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  • Finding a Identity Specification using SQL

    - by J Harley
    Good Morning, I have an MS SQL database, of which there is a column that has an identity specification. However, if I do a SQL query such as: SELECT * FROM INFORMATION_SCHEMA.Columns where TABLE_NAME = It doesn't tell me if the column is an identity specification - is there a query that will? Many Thanks, Joel

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  • WCF Rest services for use with the repository pattern?

    - by mark smith
    Hi there, I am considering moving my Service Layer and my data layer (repository pattern) to a WCF Rest service. So basically i would have my software installed locally (WPF client) which would call the Service Layer that exists via a Rest Service... The service layer would then call my data layer using a WCF Rest Service also OR maybe just call it via the DLL assembly I was hoping to understand what the performance would be like. Currently I have my datalayer and servicelayer installed locally via DLL Assemblies locally on the pc. Also i presume the WCF REST services won't support method overloading hance the same name but with a different signature?? I would really appreciate any feedback anyone can give. Thanks

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • Collision in Tiled Map - LibGDX

    - by user43353
    I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX. Question is: How do I detect collision with other cells by all 4 sides, and not specifically by left/right or top/bottom. Here is my top/bottom and left/right collision code: private boolean isCellBlocked(float x, float y) { Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight())); return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey); } public boolean collidesRight() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX() + getWidth(), getY() + step)) return true; return false; } public boolean collidesLeft() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX(), getY() + step)) return true; return false; } public boolean collidesTop() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY() + getHeight())) return true; return false; } public boolean collidesBottom() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY())) return true; return false; } What I'm trying to achieve is simple: I'm trying to make code that will detect by all 4 sides, collidesRight + collidesLeft + collidesTop + collidesBottom in one boolean. For some reason, I cant seem to figure it out. I tried to use Rectangles (the Java Class) on the specific tile I want to be detected, but was messy and I have multiple maps. Having a Rectangle (from Java's API) around the player is no problem. It's just the tiles I want to be detected are the main issues as they cause messy code when used with the Rectangle class. Im trying to minimize the amount of code....

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  • Best Design Pattern for Coupling User Interface Components and Data Structures

    - by szahn
    I have a windows desktop application with a tree view. Due to lack of a sound data-binding solution for a tree view, I've implemented my own layer of abstraction on it to bind nodes to my own data structure. The requirements are as follows: Populate a tree view with nodes that resemble fields in a data structure. When a node is clicked, display the appropriate control to modify the value of that property in the instance of the data structure. The tree view is populated with instances of custom TreeNode classes that inherit from TreeNode. The responsibility of each custom TreeNode class is to (1) format the node text to represent the name and value of the associated field in my data structure, (2) return the control used to modify the property value, (3) get the value of the field in the control (3) set the field's value from the control. My custom TreeNode implementation has a property called "Control" which retrieves the proper custom control in the form of the base control. The control instance is stored in the custom node and instantiated upon first retrieval. So each, custom node has an associated custom control which extends a base abstract control class. Example TreeNode implementation: //The Tree Node Base Class public abstract class TreeViewNodeBase : TreeNode { public abstract CustomControlBase Control { get; } public TreeViewNodeBase(ExtractionField field) { UpdateControl(field); } public virtual void UpdateControl(ExtractionField field) { Control.UpdateControl(field); UpdateCaption(FormatValueForCaption()); } public virtual void SaveChanges(ExtractionField field) { Control.SaveChanges(field); UpdateCaption(FormatValueForCaption()); } public virtual string FormatValueForCaption() { return Control.FormatValueForCaption(); } public virtual void UpdateCaption(string newValue) { this.Text = Caption; this.LongText = newValue; } } //The tree node implementation class public class ExtractionTypeNode : TreeViewNodeBase { private CustomDropDownControl control; public override CustomControlBase Control { get { if (control == null) { control = new CustomDropDownControl(); control.label1.Text = Caption; control.comboBox1.Items.Clear(); control.comboBox1.Items.AddRange( Enum.GetNames( typeof(ExtractionField.ExtractionType))); } return control; } } public ExtractionTypeNode(ExtractionField field) : base(field) { } } //The custom control base class public abstract class CustomControlBase : UserControl { public abstract void UpdateControl(ExtractionField field); public abstract void SaveChanges(ExtractionField field); public abstract string FormatValueForCaption(); } //The custom control generic implementation (view) public partial class CustomDropDownControl : CustomControlBase { public CustomDropDownControl() { InitializeComponent(); } public override void UpdateControl(ExtractionField field) { //Nothing to do here } public override void SaveChanges(ExtractionField field) { //Nothing to do here } public override string FormatValueForCaption() { //Nothing to do here return string.Empty; } } //The custom control specific implementation public class FieldExtractionTypeControl : CustomDropDownControl { public override void UpdateControl(ExtractionField field) { comboBox1.SelectedIndex = comboBox1.FindStringExact(field.Extraction.ToString()); } public override void SaveChanges(ExtractionField field) { field.Extraction = (ExtractionField.ExtractionType) Enum.Parse(typeof(ExtractionField.ExtractionType), comboBox1.SelectedItem.ToString()); } public override string FormatValueForCaption() { return string.Empty; } The problem is that I have "generic" controls which inherit from CustomControlBase. These are just "views" with no logic. Then I have specific controls that inherit from the generic controls. I don't have any functions or business logic in the generic controls because the specific controls should govern how data is associated with the data structure. What is the best design pattern for this?

