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  • Should back end processes be included in use cases in requirements document?

    - by bizso09
    We're writing a requirements document for our client and need to include the use cases of the system. We're following this template: ID Description Actors Precondition Basic Steps Alternate Steps Exceptions Business validations/Rules Postconditions In the Basic Steps section, should we include steps that the system performs in the back end or should we only include steps that the user directly interacts with? Example: Basic Steps for Search 1: User goes to search page User enters term User presses search System matches search term with database entries System displays results vs Basic Steps for Search 2: User goes to search page User enters term User presses search System displays results

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  • Why Your Abstract Wasn't Selected

    - by AllenMWhite
    We're anxiously waiting to hear from PASS which sessions were selected for the 2014 Summit in November. It's a big job to go through the hundreds of submissions and pick the sessions that will appeal to the people who will be paying over $1,000 to attend this annual event. As I am also waiting to hear the results, I saw this article addressed to actors who didn't get cast for the part they worked so hard to audition for, and it seemed appropriate to address the same issues for would-be Summit speakers....(read more)

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  • What are the difference between: agent, actor, dataflow based programming?

    - by inf3rno
    What are the difference between the following terms? agent-based programming agent-based programming with microagents actor-based programming actor-based programming with lightweight actors dataflow based programming It is hard to find comparing articles and they are very similar. Afaik they have different constraints and they are implemented on a different abstraction level, but I need some reassurance...

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  • Why Your Abstract Wasn't Selected

    - by AllenMWhite
    We're anxiously waiting to hear from PASS which sessions were selected for the 2014 Summit in November. It's a big job to go through the hundreds of submissions and pick the sessions that will appeal to the people who will be paying over $1,000 to attend this annual event. As I am also waiting to hear the results, I saw this article addressed to actors who didn't get cast for the part they worked so hard to audition for, and it seemed appropriate to address the same issues for would-be Summit speakers....(read more)

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

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

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  • C# POCO T4 template, generate interfaces?

    - by Jonna
    Does anyone know of any tweaked version of POCO T4 template that generates interfaces along with classes? i.e. if I have Movie and Actor entities in .edmx file, I need to get the following classes and interfaces. interface IMovie { string MovieName { get; set; } ICollection<IActor> Actors { get; set; } //instead of ICollection<Actor> } class Movie : IMovie { string MovieName { get; set; } ICollection<IActor> Actors { get; set; } //instead of ICollection<Actor> } interface IActor { string ActorName { get; set; } } class Actor { string ActorName { get; set; } } Also, just in case I write my own entities, does POCO proxies(I need them for lazy loading) work with the interface declarations as shown above?

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  • Entity Framework - Insert/Update new entity with child-entities

    - by Christina Mayers
    I have found many questions here on SO and articles all over the internet but none really tackled my problem. My model looks like this (I striped all non essential Properties): Everyday or so "Play" gets updated (via a XML-file containing the information). internal Play ParsePlayInfo(XDocument doc) { Play play = (from p in doc.Descendants("Play") select new Play { Theatre = new Theatre() { //Properties }, //Properties LastUpdate = DateTime.Now }).SingleOrDefault(); var actors = (from a in doc.XPathSelectElement(".//Play//Actors").Nodes() select new Lecturer() { //Properties }); var parts = (from p in doc.XPathSelectElement(".//Play//Parts").Nodes() select new Part() { //Properties }).ToList(); foreach (var item in parts) { play.Parts.Add(item); } var reviews = (from r in doc.XPathSelectElement(".//Play//Reviews").Nodes() select new Review { //Properties }).ToList(); for (int i = 0; i < reviews.Count(); i++) { PlayReviews pR = new PlayReviews() { Review = reviews[i], Play = play, //Properties }; play.PlayReviews.Add(pR); } return play; } If I add this "play" via Add() every Childobject of Play will be inserted - regardless if some exist already. Since I need to update existing entries I have to do something about that. As far as I can tell I have the following options: add/update the child entities in my PlayRepositories Add-Method restructure and rewrite ParsePlayInfo() so that get all the child entities first, add or update them and then create a new Play. The only problem I have here is that I wanted ParsePlayInfo() to be persistence ignorant, I could work around this by creating multiple parse methods (eg ParseActors() ) and assign them to play in my controller (I'm using ASP.net MVC) after everything was parsed and added Currently I am implementing option 1 - but it feels wrong. I'd appreciate it if someone could guide me in the right direction on this one.

