Search Results

Search found 1329 results on 54 pages for 'square bracket'.

Page 40/54 | < Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >

  • Rotating Viewbox contents smoothly

    - by user204562
    I'm looking to teach myself better methods of doing things in WPF that I would normally do manually. In this case, I have a ViewBox with an image in it. I also have a button that uses a DoubleAnimation to rotate the image 90 to the right. This animation works fine, but obviously because it's square as it turns, the image does a "best fit" to the ViewBox which makes the rotation look quite bad, as it gets larger and smaller as its longest edge shrinks or grows to fit to that particular rotation angle. I am looking for any advice on the best way to handle this using appropriate WPF methods. Obviously I could do all the calculations manually, but I would be more interested in finding a way to use the controls and methods built into the .NET architecture. Thanks for your help.

    Read the article

  • Parsing through Arabic / RTL text from left to right

    - by Dan W
    Let's say I have a string in an RTL language such as Arabic with some English chucked in: string s = "Test:?????;?????;?????;a;b" Notice there are semicolons in the string. When I use the Split command like string[] spl = s.Split(';');, then some of the strings are saved in reverse order. This is what happens: ??Test:????? ????? ????? a b The above is out of order compared to the original. Instead, I expect to get this: ?Test: ????? ????? ????? a b I'm prepared to write my own split function. However, the chars in the string also parse in reverse order, so I'm back to square one. I just want to go through each character as it's shown on the screen.

    Read the article

  • MATLAB: How do I get 3D coordiantes from a user-click?

    - by Tim
    I'm using Matlab to create a small chess game for one of my courses this semester. The thing I'm having trouble with is having the user be able to select one of the chess pieces. To simplify things, I'm making it so that the user selects a piece by clicking on the square that the chess piece resides on rather than clicking the piece itself (which I assume would be much more difficult). I know how to get the x and y coordinates of the view-port, but how do I transform these coordinates into 3-space coordinates? I know that there are multiple x,y,z coordinates associated with each view-port coordinate, but I'm only interested in the x,y,z coordinate where z = 0 (since the board itself is in the x,y plane that intersects the z axis where z = 0). Thanks!

    Read the article

  • iPhone - At user event create objects in the view

    - by insaneshow
    Hello, I am new to iPhone programming, so I think part of the problem is that I don't know what I really want to google to find my answer. I am looking for a method that allows a user to draw a line on the screen. There is no guarantee that it will be straight, it can be curved or whatever. I was thinking that I could create some small square image, and then as they draw, place them into a NSset. But I am not really sure how to communicate each new object up to the view. Up to this point, I've just been messing around with objects I put on the view and then assign movement to those, this is my first jump into on-the-fly object creation. It might be that I just need to jump into a class/object type or even a tutorial, any guidance would be great. Thanks!

    Read the article

  • C Different answers for a variable when running 'Debug' and 'Start without debug'

    - by Craz
    I keep getting this weird output from my code everytime I use the 'start without degugging' (ctrl-F5) as opposed to normal 'debug' (F5). When I try to find the following value of norm_differnece in debug (pressing F5) mode, it gives me the correct answer for norm_difference normdifference = 1.000000 but in 'start without debugging' (pressing ctrl-f5) the wrong output normdifference = 1456816083547664100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.000000 The following is a segment of code which is gives the output Note: X[] = is a array of stored DOUBLE values for(i=0;i<n;i++){ sum_difference += (pow((X[i*n]-X[i]),2)); } norm_difference = sqrt(norm_difference); for(i=0;i<n;i++){ sum_norm_1 += pow(X[i],2); } norm_1 = sqrt(norm_1); //Take square root of the sum of squares for the row printf("normdifference = %f \n norm_1 = %f \n",norm_difference,norm_1);

    Read the article

  • How to skew/resize/distort an image given points within that image (iPhone)

    - by user544082
    I want to take an image in which there will be a quadrilateral, and skew or otherwise distort the entire image such that the object that was a quadrilateral is now a square or rectangle. I realize this will distort the image, and that is okay. I know how to skew or manipulate an image, but I can't conceptualize how this would be done given information regarding the coordinates of the four points that define the corners of a quadrilateral within the image itself. I can safely find those coordinates every time, so that part is a given. This is for an experimental iPhone app. Any help would be much appreciated.