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • Design pattern for logging changes in parent/child objects saved to database

    - by andrew
    I’ve got a 2 database tables in parent/child relationship as one-many. I’ve got three classes representing the data in these two tables: Parent Class { Public int ID {get; set;} .. other properties } Child Class { Public int ID {get;set;} Public int ParentID {get; set;} .. other properties } TogetherClass { Public Parent Parent; Public List<Child> ChildList; } Lastly I’ve got a client and server application – I’m in control of both ends so can make changes to both programs as I need to. Client makes a request for ParentID and receives a Together Class for the matching parent, and all of the child records. The client app may make changes to the children – add new children, remove or modify existing ones. Client app then sends the Together Class back to the server app. Server app needs to update the parent and child records in the database. In addition I would like to be able to log the changes – I’m doing this by having 2 separate tables one for Parent, one for child; each containing the same columns as the original plus date time modified, by whom and a list of the changes. I’m unsure as to the best approach to detect the changes in records – new records, records to be deleted, records with no fields changed, records with some fields changed. I figure I need to read the parent & children records and compare those to the ones in the Together Class. Strategy A: If Together class’s child record has an ID of say 0, that indicates a new record; insert. Any deleted child records are no longer in the Together Class; see if any of the comparison child records are not found in the Together class and delete if not found (Compare using ID). Check each child record for changes and if changed log. Strategy B: Make a new Updated TogetherClass UpdatedClass { Public Parent Parent {get; set} Public List<Child> ListNewChild {get;set;} Public List<Child> DeletedChild {get;set;} Public List<Child> ExistingChild {get;set;} // used for no changes and modified rows } And then process as per the list. The reason why I’m asking for ideas is that both of these solutions don’t seem optimal to me and I suspect this problem has been solved already – some kind of design pattern ? I am aware of one potential problem in this general approach – that where Client App A requests a record; App B requests same record; A then saves changes; B then saves changes which may overwrite changes A made. This is a separate locking issue which I’ll raise a separate question for if I’ve got trouble implementing. The actual implementation is c#, SQL Server and WCF between client and server - sharing a library containing the class implementations. Apologies if this is a duplicate post – I tried searching various terms without finding a match though.

