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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • ESXI Crash need help to understand log and support about nexentastor on virtual machine

    - by Bgnt44
    If i understand right, the following core dump means that the cpu4 has crashed the Host if i read the next line it seem that at the time the CPU 4 was assigned to the NexentaStore Vm ... SO if im right i can say that NexentaStor Vm crash my esxi Am i right ? Does that core dump can provide me some more informations ? 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25ba08:[0x41803007abff]PanicvPanicInt@vmkernel#nover+0x56 stack: 0x3000000008, 0x41221f25ba 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25bae8:[0x41803007b4a7]Panic@vmkernel#nover+0xae stack: 0x2e067c00000010, 0x0, 0x1f25bb38, 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc18:[0x4180300a7823]TLBDoInvalidate@vmkernel#nover+0x45a stack: 0xca, 0x0, 0x0, 0x0, 0x0 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc68:[0x418030489e17]UserMem_CartelFlush@<None>#<None>+0xce stack: 0xcaa0b, 0x0, 0x0, 0x4 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bd78:[0x41803048ab91]UserMemUnmapStateCleanup@<None>#<None>+0x58 stack: 0x0, 0x41221f25bd 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25be58:[0x41803048b97d]UserMemUnmap@<None>#<None>+0x104 stack: 0x41221f267000, 0x41221f25bf 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25be98:[0x41803048bf20]UserMem_Unmap@<None>#<None>+0xe3 stack: 0x426, 0x0, 0x41221f25bef8, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25beb8:[0x4180304a5985]UW64VMKSyscallUnpackReleasePhysMemMap@<None>#<None>+0x18 stack: 0x10 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bef8:[0x418030476791]User_LinuxSyscallHandler@<None>#<None>+0x17c stack: 0x41803004cc70, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bf18:[0x4180300a82be]User_LinuxSyscallHandler@vmkernel#nover+0x19 stack: 0x3ffe63bed80, 0 2012-11-14T03:48:01.049Z cpu4:6089)0x41221f25bf28:[0x418030110064]gate_entry@vmkernel#nover+0x63 stack: 0x10b, 0x0, 0x0, 0x426, 0xcf76 2012-11-14T03:48:01.049Z cpu4:6089)VMware ESXi 5.1.0 [Releasebuild-799733 x86_64] PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1). 2012-11-14T03:48:01.050Z cpu4:6089)cr0=0x80010031 cr2=0xcaa0b750 cr3=0x197d7b000 cr4=0x42768 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:0 world:6111 name:"vmm0:Windows_2012_-_SQL" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:1 world:6032 name:"vmm0:Windows_2012_-_AD" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:2 world:6098 name:"vmm0:Windows_2012_-_App" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:3 world:4099 name:"idle3" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:4 world:6089 name:"vmx-vcpu-0:NexentaStor" (U) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:5 world:6134 name:"vmm0:Ubuntu_-_NGINX" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:6 world:4102 name:"idle6" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:7 world:4103 name:"idle7" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)@BlueScreen: PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1).

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  • Spam Assassin on windows

