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  • asus n550jv audio problem: no sound from notebook' speakers

    - by skywalker
    Ubuntu 13.10. The problem is: the internal speakers don't work. I have no problem when I'm using the headphones. There is no hardware issue since in windows 8 everything works perfectly(external subwoofer included). I'm trying to modify /etc/modprobe.d/alsa-base.conf but I can't find the correct model to put into: options snd-hda-intel model= The file HD-Audio-Models.txt doesn't contain the model for ALC668. Some info: :~sudo aplay -l **** List of PLAYBACK Hardware Devices **** card 0: MID [HDA Intel MID], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: MID [HDA Intel MID], device 7: HDMI 1 [HDMI 1] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: MID [HDA Intel MID], device 8: HDMI 2 [HDMI 2] Subdevices: 1/1 Subdevice #0: subdevice #0 card 1: PCH [HDA Intel PCH], device 0: ALC668 Analog [ALC668 Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 :~$ sudo lspci -v | grep -A7 -i "audio" 00:03.0 Audio device: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller (rev 06) Subsystem: Intel Corporation Device 2010 Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at f7a14000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit- Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Kernel driver in use: snd_hda_intel -- 00:1b.0 Audio device: Intel Corporation 8 Series/C220 Series Chipset High Definition Audio Controller (rev 04) Subsystem: ASUSTeK Computer Inc. Device 11cd Flags: bus master, fast devsel, latency 0, IRQ 53 Memory at f7a10000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel PS info :~$ amixer -c 0 Simple mixer control 'IEC958',0 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] Simple mixer control 'IEC958',1 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] Simple mixer control 'IEC958',2 Capabilities: pswitch pswitch-joined Playback channels: Mono Mono: Playback [on] :~$ pacmd dump-volumes Welcome to PulseAudio! Use "help" for usage information. Sink 0: reference = 0: 76% 1: 76%, real = 0: 76% 1: 76%, soft = 0: 100% 1: 100%, current_hw = 0: 76% 1: 76%, save = yes Input 8: volume = 0: 100% 1: 100%, reference_ratio = 0: 100% 1: 100%, real_ratio = 0: 100% 1: 100%, soft = 0: 100% 1: 100%, volume_factor = 0: 100% 1: 100%, volume_factor_sink = 0: 100% 1: 100%, save = no Source 0: reference = 0: 100% 1: 100%, real = 0: 100% 1: 100%, soft = 0: 100% 1: 100%, current_hw = 0: 100% 1: 100%, save = no Source 1: reference = 0: 16% 1: 16%, real = 0: 16% 1: 16%, soft = 0: 100% 1: 100%, current_hw = 0: 16% 1: 16%, save = yes

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  • Should all foreign table references use foreign key constraints

    - by TecBrat
    Closely related to: Foreign key restrictions -> yes or no? I asked a question on SO and it led me to ask this here. If I'm faced with a choice of having a circular reference or just not enforcing the restraint, which is the better choice? In my particular case I have customers and addresses. I want an address to have a reference to a customer and I want each customer to have a default billing address id and a default shipping address id. I might query for all addresses that have a certain customer ID or I might query for the address with the ID that matches the default shipping or billing address ids. I'm not sure yet how the constraints (or lack of) will effect the system as my application and it's data age.

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  • What to call objects that may delete cached data to meet memory constraints?

    - by Brent
    I'm developing some cross-platform software which is intended to run on mobile devices. Both iOS and Android provide low memory warnings. I plan to make a wrapper class that will free cached resources (like textures) when low memory warnings are issued (assuming the resource is not in use). If the resource returns to use, it'll re-cache it, etc... I'm trying to think of what this is called. In .Net, it's similar to a "weak reference" but that only really makes sense when dealing with garbage collection, and since I'm using c++ and shared_ptr, a weak reference already has a meaning which is distinct from the one I'm thinking of. There's also the difference that this class will be able to rebuild the cache when needed. What is this pattern/whatever is called? Edit: Feel free to recommend tags for this question.

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • design pattern for unit testing? [duplicate]

    - by Maddy.Shik
    This question already has an answer here: Unit testing best practices for a unit testing newbie 4 answers I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • convert orientation vec3 to a rotation matrix

    - by lapin
    I've got a normalized vec3 that represents an orientation. Each frame of animation, an object's orientation changes slightly, so I add a delta vector to the orientation vector and then normalize to find the new orientation. I'd like to convert the vec3 that represents an orientation into a rotation matrix that I can use to orient my object. If it helps, my object is a cone, and I'd like to rotate it about the pointy end, not from its center :) PS I know I should use quaternions because of the gimbal lock problem. If someone can explain quats too, that'd be great :)

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  • design pattern for unit testing?