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  • Stored Procedure IDENTITY_INSERT

    - by Jacob
    I'm recently change my data table, I remove column and add a new column that define as identity = True and identity seed = 1, identity increment = 1. When i tried to insert data to this table by STORE PROCEDURE i get this exception: An explicit value for the identity column in table 'AirConditioner' can only be specified when a column list is used and IDENTITY_INSERT is ON. I saw that i need to add this lines: SET IDENTITY_INSERT [dbo].[AirConditioner] ON and finally OFF I added and its still throw an exception... My store procedure is attached as a picture

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  • Bing map silverlight control content rendering issue when page gets refresh

    - by M.Afnan
    When Bing map control loads for first time on any browser all pushpin on map are visible. Bing map control renders perfectly. Then I refresh browser it create rendering issue some custom pushpin on map gets disappeared. This behavior continues with pushpin. Pushpin are (.png) images and I am not using default bing map thumbtacks. May be it is issue of browser caching content or Bing map control rendering issues on various browsers. Waiting for your response.

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  • Change Projection in OpenLayers Map

    - by deamon
    I want to set "EPSG:4326" as the projection of an OpenLayers map, but when I try it, I always get "EPSG:900913". function init() { var options = { projection: new OpenLayers.Projection("EPSG:4326") // ignored }; map = new OpenLayers.Map('map', options); var layer = new OpenLayers.Layer.OSM.Osmarender("Osmarender"); map.addLayer(layer); ... alert(map.getProjection()); // returns "EPSG:900913" ... } How can I set the Projection to EPSG:4326?

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  • Is there any way to limit the size of an STL Map?

    - by Nathan Fellman
    I want to implement some sort of lookup table in C++ that will act as a cache. It is meant to emulate a piece of hardware I'm simulating. The keys are non-integer, so I'm guessing a hash is in order. I have no intention of inventing the wheel so I intend to use stl::map for this (though suggestions for alternatives are welcome). The question is, is there any way to limit the size of the hash to emulate the fact that my hardware is of finite size? I'd expect the hash's insert method to return an error message or throw an exception if the limit is reached. If there is no such way, I'll simply check its size before trying to insert, but that seems like an inelegant way to do it.

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  • Google Maps API V3: How to jump to a specific marker from outside the map?

    - by Tom
    I have a map with two markers on it. The initial view of the map only shows one marker, and I want to provide a link next to the map that will move the map to the 2nd marker when clicked. Here's a demo of what I want, using v2 of the API: http://arts.brighton.ac.uk/contact-university-of-brighton-faculty-of-arts (note the links below the map) Here's what I have so far: <script type="text/javascript"> function initialize() { var latlng = new google.maps.LatLng(50.823817, -0.135634); var myOptions = { zoom: 13, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP, mapTypeControlOptions: { style: google.maps.MapTypeControlStyle.DROPDOWN_MENU } , scaleControl: false }; var map = new google.maps.Map(document.getElementById("map"), myOptions); // 1st marker var marker1 = new google.maps.Marker({ position: new google.maps.LatLng(50.823817, -0.135634), map: map, title: 'my title' }); var infowindow = new google.maps.InfoWindow({ content: 'my window content' }); google.maps.event.addListener(marker1, 'click', function() { infowindow.open(map, marker1); }); // 2nd marker var marker2 = new google.maps.Marker({ position: new google.maps.LatLng(51.5262405, -0.074549), map: map, title: 'my 2nd title'}); var infowindow2 = new google.maps.InfoWindow({ content: 'content for my 2nd window' }); google.maps.event.addListener(marker2, 'click', function() { infowindow2.open(map, marker2); }); } </script> So what I'd like to add is a link to marker2, to move the map some 50-odd miles up, e.g. <a href="#marker2">Second location</a>. How would I do this?

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  • Storing an image map in a database

    - by ColoradoRockie
    I have a requirement to allow users in a content management system to create their own image maps through a gui interface, which I have accomplished. But instead of saving the image map to the page code, I want to save the image map code to a database (sql), which I've also accomplished. When I started down this road in my head I was thinking the whole time that I'd just add the "usemap" attribute at runtime shown below where promo1.ImageMap holds the entire map code: if(promo1.HasImageMap) imgPromotion1.Attributes.Add("usemap", promo1.ImageMap); I guess I didn't think it though well enough, because it seems that "usemap" only expects the name of the existing map to use from the page code, and not the map code as a string. Does anyone have any clever ideas on how to apply the map from the database to the image at run time?

