screen saying Ubuntu Easy Install: VMware Player is installing VMware Tools.. please wait. At this point, I get a login prompt and then goes to a standard CLI interface. At this point, I have no mouse control at all. The CPU and memory gauge that I have as a Win7 screenlet shows no changes and minimal HDD activity. The VMWare site says to install the Tools by a tarball, going to VMInstall VMware Tools, but I can't do that with no mouse control. Any solutions?

    Read the article

  • grub-probe: error: cannot find a GRUB drive for /dev/sda1

    - by Thilina
    I'm trying to add windows 7 for my new 12.10 grub bootloader. None of the things worked out; such as .. copying bootx64.efi methods, I'm getting this output: grub-probe --target=fs_uuid /boot/efi/EFI/Microsoft/Boot/bootmgfw.efi grub-probe: error: cannot find a GRUB drive for /dev/sda1. Check your device.map. ....... my device map ....... (hd0) /dev/disk/by-id/ata-WDC_WD6400BPVT-55HXZT3_WD-WXD1EA1MSVR4 ....... 40_custom ..... menuentry "Microsoft Windows x86_64 UEFI-GPT" { insmod part_gpt insmod fat insmod search_fs_uuid insmod chain search --fs-uuid --no-floppy --set=root 80BD-E086 chainloader (${root})/efi/Microsoft/Boot/bootmgfw.efi } When booting to windows 7 give me blank black screen with a cursor blinks for 2 seconds then reboot, I've tried boot-repair too. I think I'm missing Windows UEFI Bootloader files.

    Read the article

  • Bind "media" keys on MacBook keyboard to application menu items

    - by Austin
    Currently, I am using PandoraBoy to listen to my Pandora stations. In the preferences, it allows you to set global hotkeys to control playing, like/dislike, volume, stations, etc. What I would like to do is allow the built-in media keys on my MacBook Pro's keyboard (F7-F12: Previous, Play/Pause, Next, Mute, Volume Up, Volume Down) to control PandoraBoy like they do iTunes. Right now, I am using Command-F(7-12) to control it, but that requires me to hold down the "fn" and command keys Is there a way to bind these commands to the media keys without needing to function-shift them?

    Read the article

  • How can I test if my rotated rectangle intersects a corner?

    - by Raven Dreamer
    I have a square, tile-based collision map. To check if one of my (square) entities is colliding, I get the vertices of the 4 corners, and test those 4 points against my collision map. If none of those points are intersecting, I know I'm good to move to the new position. I'd like to allow entities to rotate. I can still calculate the 4 corners of the square, but once you factor in rotation, those 4 corners alone don't seem to be enough information to determine if the entity is trying to move to a valid state. For example: In the picture below, black is unwalkable terrain, and red is the player's hitbox. The left scenario is allowed because the 4 corners of the red square are not in the black terrain. The right scenario would also be (incorrectly) allowed, because the player, cleverly turned at a 45* angle, has its corners in valid spaces, even if it is (quite literally) cutting the corner. How can I detect scenarios similar to the situation on the right?