    - by ebeworld
    I just installed spam assassin and run for its sample ham mail as spamassassin sample-nonspam.txt, but it ended up marking it as a spam. What configuration am i missing to change? Result of the check is: From: Keith Dawson To: [email protected] Subject: **SPAM** TBTF ping for 2001-04-20: Reviving Date: Fri, 20 Apr 2001 16:59:58 -0400 Message-Id: X-Spam-Flag: YES X-Spam-Checker-Version: SpamAssassin 3.2.3 (2007-08-08) on ebeworld-PC X-Spam-Level: **** X-Spam-Status: Yes, score=10.5 required=6.3 tests=DCC_CHECK,DIGEST_MULTIPLE, DNS_FROM_OPENWHOIS,RAZOR2_CF_RANGE_51_100,RAZOR2_CF_RANGE_E4_51_100, RAZOR2_CHECK shortcircuit=no autolearn=no version=3.2.3 MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----------=_4BF17E8E.BF8E0000" This is a multi-part message in MIME format. ------------=_4BF17E8E.BF8E0000 Content-Type: text/plain; charset=iso-8859-1 Content-Disposition: inline Content-Transfer-Encoding: 8bit This mail is probably spam. The original message has been attached intact in RFC 822 format. Content preview: -----BEGIN PGP SIGNED MESSAGE----- TBTF ping for 2001-04-20: Reviving T a s t y B i t s f r o m t h e T e c h n o l o g y F r o n t [...] Content analysis details: (10.5 points, 6.3 required) 2.4 DNS_FROM_OPENWHOIS RBL: Envelope sender listed in bl.open-whois.org. 1.5 RAZOR2_CF_RANGE_E4_51_100 Razor2 gives engine 4 confidence level above 50% [cf: 58] 2.5 RAZOR2_CHECK Listed in Razor2 (http://razor.sf.net/) 0.5 RAZOR2_CF_RANGE_51_100 Razor2 gives confidence level above 50% [cf: 58] 3.6 DCC_CHECK Listed in DCC (http://rhyolite.com/anti-spam/dcc/) 0.0 DIGEST_MULTIPLE Message hits more than one network digest check ------------=_4BF17E8E.BF8E0000 Content-Type: message/rfc822; x-spam-type=original Content-Description: original message before SpamAssassin Content-Disposition: inline Content-Transfer-Encoding: 8bit Return-Path: Delivered-To: [email protected] Received: from europe.std.com (europe.std.com [199.172.62.20]) by mail.netnoteinc.com (Postfix) with ESMTP id 392E1114061 for ; Fri, 20 Apr 2001 21:34:46 +0000 (Eire) Received: (from daemon@localhost) by europe.std.com (8.9.3/8.9.3) id RAA09630 for tbtf-outgoing; Fri, 20 Apr 2001 17:31:18 -0400 (EDT) Received: from sgi04-e.std.com (sgi04-e.std.com [199.172.62.134]) by europe.std.com (8.9.3/8.9.3) with ESMTP id RAA08749 for ; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: from world.std.com (world-f.std.com [199.172.62.5]) by sgi04-e.std.com (8.9.3/8.9.3) with ESMTP id RAA8278330 for ; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: (from dawson@localhost) by world.std.com (8.9.3/8.9.3) id RAA26781 for [email protected]; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: from sgi04-e.std.com (sgi04-e.std.com [199.172.62.134]) by europe.std.com (8.9.3/8.9.3) with ESMTP id RAA07541 for ; Fri, 20 Apr 2001 17:12:06 -0400 (EDT) Received: from world.std.com (world-f.std.com [199.172.62.5]) by sgi04-e.std.com (8.9.3/8.9.3) with ESMTP id RAA8416421 for ; Fri, 20 Apr 2001 17:12:06 -0400 (EDT) Received: from [208.192.102.193] (ppp0c199.std.com [208.192.102.199]) by world.std.com (8.9.3/8.9.3) with ESMTP id RAA14226 for ; Fri, 20 Apr 2001 17:12:04 -0400 (EDT) Mime-Version: 1.0 Message-Id: Date: Fri, 20 Apr 2001 16:59:58 -0400 To: [email protected] From: Keith Dawson Subject: TBTF ping for 2001-04-20: Reviving Content-Type: text/plain; charset="us-ascii" Sender: [email protected] Precedence: list Reply-To: [email protected] -----BEGIN PGP SIGNED MESSAGE----- TBTF ping for 2001-04-20: Reviving T a s t y B i t s f r o m t h e T e c h n o l o g y F r o n t Timely news of the bellwethers in computer and communications technology that will affect electronic commerce -- since 1994 Your Host: Keith Dawson ISSN: 1524-9948 This issue: < http://tbtf.com/archive/2001-04-20.html > To comment on this issue, please use this forum at Quick Topic: < http://www.quicktopic.com/tbtf/H/kQGJR2TXL6H > ________________________________________________________________________ Q u o t e O f T h e M o m e n t Even organizations that promise "privacy for their customers" rarely if ever promise "continued privacy for their former customers..." Once you cancel your account with any business, their promises of keeping the information about their customers private no longer apply... you're not a customer any longer. This is in the large category of business behaviors that individuals would consider immoral and deceptive -- and businesses know are not illegal. -- "_ankh," writing on the XNStalk mailing list ________________________________________________________________________ ..TBTF's long hiatus is drawing to a close Hail subscribers to the TBTF mailing list. Some 2,000 [1] of you have signed up since the last issue [2] was mailed on 2000-07-20. This brief note is the first of several I will send to this list to excise the dead addresses prior to resuming regular publication. While you time the contractions of the newsletter's rebirth, I in- vite you to read the TBTF Log [3] and sign up for its separate free subscription. Send "subscribe" (no quotes) with any subject to [email protected] . I mail out collected Log items on Sun- days. If you need to stay more immediately on top of breaking stories, pick up the TBTF Log's syndication file [4] or read an aggregator that does. Examples are Slashdot's Cheesy Portal [5], Userland [6], and Sitescooper [7]. If your news obsession runs even deeper and you own an SMS-capable cell phone or PDA, sign up on TBTF's WebWire- lessNow portal [8]. A free call will bring you the latest TBTF Log headline, Jargon Scout [9] find, or Siliconium [10]. Two new columnists have bloomed on TBTF since last summer: Ted By- field's roving_reporter [11] and Gary Stock's UnBlinking [12]. Late- ly Byfield has been writing in unmatched depth about ICANN, but the roving_reporter nym's roots are in commentary at the intersection of technology and culture. Stock's UnBlinking latches onto topical sub- jects and pursues them to the ends of the Net. These writers' voices are compelling and utterly distinctive. [1] http://tbtf.com/growth.html [2] http://tbtf.com/archive/2000-07-20.html [3] http://tbtf.com/blog/ [4] http://tbtf.com/tbtf.rdf [5] http://www.slashdot.org/cheesyportal.shtml [6] http://my.userland.com/ [7] http://www.sitescooper.org/ [8] http://tbtf.com/pull-wwn/ [9] http://tbtf.com/jargon-scout.html [10] http://tbtf.com/siliconia.html [11] http://tbtf.com/roving_reporter/ [12] http://tbtf.com/unblinking/ ________________________________________________________________________ S o u r c e s For a complete list of TBTF's email and Web sources, see http://tbtf.com/sources.html . ________________________________________ B e n e f a c t o r s TBTF is free. If you get value from this publication, please visit the TBTF Benefactors page < http://tbtf.com/the-benefactors.html > and consider contributing to its upkeep. ________________________________________________________________________ TBTF home and archive at http://tbtf.com/ . To unsubscribe send the message "unsubscribe" to [email protected]. TBTF is Copy- right 1994-2000 by Keith Dawson, <[email protected]>. Commercial use prohibited. For non-commercial purposes please forward, post, and link as you see fit. _______________________________________________ Keith Dawson [email protected] Layer of ash separates morning and evening milk. -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.5.2 for non-commercial use http://www.pgp.com iQCVAwUBOuCi3WAMawgf2iXRAQHeAQQA3YSePSQ0XzdHZUVskFDkTfpE9XS4fHQs WaT6a8qLZK9PdNcoz3zggM/Jnjdx6CJqNzxPEtxk9B2DoGll/C/60HWNPN+VujDu Xav65S0P+Px4knaQcCIeCamQJ7uGcsw+CqMpNbxWYaTYmjAfkbKH1EuLC2VRwdmD wQmwrDp70v8= =8hLB -----END PGP SIGNATURE----- ------------=_4BF17E8E.BF8E0000--