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  • what is this 'map' mean..in django

    - by zjm1126
    this is the code: def create(request, form_class=MapForm, template_name="maps/create.html"): map_form = form_class(request.POST or None) if map_form.is_valid(): map = map_form.save(commit=False) and the map_form is : class MapForm(forms.ModelForm): slug = forms.SlugField(max_length=20, help_text = _("a short version of the name consisting only of letters, numbers, underscores and hyphens."), #error_message = _("This value must contain only letters, numbers, underscores and hyphens.")) ) def clean_slug(self): if Map.objects.filter(slug__iexact=self.cleaned_data["slug"]).count() > 0: raise forms.ValidationError(_("A Map already exists with that slug.")) return self.cleaned_data["slug"].lower() def clean_name(self): if Map.objects.filter(name__iexact=self.cleaned_data["name"]).count() > 0: raise forms.ValidationError(_("A Map already exists with that name.")) return self.cleaned_data["name"] class Meta: model = Map fields = ('name', 'slug', 'description')

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  • When does it make sense to use a map?

    - by kiwicptn
    I am trying to round up cases when it makes sense to use a map (set of key-value entries). So far I have two categories (see below). Assuming more exist, what are they? Please limit each answer to one unique category and put up an example. Property values (like a bean) age -> 30 sex -> male loc -> calgary Presence, with O(1) performance peter -> 1 john -> 1 paul -> 1

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  • Google map blank when used with master page

    - by asp316
    I wrote a google map lookup page. Everthing worked fine until I referenced the page to use a master page. I removed the form tag from the master page as the search button on the map page is a submit button. Everything else on my page appears but the google map div appears with map navigation controls and logo but no map visuals appear. I retested with the previous, non master page version and the map appears correctly. Any thoughts on what I'm missing?

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  • Keep a Google Maps v3 Map Hidden, show when needed

    - by Dr1Ku
    Is there a way of preventing Google Maps (JS, v3) of being displayed from the get-go ? I do some pre-processing and would like to show my 'Loading' spinner until everything is good to go (more eloquently put, hide the map -- e.g. the container div -- until all preprocessing is complete -- at which point, show the map). Hooking to the map's 'idle' event doesn't help that much, since the map is already displayed when this event hits. I know that the container div gets inline-styled by GMaps after loading, my first idea is to clear out the style attr (whilst listening to 'idle'), but it would be interesting to see if there is a way of creating the map and not displaying it until all pre-processing is done. Maybe by using an argument to the new google.maps.Map constructor, or a MapOption ? Any thoughts on this ? Thank you in advance !

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  • Why can't we have an immutable version of operator[] for map

    - by Yan Cheng CHEOK
    The following code works fine : std::map<int, int>& m = std::map<int, int>(); int i = m[0]; But not the following code : // error C2678: binary '[' : no operator... const std::map<int, int>& m = std::map<int, int>(); int i = m[0]; Most of the time, I prefer to make most of my stuff to become immutable, due to reason : http://www.javapractices.com/topic/TopicAction.do?Id=29 I look at map source code. It has mapped_type& operator[](const key_type& _Keyval) Is there any reason, why std::map unable to provide const mapped_type& operator[](const key_type& _Keyval) const

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  • How to calculate median of a Map<Int,Int>?

    - by Chris
    For a map where the key represents a number of a sequence and the value the count how often this number appeared in the squence, how would an implementation of an algorithm in java look like to calculate the median? For example: 1,1,2,2,2,2,3,3,3,4,5,6,6,6,7,7 in a map: Map<Int,Int> map = ... map.put(1,2) map.put(2,4) map.put(3,3) map.put(4,1) map.put(5,1) map.put(6,3) map.put(7,2) double median = calculateMedian(map); print(median); would result in: > print(median); 3 > So what i am looking for is a java implementation of calculateMedian.