    Read the article

  • CodePlex Daily Summary for Sunday, September 16, 2012

    CodePlex Daily Summary for Sunday, September 16, 2012Popular ReleasesVisual Studio Icon Patcher: VSIP-1.5.1: This fixes a bug in the 1.5 release where it would crash when no language packs were installed for VS2010.sheetengine - Isometric HTML5 JavaScript Display Engine: sheetengine v1.1.0: This release of sheetengine introduces major drawing optimizations. A background canvas is created with the full drawn scenery onto which only the changed parts are redrawn. For example a moving object will cause only its bounding box to be redrawn instead of the full scene. This background canvas is copied to the main canvas in each iteration. For this reason the size of the bounding box of every object needs to be defined and also the width and height of the background canvas. The example...VFPX: Desktop Alerts 1.0.2: This update for the Desktop Alerts contains changes to behavior for setting custom sounds for alerts. I have removed ALERTWAV.TXT from the project, and also removed DA_DEFAULTSOUND from the VFPALERT.H file. The AlertManager class and Alert class both have a "default" cSound of ADDBS(JUSTPATH(_VFP.ServerName))+"alert.wav" --- so, as long as you distribute a sound file with the file name "alert.wav" along with the EXE, that file will be used. You can set your own sound file globally by setti...MCEBuddy 2.x: MCEBuddy 2.2.15: Changelog for 2.2.15 (32bit and 64bit) 1. Added support for %originalfilepath% to get the source file full path. Used for custom commands only. 2. Added support for better parsing of Media Portal XML files to extract ShowName and Episode Name and download additional details from TVDB (like Season No, Episode No etc). 3. Added support for TVDB seriesID in metadata 4. Added support for eMail non blocking UI testCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.2: *Added html mail format which shows hierarchical exception report for better understanding.DotNetNuke Search Engine Sitemaps Provider: Version 02.00.00: New release of the Search Engine Sitemap Providers New version - not backwards compatible with 1.x versions New sandboxing to prevent exceptions in module providers interfering with main provider Now installable using the Host->Extensions page New sitemaps available for Active Forums and Ventrian Property Agent Now derived from DotNetNuke Provider base for better framework integration DotNetNuke minimum compatibility raised to DNN 5.2, .NET to 3.5PDF Viewer Web part: PDF Viewer Web Part: PDF Viewer Web PartMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.67: Fix issue #18629 - incorrectly handling null characters in string literals and not throwing an error when outside string literals. update for Issue #18600 - forgot to make the ///#DEBUG= directive also set a known-global for the given debug namespace. removed the kill-switch for disregarding preprocessor define-comments (///#IF and the like) and created a separate CodeSettings.IgnorePreprocessorDefines property for those who really need to turn that off. Some people had been setting -kil...MPC-BE: Media Player Classic BE 1.0.1.0 build 1122: MPC-BE is a free and open source audio and video player for Windows. MPC-BE is based on the original "Media Player Classic" project (Gabest) and "Media Player Classic Home Cinema" project (Casimir666), contains additional features and bug fixes. Supported Operating Systems: Windows XP SP2, Vista, 7 32bit/64bit System Requirements: An SSE capable CPU The latest DirectX 9.0c runtime (June 2010). Install it regardless of the operating system, they all need it. Web installer: http://www.micro...Preactor Object Model: Visual Studio Template .NET 3.5: Visual Studio Template with all the necessary files to get started with POM. You will still need to Get the Preactor.ObjectModel and Preactor.ObjectModleExtensions libraries from Nuget though. You will also need to sign with assembly with a strong name key.Lakana - WPF Framework: Lakana V2: Lakana V2 contains : - Lakana WPF Forms (with sample project) - Lakana WPF Navigation (with sample project)Microsoft SQL Server Product Samples: Database: OData QueryFeed workflow activity: The OData