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  • How to store values in database C# ?

    - by hello-all
    Hello all, I have a form that has text boxes, buttons on it for the user to sign up and sign in. I need to store the entered sign up credentials in any database(Oracle, Service based database, local database). Then when he tries to sign in, entered credentials should be compared with stored sign up values for authentication. This is done in visual studio, c#. Can anyone please give me hints or any references? Thank you

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  • Looking for a .NET 3.5 / J2EE architecture concept comparison article/chart

    - by Edward Tanguay
    We are thinking about combining .NET technology with Java technology (WCF, JBoss/ESB, MOM, WPF, WF) and I need to have a high-level idea of what are the apples and oranges in the .NET 3.5 and Java worlds. Does anyone know of a good, clear article or better yet a simple chart which answers questions such as: WCF in the Java world is __ the equivalent of WPF in the Java world is _ the closes thing to JBoss in the .NET world is _ the JVM and CLR are essentially the same except for these differences: .... in the Java world you don't have the concept of WF/WCF/WPF, instead you have .... there is no "LINQ" in the Java world yet, but you can use ___ the closest you get to ADO.NET Data Services in the Java world is .... I'm not looking to debate this so I'm not looking for "fighting points", I just need a neutral what-is-what chart comparing the two worlds.

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  • GAE Simple Request Handler only run once

    - by Hiro
    Good day! https://developers.google.com/appengine/docs/python/gettingstarted/helloworld this is the hello world that I'm trying to run. I can seeing the Hello, world! Status: 500 message. however it will be turned to a "HTTP Error 500" after I hit the refresh. and... it seems that the appengine only shows me the good result once after I re-save either app.yaml or helloworld.py This is the trace for the good result Traceback (most recent call last): File "C:\Program Files\Google\google_appengine\google\appengine\runtime\wsgi.py", line 187, in Handle handler = _config_handle.add_wsgi_middleware(self._LoadHandler()) File "C:\Program Files\Google\google_appengine\google\appengine\runtime\wsgi.py", line 239, in _LoadHandler raise ImportError('%s has no attribute %s' % (handler, name)) ImportError: <module 'helloworld' from 'D:\work\[GAE] tests\helloworld\helloworld.pyc'> has no attribute app INFO 2012-06-23 01:47:28,522 dev_appserver.py:2891] "GET /hello HTTP/1.1" 200 - ERROR 2012-06-23 01:47:30,040 wsgi.py:189] and this is the trace for the Error 500 Traceback (most recent call last): File "C:\Program Files\Google\google_appengine\google\appengine\runtime\wsgi.py", line 187, in Handle handler = _config_handle.add_wsgi_middleware(self._LoadHandler()) File "C:\Program Files\Google\google_appengine\google\appengine\runtime\wsgi.py", line 239, in _LoadHandler raise ImportError('%s has no attribute %s' % (handler, name)) ImportError: <module 'helloworld' from 'D:\work\[GAE] tests\helloworld\helloworld.pyc'> has no attribute app INFO 2012-06-23 01:47:30,127 dev_appserver.py:2891] "GET /hello HTTP/1.1" 500 - here's my helloworld.py print 'Content-Type: text/plain' print '' print 'Hello, world!' my main.py. (app is used instead of application) import webapp2 class hello(webapp2.RequestHandler): def get(self): self.response.out.write('normal hello') app = webapp2.WSGIApplication([ ('/', hello), ], debug = True) and the app.yaml application: helloworld version: 1 runtime: python27 api_version: 1 threadsafe: true handlers: - url: /favicon\.ico static_files: favicon.ico upload: favicon\.ico - url: /hello script: helloworld.app - url: /.* script: main.app libraries: - name: webapp2 version: "2.5.1" any clue what's causing this? Regards,

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  • Is there a language where collections can be used as objects without altering the behavior?