    - by Maddy.Shik
    I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • How does throwing an ArgumentNullException help?

    - by Scott Whitlock
    Let's say I have a method: public void DoSomething(ISomeInterface someObject) { if(someObject == null) throw new ArgumentNullException("someObject"); someObject.DoThisOrThat(); } I've been trained to believe that throwing the ArgumentNullException is "correct" but an "Object reference not set to an instance of an object" error means I have a bug. Why? I know that if I was caching the reference to someObject and using it later, then it's better to check for nullity when passed in, and fail early. However, if I'm dereferencing it on the next line, why are we supposed to do the check? It's going to throw an exception one way or the other. Edit: It just occurred to me... does the fear of the dereferenced null come from a language like C++ that doesn't check for you (i.e. it just tries to execute some method at memory location zero + method offset)?

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  • Can't get activate_uri signal working when making a lens

    - by pub.david
    I'm trying to develop a lens for unity in ubuntu 11.10 and I can not get activate_uri signal working. This is an extract of my code: def _on_activate_uri (self, scop, uri): print "----> " + uri + "<-" ret=Unity.ActivationResponse.new(Unity.HandledType.HIDE_DASH,'') return ret and this is what I get back: TypeError: can't convert return value to desired type ../lens/appslens.py:230: Warning: g_object_get_qdata: assertion G_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_set_qdata_full: assertionG_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_unref: assertion `G_IS_OBJECT (object)' failed GObject.MainLoop().run() Does anyone has an idea where is my mistake ? Thanks in advance for your help

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  • jQuery with SharePoint solutions

    - by KunaalKapoor
    For me jQuery is the 'Plan-B' for everything.And most of my projects include the use of jQuery for something or the other, so I decided to write a small note on what works best while using jQuery along with SharePoint.I prefer to use the jQuery JavaScript library, which is far more robust, easier to use, and allows for plugins. Follow the steps below to add jQuery to your master page. For office 365, the prefered location to add jQuery files is the "Site Asserts" library.Deployment Best PracticesThey are only as good as the context it’s being referenced.  In other words, take into account your world before applying it.Script your deployment options.  Folder in SPD. Use the file system.  Make external references.  The JQuery library is on the Microsoft Ajax Content Delivery Network. You may even choose to publish to and from the document library. (pros and cons to this approach)Reference options when referencing the script.ScriptLink will make sure it’s loaded at the top of the page and only loaded once. You need Visual Studio or SPDContent Editor Web Part (CEWP).  Drop it on the page and it’s there.  Easy but dangerousCustom Actions. Great for global deployments of JQuery.  Loads it on every page. It also works in Sandbox installations.Deployment Maintenance Dont’sDon’t add scripts directly to your Master Page. That’s way too much effort because the pages are hard to maintain.Don’t add scripts directly to the CEWP.  Use a content link instead. That will allow for reuse. If you or someone deletes the CEWP you won’t lose code in the web partSecurity.  Any scripts run with the same privileges of the current user.  In other words, you can’t get in trouble.Development Best PracticesDon’t abuse the DOM.  There are better options to load the DOM without hitting it 1,000 times.User other performance boosters.Try other libraries.  Try some custom codeAvoid String conversionMinify your filesUse CAML to reduce number of returns rowsOnly update your JQuery library AFTER RIGOROUS REGRESSION TESTINGCRUD operations can come with some funSP Services wraps SharePoint’s web services for executionThe Bing SDK is pretty easy to use.  You can add it to your page with a script,  put it into a content editor web part and connect it from the address parameters in a list.Steps:1. Go to jquery.com and download the latest jQuery library to your desktop. You want to get the compressed production version, not the development version.2. Open SharePoint Designer (SPD) and connect to the root level of your site's site collection.In SPD, open the "Style Library" folder. Create a folder named "Scripts" inside of the Style Library. Drag the jQuery library JavaScript file from your desktop into the Scripts folder.In the Scripts folder, create a new JavaScript file and name it (e.g. "actions.js").3. If you are using visual studio add a folder for js, you can create a new folder at the root level or if you prefer more cleaner solutions like me, you can use the layouts folder which cleans out on deactivation/uninstall.4. Within the <head> tag of the master page, add a script reference to the jQuery library just above the content place holder named "PlaceHolderAdditonalPageHead" (and above your custom CSS references, if applicable) as follows:<script src="/Style%20Library/Scripts/{jquery library file}.js" type="text/javascript"></script>Immediately after the jQuery library reference add a script reference to your custom scripts file as follows:<script src="/Style%20Library/Scripts/actions.js" type="text/javascript"></script>Inside your script tag, you can test if jQuery is already defined and if not, then add it to the page.<script type='text/javascript'>  if (typeof jQuery == 'undefined')    document.write('<scr'+'ipt type="text/javascript" src="http://code.jquery.com/jquery-1.6.1.min.js"></sc'+'ript>');</script>For the inquisitive few... Read on if you'd like :)Why jQuery on SharePoiny is AwesomeIt’s all about that visual wow factor.  You can get past that, “But it looks like SharePoint”  Take a long list view and put it into JQuery with pagination, etc and you are the hero.  It’s also about new controls you get with JQuery that you couldn’t do before.Why jQuery with SharePoint should be AwfulAlthough it’s fairly easy to get jQuery up and running. Copy/Paste can cause a problem.  If you don’t understand what it’s doing in the Client Object Model and the Document Object Model then it will do things on your site that were completely unexpected. Many blogs will note workarounds they employed on their sites. Why it’s not working: Debugging “sucks”.You need to develop small blocks of functionality, Test it by putting in some alerts  and console.log. Set breakpoints and monitor the DOM via Firebug and some IE development toolsPerformance - It happens all the time. But you should look at the tradeoffs. More time may give you more functionality.Consistency - ”But it works fine on my computer. So test on many browsers.  Take into account client resourcesHarm the Farm -  You need to code wisely and negatively test.  Don’t be the cause of a DoS attack that’s really JQuery asking for a resource over and over and over again.  So code wisely. Do negative testing. Monitor Server Resources.They also did a demo where JQuery did an endless loop to pull data from a list. It’s a poor decision but also an easy mistake.  They spiked their server resources within a couple seconds and had to shut down the call before it brought it down.ConclusionJQuery is now another tool in your tool kit. You don’t have to use it. Use it where it makes sense and where it helps you get your job done.Don’t abuse it, you will pay for it laterIt will add to page bloat so take that into accountIt can slow your performance