QueryFeed sample activity shows how to create a workflow activity that consumes an OData resource, and renders entity properties in a Microsoft Excel 2010 worksheet or Microsoft Word 2010 document. Using the sample QueryFeed activity, you can consume any OData resource. The sample activity uses LINQ to project OData metadata into activity designer expression items. By setting activity expressions, a fully qualified OData query string is constructed consisting of Resource, Filter, Or...YTNet: YTNet Version 1.0: YT Net Version 1.0 The first release of the YT Net library. This release supports: - Searching YouTube videos by title - Loading the different versions of a video, ordered by the itag value - Downloading videos The release is well tested witch a bunch of unit tests and two sample applications (A Console and a WPF application).F# 3.0 Sample Pack: FSharp 3.0 Sample Pack for Visual Studio 2012 RTM: F# 3.0 Sample Pack for Visual Studio 2012 RTMANPR MX: ANPR_MX Release 1: ANPR MX Release 1 Features: Correctly detects plate area. Provides potential values for the recognized plate. Allows images 800x600 and below.Cocktail: Cocktail v1.0.1: PrerequisitesVisual Studio 2010 with SP1 (any edition but Express) Optional: Silverlight 4 or 5 Note: Install Silverlight 4 Tools and then the Silverlight 4 Toolkit. Likewise for Silverlight 5 Tools and the Silverlight 5 Toolkit DevForce Express 6.1.8.1 or greater Included in the Cocktail download, DevForce Express requires registration) Important: Install DevForce after all other components. Download contentsDebug and release assemblies API documentation Source code Licens...weber: weber v0.1: first release, creates a basic browser shell and allows user to navigate to web sites.Arduino for Visual Studio: Arduino 1.x for Visual Studio 2012, 2010 and 2008: Register for the forum for more news and updates Version 1209.15 is beta and resolves a number of issues in Visual Studio 2012 and minor debugger fixes for all vs versions. After you have tested a working installation, if you would like to beta the debug tool then email beta at visualmicro.com. Version 1208.19 (click the downloads tab) is considered stable for visual studio 2010 and 2008. Key Features of 1209.10 Support for Visual Studio 2012 (.NET 4.5) Debug tools beta team can re-e...AcDown????? - AcDown Downloader Framework: AcDown????? v4.1: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??...Move Mouse: Move Mouse 2.5.2: FIXED - Minor fixes and improvements.New ProjectsBadoev1Lab: ???? ?? ??????? ?????????Banking.NET: Banking.NET is a .NET 4 based Home - Banking Application.ColdFire Studio Macro Assembler and Simulator: Integrated ColdFire MCUs macro assembler and simulator. Write programs in ColdFire assembly or load binary code and test them in a simulator. Eve Galaxy Map: EGM provides an API for the host application to visualize data across a 3D rendering of the Eve Online universe, similar to the in-game Star Map.Hamaazan (Rated): hamaazan website + robotHBCI.NET: HBCI.NET is a .NET 3.5 Library, which communicates with your bank account via HBCI 2.2, FinTS 3.0 and 4.0Http Explorer: A GUI for crafting and submitting http requests and viewing the resulting response.LINQ for C++: LINQ for C++ is an attempt to bring LINQ-like list manipulation to C++11.mroftalpdxs: I WANT TO TEST THE POSSILITY OF PUBLICATTION OF THE DOCUMMMENET.my-secondlib: This is Win 8 Test Code RepoNET Library to interface with Zephyr Bluetooth Heart Rate Monitor: .NET Library for interfacing to Zephyr Heart Rate MonitorPkuBookStore: PkuBookStoreSmallTune: SmallTune is an audioplayer with a long tradition, being completely rewritten and redesigned by now.Taylor's Professional Services: CIS470 Team B Senior ProjectTFS Test Case Review: Provides a means to review Test Cases created in Microsoft Test Manager in a clean, easy-to-read interface.Visual Studio 2012 all caps menu option: A Visual Studio 2012 add-in that allows the user to turn all caps in menu titles on and off in the Visual Studio options dialog. XNA Map Editor: This is a Map Editor that is still in development. It's a map editor for a 2D Platformer. Grid tile placement,loading tiles and objects Made with XNA and C#.