    - by Dokkat
    Is there a language where collections can be used as objects without altering the behavior? As an example, first, imagine those functions work: function capitalize(str) //suppose this *modifies* a string object capitalizing it function greet(person): print("Hello, " + person) capitalize("pedro") >> "Pedro" greet("Pedro") >> "Hello, Pedro" Now, suppose we define a standard collection with some strings: people = ["ed","steve","john"] Then, this will call toUpper() on each object on that list people.toUpper() >> ["Ed","Steve","John"] And this will call greet once for EACH people on the list, instead of sending the list as argument greet(people) >> "Hello, Ed" >> "Hello, Steve" >> "Hello, John"

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  • gcc no longer works after up grade to latest Ubuntu

    - by Hugh S. Myers
    As an example: hsmyers@ubuntu:~/c_dev$ cat hello.c #include <stdio.h> int main(int argc,char **argv) { printf("Hello World!\n"); return 0; } hsmyers@ubuntu:~/c_dev$ gcc -c -o hello.o hello.c In file included from /usr/include/stdio.h:28:0, from hello.c:1: /usr/include/features.h:323:26: fatal error: bits/predefs.h: No such file or directory compilation terminated. At a guess somewhere along the way after trying to fix the error message: /usr/bin/ld: cannot find crt1.o: No such file or directory I've munged things up completely. Could anyone please advise? --hsm

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  • Simple python oo issue

    - by Alex K
    Hello, Have a look a this simple example. I don't quite understand why o1 prints "Hello Alex" twice. I would think that because of the default self.a is always reset to the empty list. Could someone explain to me what's the rationale here? Thank you so much. class A(object): def __init__(self, a=[]): self.a = a o = A() o.a.append('Hello') o.a.append('Alex') print ' '.join(o.a) # >> prints Hello Alex o1 = A() o1.a.append('Hello') o1.a.append('Alex') print ' '.join(o1.a) # >> prints Hello Alex Hello Alex

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  • How to Insert a sub string to each line in perl

    - by Nano HE
    Hi, My code as below, How to remove the blank after add hello. to each lines. #!C:\Perl\bin\perl.exe use strict; use warnings; use Data::Dumper; my $fh = \*DATA; #my($line) = $_; while(my $line = <$fh>) { print "Hello.".$line; chomp($line); } __DATA__ Member Information id = 0 name = "tom" age = "20" Output: D:\learning\perl>test.pl Hello.Member Information Hello. id = 0 # i want to remove the blank between Hello. and id Hello. name = "tom" # same as above Hello. age = "20" # same D:\learning\perl>

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  • vim opens my folds on paste. how to prevent that ?

    - by Stefano Borini
    There's something weird going on in my fortran folding. This is the example file module foo contains subroutine hello() end subroutine hello subroutine hello() end subroutine subroutine hello() end subroutine end module foo subroutine hello() end subroutine subroutine hello() end subroutine subroutine hello() end subroutine and this is the vimrc syntax on au! BufRead,BufNewFile *.f90 setfiletype fortran set foldmethod=syntax let fortran_fold=1 The annoying thing is the following. If I cut (dd) and paste (P) a folded subroutine outside the module/end module block, the freshly pasted fold stay closed. If I paste it inside the module/end module block, the newly pasted folded region appears instead unfolded. Can you reproduce the issue (vim 7.2 here) and do you know any workaround/fix ?

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  • Sharing Jinja2 templates between Pylons and Django applications

    - by Joe Holloway
    I'm writing a couple of Jinja2 templates that basically implement some common grid layouts. I'd like to be able to share this 'library' of templates between a Pylons app and Django app. I've hit a minor stumbling block in that Django's template context is accessible from the "top-level" of the template, whereas Pylons wraps your context inside the thread local c (or tmpl_context) variable. Here are some analogous examples that demonstrate this. Django from django.shortcuts import render_to_response ctx = {} ctx['name'] = 'John' return render_to_response('hello.html', ctx) hello.html: Hello {{ name }} Pylons from pylons import tmpl_context as c from myapp.lib.base import render c.name = 'John' return render('hello.html') hello.html: Hello {{ c.name }} What I'm trying to do is make it so that hello.html is the same across both frameworks. One way I see to do it is by wrapping the Django render_to_response and do something like this: ctx['c'] = ctx But that just doesn't feel right. Anybody see other alternatives to this? Thanks

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  • How do I get bison/flex to restart scanning after something like token substitution?