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  • Creating futures using Apple's GCD

    - by jer
    I'm working on a library which implements the actor model on top of Grand Central Dispatch (specifically the C level API libdispatch). Basically a brief overview of my system is as such: Communication happens between actors using messages Multicast communication only (one actor to many actors) Senders and receivers are decoupled from one another using a blackboard where messages are pushed to. Messages are sent in the default queue asynchronously using dispatch_group_async() once a message gets pushed onto the blackboard. I'm trying to implement futures in the language right now, so I've created a new type which holds some information: A group of its own The value being 'returned' However, I have a problem since dispatch_block_t is of type void (^)(void) so it doesn't return anything. So my idea of in my future_new() function of setting up another group which can be used to execute a block returning a result, which I can store in my "value" member in my future_t structure, isn't going to work. The rest of the futures implementation is very clear, except it all depends on being able to get the value into the future back from the actor, acting on the message. When using the library, it would greatly reduce its usefulness if I had to ask users (and myself) to be aware when futures were going to be used by other parts of the system—It just isn't practical. I'm wondering if anyone can think of a way around this?

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  • Ajax return string links not working

    - by Andreas Lympouras
    I have this ajax function: function getSearchResults(e) { var searchString = e.value; /*var x = e.keyCode; var searchString = String.fromCharCode(x);*/ if (searchString == "") { document.getElementById("results").innerHTML = ""; return; } var xmlhttp; if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp = new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp = new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange = function () { if (xmlhttp.readyState == 4 && xmlhttp.status == 200) { document.getElementById("results").innerHTML = xmlhttp.responseText; } } xmlhttp.open("GET", "<%=Page.ResolveUrl("~/template/searchHelper.aspx?searchString=")%>"+searchString, true); xmlhttp.setRequestHeader("If-Modified-Since", "Sat, 1 Jan 2000 00:00:00 GMT"); //solve any AJAX caching problem(not refreshing) xmlhttp.send(); } and here is when I call it: <input class="text-input" value="SEARCH" id="searchbox" onkeyup="javascript:getSearchResults(this);" maxlength="50" runat="server" /> and all my links in the searchHelper.aspx file(which retruns them as a string) are like this: <a class="item" href='../src/actors.aspx?id=77&name=dasdassss&type=a' > <span class="item">dasdassss</span></a> When I click this link I want my website to go to ../src/actors.aspx?id=77&name=dasdassss&type=a but nothing happens. When I hover over the link, it also shows me where the link is about to redirect! any help?

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  • BDD IS Different to TDD

    - by Liam McLennan
    One of this morning’s sessions at Alt.NET 2010 discussed BDD. Charlie Pool expressed the opinion, which I have heard many times, that BDD is just a description of TDD done properly. For me, the core principles of BDD are: expressing behaviour in terms that show the value to the system actors Expressing behaviours / scenarios in a format that clearly separates the context, the action and the observations. If we go back to Kent Beck’s TDD book neither of these elements are mentioned as being core to TDD. BDD is an evolution of TDD. It is a specialisation of TDD, but it is not the same as TDD. Discussing BDD, and building specialised tools for BDD, is valuable even though the difference between BDD and TDD is subtle. Further, the existence of BDD does not mean that TDD is obsolete or invalidated.

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  • Haskell vs Erlang for web services

    - by Zachary K
    I am looking to start an experimental project using a functional language and am trying to decide beween Erlang and Haskell, and both have some points that I really like. I like Haskell's strong type system and purity. I have a feeling it will make it easier to write really reliable code. And I think that the power of haskell will make some of what I want to do much easier. On the minus side I get the feeling that some of the Frameworks for doing web stuff on Haskell such as Yesod are not as advanced as their Erlang counter parts. I rather like the Erlang approach to threads and to fault tollerence. I have a feeling that the scalability of Erlang could be a major plus. Which leeds to to my question, what has people's exerience been in implementing web application backends in both Haskell and Erlang. Are there packages for Haskell to provide some of the lightweight threads and actors that one has in Erlang?