    Read the article

  • Beginning android games, 2nd edition engine

    - by Benjamin Stephen
    I recently bought the book from Apress and have worked my way through it, unfortunately, it seems to just be dealing with side scrolling games and not Zelda-like top down games. I was wondering if anyone out there can tell me if it's possible to use their engine to create such a game? It doesn't go into how to build a top down tile map. Using the engine in their book, how can I make a tile map easily that has walls and things like that? Any help would be appreciated. Thanks in advance.

    Read the article

  • How to draw a global day night curve

    - by Lumis
    I see many applications which have world-clock map, and I would like to make my own to enhance some of my mobile apps. I wonder if anybody has any knowledge where to start, how to draw a curved shadow representing the dawn and the sunset on the globe. See the example: http://aa.usno.navy.mil/imagery/earth/map?year=2012&month=6&day=19&hour=14&minute=47 I think that this curve goes up and down and creates an artic day/night etc Perhaps there is some acceptable approximation formula without a need to load data for each our and each global parallel and meridian...

    Read the article

  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

    Read the article

  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

    Read the article

  • Sorting a Grid of Data in ASP.NET MVC

    Last week's article, Displaying a Grid of Data in ASP.NET MVC, showed, step-by-step, how to display a grid of data in an ASP.NET MVC application. Last week's article started with creating a new ASP.NET MVC application in Visual Studio, then added the Northwind database to the project and showed how to use Microsoft's Linq-to-SQL tool to access data from the database. The article then looked at creating a Controller and View for displaying a list of product information (the Model). This article builds on the demo application created in Displaying a Grid of Data in ASP.NET MVC, enhancing the grid to include bi-directional sorting. If you come from an ASP.NET WebForms background, you know that the GridView control makes implementing sorting as easy as ticking a checkbox. Unfortunately, implementing sorting in ASP.NET MVC involves a bit more work than simply checking a checkbox, but the quantity of work isn't significantly greater and with ASP.NET MVC we have more control over the grid and sorting interface's layout and markup, as well as the mechanism through which sorting is implemented. With the GridView control, sorting is handled through form postbacks with the sorting parameters - what column to sort by and whether to sort in ascending or descending order - being submitted as hidden form fields. In this article we'll use querystring parameters to indicate the sorting parameters, which means a particular sort order can be indexed by search engines, bookmarked, emailed to a colleague, and so on - things that are not possible with the GridView's built-in sorting capabilities. Like with its predecessor, this article offers step-by-step instructions and includes a complete, working demo available for download at the end of the article. Read on to learn more! Read More >

    Read the article

  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

    Read the article

  • Alt Tab with xdotool and xkeybind

    - by Gary
    I'm trying to map alt tab behavior to a mouse button using xdotool in my .xbindkeysrc. What I want to do is map something like "xdotools keydown alt key Tab" release b:7 but by doing this the alt key gets stuck, and it prevents my other mappings from working until I press the alt key on the keyboard. Is there a way to do this without having to press the alt key to get things unstuck? Without keydown it just switches back and forth between two windows, with keydown it behaves like I want (displaying the alt-tab switcher) but the alt key is stuck. Is there a way to unstick the key after using the alt tab switcher using xdotools?

    Read the article

  • What's the best platform to publish documentation to internal users?

    - by serialhobbyist
    My team has a need to publish documentation internally. At the moment, it's spread all over the place and this means we often have to search everywhere to find something. We'd like to publish everything in one place. The main thing that stops us is access control - the wikis in place don't belong to us and we can't do it. What is the best tool for publishing docs, ideally fitting these requirements: web front end - readers access docs using browser single place to put docs access control by individual doc or by sets of docs (folders, branch of 'site', ...) if you don't have access to a doc, you don't see the link to that page/doc/folder. either built-in editor or something my users are familiar with (e.g. Word) built-in version control would be nice Also, can you think of other criteria I should've specified?

    Read the article

  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

    Read the article

  • Membership Provider Parte 1

    - by Jason Ulloa
    Asp.net ha sido una de las tecnologías creadas por Microsoft de mas rápido crecimiento por la facilidad para los desarrolladores de crear sitios web. Una de las partes de mayor importancia que tiene asp.net es el contar con el Membership Provider o proveedor de Membrecía, que permite la creación, manejo y mantenimiento de un sistema completo de control y autenticación de usuarios. Para dar inicio a la serie de post que escribiré sobre que es Membeship y cuáles son las funcionalidades principales daremos unas definiciones. Tal como se menciono anteriormente con el membership provider podemos crear un sistema de control de usuarios completos, entre las funcionalidades principales podemos encontrar: * Creación de usuarios * Almacenamiento de información en base de datos * Autenticación, bloqueos y seguimiento Otras de las ventajas que cabe resaltar, es que, algunos de los controles de asp.net ya traen "naturalmente" en sus funciones la implementación del membership provider, tal como el control "Login" o los controles de estado de usuario, lo cual nos permite que con solo arrastrarlos al diseñador estén funcionando. Membership provider es poderoso, pero su funcionalidad y seguridad se ven aumentadas cuando se integra con otros proveedores de asp.net como lo son RoleProvider y Profile Provider (estos los discutiremos en otros post). En la siguiente figura, podemos ver como se distribuyen algunoS provider creados por Microsoft Antes de iniciar con la implementación de membership debes conocer cosas básicas como el espacio de nombres al que pertenece, el cual es: System.Web.Security que se encuentra dentro del ensamblado System.Web. Algo que debe tomarse en cuenta, es que, para poder utilizar cualquiera de los miembros de la clase, debemos hacer la referencia respectiva. Por defecto, el membership provider está diseñado para trabajar directamente con SQL Server, de ahí que su nombre completo seria SQL Membership Provider. Sin embargo, debido a su gran flexibilidad podemos extenderlo a cualquier base de datos o bien modificarlo para adapatarlo a nuestras necesidades. En los siguientes posts, discutiremos como crear un proveedor personalizado utilizando Entity Framework, separando las capas de acceso y datos y cuáles son las principales funciones que podemos aplicar. En palabras básicas y sin entrar muy hondo en el tema, hemos descrito el objetivo del Membership Provider, para todos los que desean ampliar pueden hacerlo en: http://msdn.microsoft.com/es-es/library/system.web.security.membership%28v=vs.100%29.aspx