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  • Minimizing Dependencies For GUIs

    - by tuba09
    I've been working on a project, and have been charged with designing the projects GUI front-end. I'm coding in Java and using the Swing toolkit. Usability-wise, the GUI front-end follows all of Nielsen's heuristics. Users can easily get to where they want to go through the click of a button / JComboBox. Essentially, in Swing terms, what happens is their actions drive the creation/deletion of custom panels. The GUI is coming along fine for the most part. However, I have to admit to being utterly dismayed at the tight web of dependencies my code is being smothered in. The main problem that I've encountered, that I haven't been able to fix as of yet, is how to keep a reference to the panels/buttons being changed. I'll give an example: Say there's a button A Say there's a panel B displaying picture C Say there's another picture D (not currently being displayed by panel B) When user clicks A, panel B should remove picture C and display picture D My question is, what's the best way of keeping track of panel B? Since I need a global point of access to panel B, my solution has so far been to just shoehorn it into a static variable, and access it through a series of static getters and setters. And this static variable is usually stored in the reference's original class. I.e. UserPanel has a static variable that stores a reference to itself. Is there an easy, tried-and-true way of dealing with these kinds of situations? Like my GUI works fine, but it is not modular and/or robust at all. To add to this, the dreaded 'cyclical dependencies' issue that's shunned by so many programmers is out here in full effect. I'm fairly new to development and just want to make sure that my code will be fairly extensible and won't cause much of a headache to the next person that decides to get a try at it. I know there's loads of books out there that probably have a nice elegant solution to this, but unfortunately I just don't have the time to leisure read right now. I need something that's quick and dirty. Thanks in advance

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  • ArchBeat Link-o-Rama for 2012-09-05