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  • Drawing beam effect in UDK?

    - by sgrif
    I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas? BeamEmitter[0] = new(self) class'UTParticleSystemComponent'; BeamEmitter[0].SetAbsolute(false, false, false); BeamEmitter[0].SetTemplate(BeamTemplate[0]); BeamEmitter[0].SetTickGroup(TG_PostUpdateWork); BeamEmitter[0].bUpdateComponentInTick = true; self.AttachComponent(BeamEmitter[0]); BeamEmitter[0].SetBeamEndPoint(2, tarPos); BeamEmitter[0].ActivateSystem();

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • EU Digital Agenda scores 85/100

    - by trond-arne.undheim
    If the Digital Agenda was a bottle of wine and I were wine critic Robert Parker, I would say the Digital Agenda has "a great bouquet, many good elements, with astringent, dry and puckering mouth feel that will not please everyone, but still displaying some finesse. A somewhat controlled effort with no surprises and a few noticeable flaws in the delivery. Noticeably shorter aftertaste than advertised by the producers. Score: 85/100. Enjoy now". The EU Digital Agenda states that "standards are vital for interoperability" and has a whole chapter on interoperability and standards. With this strong emphasis, there is hope the EU's outdated standardization system finally is headed for reform. It has been 23 years since the legal framework of standardisation was completed by Council Decision 87/95/EEC8 in the Information and Communications Technology (ICT) sector. Standardization is market driven. For several decades the IT industry has been developing standards and specifications in global open standards development organisations (fora/consortia), many of which have transparency procedures and practices far superior to the European Standards Organizations. The Digital Agenda rightly states: "reflecting the rise and growing importance of ICT standards developed by certain global fora and consortia". Some fora/consortia, of course, are distorted, influenced by single vendors, have poor track record, and need constant vigilance, but they are the minority. Therefore, the recognition needs to be accompanied by eligibility criteria focused on openness. Will the EU reform its ICT standardization by the end of 2010? Possibly, and only if DG Enterprise takes on board that Information and Communications Technologies (ICTs) have driven half of the productivity growth in Europe over the past 15 years, a prominent fact in the EU's excellent Digital Competitiveness report 2010 published on Monday 17 May. It is ok to single out the ICT sector. It simply is the most important sector right now as it fuels growth in all other sectors. Let's not wait for the entire standardization package which may take another few years. Europe does not have time. The Digital Agenda is an umbrella strategy with deliveries from a host of actors across the Commission. For instance, the EU promises to issue "guidance on transparent ex-ante disclosure rules for essential intellectual property rights and licensing terms and conditions in the context of standard setting", by 2011 in the Horisontal Guidelines now out for public consultation by DG COMP and to some extent by DG ENTR's standardization policy reform. This is important. The EU will issue procurement guidance as interoperability frameworks are put into practice. This is a joint responsibility of several DGs, and is likely to suffer coordination problems, controversy and delays. We have seen plenty of the latter already and I have commented on the Commission's own interoperability elsewhere, with mixed luck. :( Yesterday, I watched the cartoonesque Korean western film The Good, the Bad and the Weird. In the movie (and I meant in the movie only), a bandit, a thief, and a bounty hunter, all excellent at whatever they do, fight for a treasure map. Whether that is a good analogy for the situation within the Commission, others are better judges of than I. However, as a movie fanatic, I still await the final shoot-out, and, as in the film, the only certainty is that "life is about chasing and being chased". The missed opportunity (in this case not following up the push from Member States to better define open standards based interoperability) is a casualty of the chaos ensued in the European Wild West (and I mean that in the most endearing sense, and my excuses beforehand to actors who possibly justifiably cannot bear being compared to fictional movie characters). Instead of exposing the ongoing fight, the EU opted for the legalistic use of the term "standards" throughout the document. This is a term that--to the EU-- excludes most standards used by the IT industry world wide. So, while it, for a moment, meant "weapon down", it will not lead to lasting peace. The Digital Agenda calls for the Member States to "Implement commitments on interoperability and standards in the Malmö and Granada Declarations by 2013". This is a far cry from the actual Ministerial Declarations which called upon the Commission to help them with this implementation by recognizing and further defining open standards based interoperability. Unless there is more forthcoming from the Commission, the market's judgement will be: you simply fall short. Generally, I think the EU focus now should be "from policy to practice" and the Digital Agenda does indeed stop short of tackling some highly practical issues. There is need for progress beyond the Digital Agenda. Here are some suggestions that would help Europe re-take global leadership on openness, public sector reform, and economic growth: A strong European software strategy centred around open standards based interoperability by 2011. An ambitious new eCommission strategy for 2011-15 focused on migration to open standards by 2015. Aligning the IT portfolio across the Commission into one Digital Agenda DG by 2012. Focusing all best practice exchange in eGovernment on one social networking site, epractice.eu (full disclosure: I had a role in getting that site up and running) Prioritizing public sector needs in global standardization over European standardization by 2014.