    Read the article

  • IOUG SIG Webcast on October 30th : Performance Tuning your DB Cloud

    - by Anand Akela
    The Oracle Enterprise Manager Special Interest Group (SIG) is a growing body of IOUG members who manage or are interested in all aspects of Oracle Enterprise Manager. This IOUG SIG is managed by volunteers and supported by Oracle Enterprise Manager product managers and developers. The purpose of the SIG is to bring relevant information and education through webcasts, discussions and networking to users interested in learning more about the product, and to share user experiences. On October 30th at 10 AM pacific time, Oracle Enterprise Manager SIG is hosting a webcast on "Performance Tuning your DB Cloud in OEM 12c Cloud Control - 360 Degrees". In this webcast, Tariq Farooq , CEO, BrainSurface and Mike Ault, Oracle  will provide a tutorial on how to monitor and perform performance tuning of the Oracle database cloud environment. You will learn how to leverage Oracle Enterprise Manager for tuning, trouble-shooting & monitoring your Oracle Database Cloud Ecosystem. The session covers lessons learned, tips/tricks, recommendations, best practices, gotchas and a whole lot more on how to effectively use Oracle Enterprise Manager Cloud Control 12c for quick, easy & intuitive performance tuning of your Oracle Database Cloud. Session Objectives:• Leveraging OEM12c Cloud Control for Oracle DB Tuning/Monitoring • Limited Deep-Dive on AWR • Oracle DB Cloud Performance Tuning • Best Practices for DB Cloud Maintenance/Monitoring Register Now ! Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Google+ |  Newsletter

    Read the article

  • Habanero

    - by csharp-source.net
    An Enterprise Application Framework for .Net that is ideally suited for developing applications in an agile manner. The framework is used for producing an application from the data layer through to the front-end. Free open source under the LGPL license, it includes ORM, code generation and runtime UI generation to create one application for the desktop & web. Features: * ORM: Map database tables to objects in code * Persist property values to and from the database * Define all mapping in a single XML file * Switch between database vendors with one setting * Support for MySQL, MS Sql Server, MS Access, Oracle, PostgreSQL, SQLite, Firebird * FireStarter GUI class definitions xml manager * Generate user interfaces and map properties to controls * Develop for both desktop (with Windows Forms) and web (with Gizmox' Visual WebGUI) * Generate new projects and code files * Generate UI forms from templates * Reverse engineer class definitions from existing databases * Support variable data sources, including an in-memory database. Ships with Firestarter a free database reverse engineering, Domain Modelling and Code Generator.

    Read the article

  • Bing Maps Integrated With ASP.NET Pivot Grid v2010 vol 1

    Check out this slick demo which shows how sales data from the ASPxPivotGrid is plotted and displayed using the Bing.com maps service. The Bing Maps service provides you the capability to plot data geographically on a map. For example, this ASPxPivotGrid shows the quantity of products sold per country: We can plot this data on to a map because the Bing maps services provides developers with a JavaScript API to display maps, locate countries and businesses and create pushpin indicators! Now, we...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

    Read the article

< Previous Page | 321 322 323 324 325 326 327 328 329 330 331 332  | Next Page >