    - by Bob Rhubart
    OTN Architect Day - Boston - Sept 12: What to Expect If you've never attended an OTN Architect Day, here's a little preview. You start with a continental breakfast. Then you have keynotes by an Oracle expert, and a member of the Oracle ACE community. After that come the break-out sessions, so you have your choice of two sessions in each time slot. So you'll get in two breakouts before lunch. Then you eat. After that there's a panel Q&A during which the audience tosses questions at the assembled session speakers. Then it's on to another set of break-out sessions, followed by a short break. Then the audience breaks into small groups for round table discussions. After that there's a drawing for some cool prizes, followed by the cocktail reception. All that costs you absolutely zero. Register now. Starting and Stopping Fusion Applications the Right Way | Ronaldo Viscuso While the fastartstop tool that ships with Oracle Fusion Applications does most of the work to start/stop/bounce the Fusion Apps environment, it does not do it all. Oracle Fusion Applications A-Team blogger Ronaldo Viscuso's post "aims to explain all tasks involved in starting and stopping a Fusion Apps environment completely." Dodeca Customer Feedback - The Rosewood Company | Tim Tow Oracle ACE Director Tim Tow shares anecdotal comments from one of his clients, a company that is deploying Dodeca to replace an aging VBA/Essbase application. Configuring UCM cache to check for external Content Server changes | Martin Deh Oracle WebCenter and ADF A-Team blogger Martin Deh shares the background information and the solution to a recently encountered customer scenario. Proxy As Upgrade to 11g Does Not Like NQSession.User | Art of Business Intelligence "In Oracle BI 10g the application was a lot more tolerant of bad design and cavalier usage of variables," observes Oracle ACE Christian Screen. "We noticed an issue recently during an upgrade where the Proxy As configuration in Oracle BI 10g used the NQSession.User variable to identify the user logged into Presentation Servers acting as Proxy." Oracle WebLogic Server 11g: Interactive Quick Reference | Dirk Nachbar Oracle ACE Dirk Nachbar shares a quick post with information on a new interactive reference guide to Oracle WebLogic Server. "The Quick Reference shows you an architecural overview of the Oracle WebLogic Server processes, tools, configuration files, log files and so on including a short description of each section and the corresponding link to the Oracle WebLogic Server Documentation," says Nachbar. Thought for the Day "In fast moving markets, adaptation is significantly more important than optimization." — Larry Constantine Source: Quotes for Software Engineers

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  • How to install Visual Studio 2010 Search References and Pro Power Tools side by side

    - by Daniel Cazzulino
    The new Visual Studio 2010 Pro Power Tools bring a new Add Reference dialog that completely replaces the classic one when you click the familiar Add Reference command: It seems like a nice dialog that is more aligned with the new Add New dialog and the Extension Manager one. But for this particular case, I believe it's awfully overkill (what's the use of that right sidebar? what's the use for the categories of assemblies split between Framework and Extensions?). The (also new) Search References extension which I blogged about earlier, gives you the familiar classic dialog enhanced with the must-have Search capability:...Read full article

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  • Unreal 3 Editor (Unreal Tournament 3) Why does the X Y Z translations now rotate along with my static meshes?

    - by Gareth Jones
    So I was making a map for UT3, using the Unreal 3 Editor provided, and all was going well. However I was doing some work with InterpActors and Vehicle Spawners, when I must have hit a key by mistake (or other wise somehow changed something) by mistake. Now the X Y Z translations that are used to move objects around in the editor will rotate along with the object (Ive put images down below to help show what I mean) - This is very annoying because it also changes the direction the arrow keys move a rotated object, in the example below, the Down arrow key will now move the object to the right. How can I fix this? (Note both images are taken from the same viewpoint) Before Rotation: After Rotation: P.S. If someone could please provide me with the correct / better name for the X Y Z "things" it would be much appreciated, thanks!

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  • Water Simulation in LIBGDX [on hold]

    - by Noah Huppert
    I am doing some R&D for a game and am now tackling the topic of water. The goal Make water that can flow. Aka you can have an origin point that water shoots out from or a downhill slope. Make it so water splashes, so when an object hits the water there is a splash. Aka: Actual physics water sim. The current way I know how to do it I know how to create a shader that makes an object look like its water by making waves. Combined with that you can check to see if an object is colliding and apply an upwards force to simulate buoyancy. What is wrong with that way The water does not flow No splashes Possible solutions Have particles that are fairly large that interact with each other to simulate water Possible drawbacks Performance. Question: Is there a better way to do water or is using particles as described the only way?

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  • Google Maps in .NET Problem

    - by H(at)Ni
    Hello, I've been struggling with Google maps till I found that someone implemented a wrapper so that you can use Google Map as an ASP.Net user control which is a great effort indeed. You can download it from this link. However, after using it for a while, I've found out that it is storing the Google map object only once in the session and getting it from there whenever needed which was a problem for me that when you update the map in some page, you'll find it updated on another page. So, I've digged deep in the code and updated it so that it stores the map object with a unique identifier that you set it as a property in the user control object like that: this.googleMapCtrl.ControlID = Guid.NewGuid().ToString(); You can download the updated control files from here. Cheers,

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  • Keeping rotation between two objects

    - by user99
    In my XNA game I have two objects that collide. When the first object collides with the other it is able to latch on to it and move it about the world. I am having a problem with the math here (Math isn't my strong point). I currently have the second object latch on to the first and move around with it, but I cannot get it to keep it's original direction. So, if the object is facing up it should keep this direction relative to how it is being rotated with the original item. Any tips on how I could best to achieve this?