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  • Vintage Fan Home Movie Captures the Filming of Return of the Jedi

    - by Jason Fitzpatrick
    Back in 1982, Jeff Broz and a group of his friends heard the next Star Wars film was being shot out in the California desert so they did what any fan would do; they trekked out into the desert and crashed the set. In this 7 minute home video we’re treated to views of the set, actors at work, and other behind-the-scenes footage of the production of Return of the Jedi. It’s hard to imagine, given modern security practices and secrecy surrounding movies, that a bunch of kids could just walk onto a set and start filming these days. [via Neatorama] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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  • The Art of Motion Capture [Video]

    - by Jason Fitzpatrick
    Motion capture is the process of using cameras and actors wearing special suits in order to build realistic and fluid foundations for CGI characters. Watch this informative video to see how the process works. Courtesy of the video series Good Job, a series focused on interesting jobs within the film and video game industry, we see how martial artists wearing special suits dotted with LEDs generate the basic framework for the fighters in the popular video game series Tekken. [via Neatorama] HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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  • Use Case Diagrams - should I create a diagram just for a view business rule?

    - by Periback
    I'm modeling a UCD where I have two actors ( a content producer and a developer).. the content producer is going to create and specify details of a storyboard functionality, and the other actor (developer) will only be able to view this storyboard ( he'll log in the application and read the storyboard to start developing what it says, outside the application..) I'm working on the specification of this storyboard functionality and I'd like to know it would be like a best-practice if I describe something like " actor- developer", "UCD - read scenes of storyboard" . This is the specification of an application I developed for my thesis and they asked me to add some specification...

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  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

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

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

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  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

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  • Looking for parallel programming problem

    - by Chris Lieb
    I am trying to come up with a problem that is easily solvable in a parallel manner and that requires communication between threads for a test. I also am trying to avoid problems that require require random waits, which rules out dining philosophers and producer-consumer (bounded buffer), two of the classics. My goal is for the student to be able to write the program in less than 20-30 minutes in front of a computer not knowing of the problem beforehand. (This is to prevent preparation more than to come up with something novel.) I am trying to stress the communication aspect of the program, though the multi-threaded nature is also important. Does anyone have some ideas? Edit: I'm using Google Go for the language and testing comprehension of the goroutines/channels combo vs an actors library that I authored.

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  • Actor model to replace the threading model?

    - by prosseek
    I read a chapter in a book (Seven languages in Seven Weeks by Bruce A. Tate) about Matz (Inventor of Ruby) saying that 'I would remove the thread and add actors, or some other more advanced concurrency features'. Why and how an actor model can be an advanced concurrency model that replaces the threading? What other models are the 'advanced concurrency model'?

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  • Erlang-style light-weight processes in .NET

    - by alexey
    Is there any way to implement Erlang-style light-weight processes in .NET? I found some projects that implement Erlang messaging model (actors model). For example, Axum. But I found nothing about light-weight processes implementation. I mean multiple processes that run in a context of a single OS-thread or OS-process.

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