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  • How to get top/left x/y of image map with javascript / jquery?

    - by jpea
    Using jQuery's position() or offset(), I can't seeme to get the top/left coordinates of an image map area. It works in FF, but nothing else - no webkit, IE, Opera. $('area').bind("click",function(){ alert($(this).position().left); }); <area shape="rect" coords="14,25,205,150" href="#"> Anyone know of a different way to access these? Normally I would just take the coords and split(",") but there are a bunch of multi-faceted area's on these pages.

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  • Dynamic/Adaptive RLE

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • Design Pattern for Complex Data Modeling

    - by Aaron Hayman
    I'm developing a program that has a SQL database as a backing store. As a very broad description, the program itself allows a user to generate records in any number of user-defined tables and make connections between them. As for specs: Any record generated must be able to be connected to any other record in any other user table (excluding itself...the record, not the table). These "connections" are directional, and the list of connections a record has is user ordered. Moreover, a record must "know" of connections made from it to others as well as connections made to it from others. The connections are kind of the point of this program, so there is a strong possibility that the number of connections made is very high, especially if the user is using the software as intended. A record's field can also include aggregate information from it's connections (like obtaining average, sum, etc) that must be updated on change from another record it's connected to. To conserve memory, only relevant information must be loaded at any one time (can't load the entire database in memory at load and go from there). I cannot assume the backing store is local. Right now it is, but eventually this program will include syncing to a remote db. Neither the user tables, connections or records are known at design time as they are user generated. I've spent a lot of time trying to figure out how to design the backing store and the object model to best fit these specs. In my first design attempt on this, I had one object managing all a table's records and connections. I attempted this first because it kept the memory footprint smaller (records and connections were simple dicts), but maintaining aggregate and link information between tables became....onerous (ie...a huge spaghettified mess). Tracing dependencies using this method almost became impossible. Instead, I've settled on a distributed graph model where each record and connection is 'aware' of what's around it by managing it own data and connections to other records. Doing this increases my memory footprint but also let me create a faulting system so connections/records aren't loaded into memory until they're needed. It's also much easier to code: trace dependencies, eliminate cycling recursive updates, etc. My biggest problem is storing/loading the connections. I'm not happy with any of my current solutions/ideas so I wanted to ask and see if anybody else has any ideas of how this should be structured. Connections are fairly simple. They contain: fromRecordID, fromTableID, fromRecordOrder, toRecordID, toTableID, toRecordOrder. Here's what I've come up with so far: Store all the connections in one big table. If I do this, either I load all connections at once (one big db call) or make a call every time a user table is loaded. The big issue here: the size of the connections table has the potential to be huge, and I'm afraid it would slow things down. Store in separate tables all the outgoing connections for each user table. This is probably the worst idea I've had. Now my connections are 'spread out' over multiple tables (one for each user table), which means I have to make a separate DB called to each table (or make a huge join) just to find all the incoming connections for a particular user table. I've avoided making "one big ass table", but I'm not sure the cost is worth it. Store in separate tables all outgoing AND incoming connections for each user table (using a flag to distinguish between incoming vs outgoing). This is the idea I'm leaning towards, but it will essentially double the total DB storage for all the connections (as each connection will be stored in two tables). It also means I have to make sure connection information is kept in sync in both places. This is obviously not ideal but it does mean that when I load a user table, I only need to load one 'connection' table and have all the information I need. This also presents a separate problem, that of connection object creation. Since each user table has a list of all connections, there are two opportunities for a connection object to be made. However, connections objects (designed to facilitate communication between records) should only be created once. This means I'll have to devise a common caching/factory object to make sure only one connection object is made per connection. Does anybody have any ideas of a better way to do this? Once I've committed to a particular design pattern I'm pretty much stuck with it, so I want to make sure I've come up with the best one possible.

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