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  • Breakout... Getting the ball reflection X angle when htitting paddle / bricks

    - by Steven Wilson
    Im currently creating a breakout clone for my first ever C# / XNA game. Currently Ive had little trouble creating the paddle object, ball object, and all the bricks. The issue im currently having is getting the ball to bounce off of the paddle and bricks correctly based off of where the ball touches the object. This is my forumala thus far: if (paddleLocation.Intersects(ballLocation)) { position.Y = paddleLocation.Y - texture.Height; motion.Y *= -1; // determine X motion.X = 1 - 2 * (ballLocation.X - paddleLocation.X) / (paddleLocation.Width / 2); } The problem is, the ball goes the opposite direction then its supposed to. When the ball hits the left side of the paddle, instead of bouncing back to the left, it bounces right, and vise versa. Does anyone know what the math equation is to fix this?

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  • Multisites Network SEO::Can self-referencing canonical tag(rel="canonical") inside article improve google rating?

    - by user5674576
    Hi, Can self-referencing canonical tag(rel="canonical") inside article improve google rating? The Case: Company have 40 sites with original content and 1 main site with some of 40 sites articles. Main site have rel="canonical" in each article Should article in original site have also rel="canonical" for self-referencing? example: inside main network site(reference to other site):<link href="http://site7.com/article25" rel="canonical" /> inside original network site(self-reference):<link href="http://site7.com/article25" rel="canonical"/> Thanks in advance

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  • Level and Player objects - which should contain which?

    - by Thane Brimhall
    I've been working on a several simple games, and I've always come to a decision point where I have to choose whether to have the Level object as an attribute of the Player class or the Player as an attribute of the Level class. I can see arguments for both: The Level should contain the player because it also contains every other entity. In fact it just makes sense this way: "John is in the room." It makes it a bit more difficult to move the player to a new level, however, because then each level has to pass its player object to an upcoming level. On the other hand, it makes programming sense to me to leave the player as the top-level object that is persistent between levels, and the environment changes because the player decides to change his level and location. It becomes very easy to change levels, because all I have to do is replace the level variable on the player. What's the most common practice here? Or better yet, is there a "right" way to architecture this relationship?

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  • Gtk.MessageDialog window parameter problems

    - by William Culver
    I'm in a deeply nested class (which inherits from Gtk.Box) and I need to get a reference to the GtkWindow I'm in to pass to a call to Gtk.MessageDialog() yet I cant seem to find a reference to it. I have tried self.props.window as well as self.get_parent_window() with no avail. Everything I try to do leads to the following error: TypeError: Expected Gtk.Window, but got GObjectMeta Code snippet is as follows: def on_tb_del_clicked(self,widget): question = _("Are you sure you want to do this?") win = self.get_parent_window() dialog = Gtk.MessageDialog(win,0,Gtk.MessageType.QUESTION, Gtk.ButtonsType.YES_NO,question) # <<Exception response = dialog.run() Please help :)

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  • ASP.NET MVC 2 and Windows Azure

    If you upgrade an Azure web instance to use ASP.NET MVC 2, make sure you mark the System.Web.Mvc reference as Copy Local = true.  Otherwise, your deployment will fail.  And you wont get any good feedback from Windows Azure as to the cause of the problem.  So youll start searching the web for help, and perhaps youll stumble on this post, and youll realize that you didnt set Copy Local = true on your System.Web.Mvc assembly reference in your ASP.NET MVC 2 web instance.  And youll  leave happy (or at least slightly happier) than when you came. That is all. 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.

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  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

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  • How to reduce errors in dynamic language such as python, and improve my code quality

    - by Martin Luo
    I post the origin question in stackoverflow, some people suggest me to post here I've always have trouble with dynamic language like Python. Several problems: Typo error, I can use pylint to reduce some of these errors. But there's still some errors that pylint can not figure out. Object type error, I often forgot what type of the parameter is, int? str? some object? Also, forgot the type of some object in my code. Unit test might help me sometimes, but I'm not always have enough time to do UT. When I need a script to do a small job, the line of code are 100 - 200 lines, not big, but I don't have time to do the unit test, because I need to use the script as soon as possible. So, many errors appear. So, any idea on how to reduce the number of these problems?

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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