    - by chucknelson
    Is there a way to force bison and/or flex to restart scanning after I replace some token with something else? My particular example would be with replacement for a specific word/string. If I want a word of hello to be replaced by echo hello, how can I get flex or bison to replace hello and then start parsing again (to pick up 2 words instead of just one). So it would be like: Get token WORD (which is a string type) If hello, replace token value with echo hello Restart parsing entire input (which is now echo hello) Get token WORD (echo) Get token WORD (hello) I've seen very tempting functions like yyrestart(), but I don't really understand what that function in particular really accomplishes. Any help is greatly appreciated, thanks!

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  • Create directory using rake in windows

    - by intern
    We were trying to run fllowing code in rake file: directory "tmp" file "hello.tmp" => "tmp" do sh "echo 'Hello' >> 'tmp/hello.tmp'" end We have taken this code from http://jasonseifer.com/2010/04/06/rake-tutorial But, since we are working on windows commands like'sh','echo' wont work.. according to the explanation given for the above code, it should first create a directory 'tmp' and then create a file 'hello.tmp' which will have 'hello' as its text.. Firstly, how can we do this for windows? and Secondly, a file with extension '.tmp' sounds quite wierd.. what does 'hello.tmp' specifies? Does it simply mean that 'hello.tmp' is a text file in 'tmp' directory?

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  • Casting Class into String and Vice Versa in JAVA

    - by topgun_ivard
    I have a program in which I need to store a Class object into memory by casting it into String. Is it possible to convert the String back into the original Class so that I can use that class variables? I am doing this in JAVA. Example: test.java class hello{ public String h1; public String h2; } public class test { public static void main(String[] args) { hello h = new hello(); h.h1 = "hello"; h.h2 = "world"; String s = h.toString(); System.out.println("Print s : "+s); // Now I need to convert String s into type hello so that // I can do this: // (hello)s.h1; // (hello)s.h2; } } NOTE: this is not a homework, this is a personal project and I would be grateful if anyone can help! Thanks! Ivar

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  • PHP SimpleXML, how to set attributes ?

    - by Jahmaica
    Hi, if you've got something like, <hello id="1" name="myName1"> <anotherTag title="Hello"> </anotherTag> </hello> <hello id="2" name="myName2"> <anotherTag title="Hi"> </anotherTag> </hello> How to change the attributes of, for example, hello id 2, to name="William" ? Or the title hi to hello ? Thanks a lot for your atention, H'

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  • What are the equivalent of the following .NET concepts (ASP.NET, IIS, Linq, etc.) in Java world?

    - by Richard77
    Hello, I'm the only one among my people who navigate in .NET water, the rest is in the Java world. So, I'd like to have some common points to talk with them. What are the equivalent concepts in Java for: (by concept, I mean the purpose of such technology) Visual Studio IIS Linq Development server that ships with VS (I don't know the name) NHibernate, Subsonic, ... ASP.NET WebForm (Is there any equivalent in Java with drag and drop) ASP.NET MVC etc.(Please, add some other concepts if they are important to know) Thanks for helping

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  • Technologies similar to Flash and Silverlight for Desktop apps

    - by M.A. Hanin
    Long story short: we use Flash as a partial GUI in our .NET desktop applications. Normally, this means that the Flash player control sits in some WinForm, playing a movie file. Changes in the real world are presented in the movie (e.g., a light-bulb turned on in the real world? a matching one will light up inside the Flash movie), and interaction with the instances in the movie will affect the real world (clicked the light-bulb? the light bulb in the real world will turn on). My question is: which technologies / products can offer me similar capabilities? Of course, I'm looking for something that can compete with Flash / Silverlight: animations, object-oriented scripting and design, powerful tools allowing the artists to design symbols conveniently, etc... static image objects won't cut it

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Oracle Database Upcoming Event dates to know

    - by mandy.ho
    February may be a short month, but it's not short of exciting Oracle events. From information packed "Real Performance Days" to participation in one of the biggest IT Security events - look out for Oracle Database and let us know if you are there with us! Feb 13-18, 2011 - Las Vegas, NV TDWI World Conference Series Join Oracle in highlighting Exadata x2-2 and x2-8, along with Oracle Business Intelligence, Enterprise Performance management and Data Warehousing solutions. Oracle will be presenting a workshop - Oracle Data Integration: Best-of-Breed Solutions for the Enterprise Wednesday, February 16, 2011 7p.m - 9p.m Glen Goodrich, Director of Product Management Christophe Dupupet, Director of Product Management, Data Integration http://events.tdwi.org/events/las-vegas-world-conference-2011/sessions/session-list.aspx Feb 14-17, 2011 - Barcelona, Spain Mobile World Congress MWC is an event where Oracle showcases the near complete breadth and depth of value that our Communications Industry strategy and Hardware and Software Solutions can deliver. Oracle supports Communications Service Providers today and delivers platforms and flexibility primed for the future. Oracle will have a two story Pavilion, along with an Oracle Java and Embedded Solutions Center - App Planet. The Exhibition times are Monday, 14th February 09.00 - 19.00 Tuesday, 15th February 09.00 - 19.00 Wednesday, 16th February 09.00 - 19.00 Thursday, 17th February 09.00 - 16.00 Have questions? Meet with Oracle Sales representatives at the Oracle Café. Open every day from 9am to 17:00pm. http://eventreg.oracle.com/webapps/events/ns/EventsDetail.jsp?p_eventId=109912&src=6973382&src=6973382&Act=4 Feb 14-18, 2011 - San Francisco, CA RSA Conference As the world's most complete, open, integrated business software and hardware systems provider, Oracle can uniquely safeguard your information throughout its entire lifecycle. Learn more by attending these sessions: Cloud Computing: A Brave New World for Security and Privacy (CLD-201) Wednesday, February 16 at 8:30 a.m. Databases Under Attack - Securing Heterogeneous Database Infrastructures (DAS-301) Thursday, February 17, 2011 at 8:30 a.m. Seven Steps to Protecting Databases (DAS-402) Friday, February 18 at 10:10 a.m. RSA Conference Attendees will also have the opportunity to meet with Oracle Security Solution experts, see live product demos and more by visiting booth # 1559. Hours: Monday, February 14, 6:00 p.m. - 8:00 p.m., Tuesday, February 15, 11:00 a.m. - 6:00 p.m. and 4:30 p.m. - 6:00p.m., Wednesday, February 16, 11:00 a.m. - 6:00 p.m., and Thursday, February 17, 11:00 a.m. - 3:00 p.m. http://eventreg.oracle.com/webapps/events/ns/EventsDetail.jsp?p_eventId=127657&src=6967733&src=6967733&Act=12 Feb 21-25, 2011 - Various Locations IOUG Presents - A Day of Real World Performance with Tom Kyte, Andrew Holdsworth and Graham Wood These Oracle experts will debate, discuss and delineate the best practices for designing hardware architectures, deploying Oracle databases, and developing applications that deliver the fastest possible performance for your business.Topics are covered in a conversational format - with all three chiming in where appropriate. Each presenter has their own screen projector to demonstrate their individual points to the participants. Customers will have the opportunity to get their specific performance/tuning questions answered and learn how to balance all the different environmental requirements for their applications to improve performance. Register today for the following dates and locations • February 21 in San Diego, CA • February 22 in Los Angeles, CA • February 23 in Seattle, WA • February 25 in Phoenix, AZ http://www.ioug.org/tabid/194/Default.aspx Feb 8-24 - Various Oracle Enterprise Cloud Summit This series of full-day events with cloud experts, sharing real-world best practices, reference architectures and more continues during the month of February. Attend the Oracle Enterprise Cloud Summit to learn how to: • Build a state-of-the-art cloud architecture • Leverage your existing IT investments • Optimize your IT management processes Whether you are considering a move to cloud computing or have already adopted a cloud model, this event offers you the insights you need to take full advantage of cloud computing. Check below to see if the event is coming to a city near you. http://www.oracle.com/us/corporate/events/cloud-events-214342.html

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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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