    Read the article

  • Android drawrRect only produces squares

    - by user1905553
    I present the following code snippet: // < Android / Eclipse Kepler > // < Screen resolution: 480x800 > Graphics g = game.getGraphics(); g.drawRect(0, 0, g.getWidth()/2, g.getHeight(), Color.GRAY); Produces a square [0,0], [240, 240] (240 = g.getWidth/2 = 480/2) I expected to get a rectangle [0,0] [240, 800] Can anyone tell me if I'm wrong or if the drawRect uses width instead of height? How do I fix this? Please, if possible, test before post your answer. Help me to save a ridiculous bitmap. Thanks to all!

    Read the article

  • Sum of a matrix, even or odd

    - by user1790201
    This function receives a numeric matrix represented as a list of rows, where each row is in turn a list. Assume that it is a square matrix: all rows have the same length and there are as many rows as elements in each row. Also assume that the matrix is at least of dimension 2 by 2 (i.e. minimally the matrix has 2 rows with 2 elements each) The function should return a list with as many elements as number of rows. Element i in the resulting list should have the sum of the values in row i. For example, if the matrix is 1 2 3 10 20 30 100 200 300 then this function should return the list [6,60,600] That is, addValuesInAllRows( [ [1,2,3], [10,20,30], [100,200,300] ] ) should return [6,60,600] Isn't this sort of similar but how would you sum up the list individually

    Read the article

  • Find largest rectangle containing only zeros in an N&times;N binary matrix

    - by Rajendra
    Given an NxN binary matrix (containing only 0's or 1's), how can we go about finding largest rectangle containing all 0's? Example: I 0 0 0 0 1 0 0 0 1 0 0 1 II->0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 1 <--IV 0 0 1 0 0 0 IV is a 6×6 binary matrix; the return value in this case will be Cell 1: (2, 1) and Cell 2: (4, 4). The resulting sub-matrix can be square or rectangular. The return value can also be the size of the largest sub-matrix of all 0's, in this example 3 × 4.

    Read the article

  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

    Read the article

  • How to apply programatical changes to the Terrain SplatPrototype

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

    Read the article

  • Speech Recognition

    - by DesigningCode
    Today I was asked to write a wee application for someone so that they could turn pages on their ebooks without having to reach for their keyboard or mouse… that way they could do craft or knit or whatever they are doing while they are reading. I vaguely remember that windows has something built in, but have never really played with it before.   I have in the past turned on the screen reader and impressed my kids by making the computer saying “amusing” phrases along the lines of “Zac has a smelly bum”. So instead of firing up Visual Studio and getting stuck into the juciy task of writing a speech recognition program…. I typed “speech recognition” into the start menu of my windows 7 computer.   And wow!  I’ve been playing with it for the last 40 minutes or so and have been most impressed.   Dictation wise it certainly misses stuff or gets the wrong words, but I did the training and it certainly improved. But what I’m enjoying is controlling windows. for instance, to start this blog entry  I said “Open Writer”  and it worked no problem.    In fact after I muddled my way through getting going with speech recognition I enjoyed saying “Open notepad” … “close”  over and over again. It allows you to click anywhere on the screen, just say “mousegrid”   and a 1-9 numbered grid comes up,  say a number and it puts a smaller 1-9 numbered grid, and you hone in, till the middle square is on a place you want to click, then you say “click” or “double click”.  if you want to enter a key, say “Press Tab”  for example.   inside programs it understands menu entries.  In fact, while writing this I just said “File”  “Save” and it happily saved. I think I will play around with this for a while more and try it out in visual studio.   Might be quite good for being able to do menu entries instead of grabbing for my mouse…. can keep my hands on the keyboard. ok, wasn’t the first post I wanted to do on geeks with blogs! but hey…   will do some techy posts soon.

    Read the article

  • Mathematica Programming Language&ndash;An Introduction

    - by JoshReuben
    The Mathematica http://www.wolfram.com/mathematica/ programming model consists of a kernel computation engine (or grid of such engines) and a front-end of notebook instances that communicate with the kernel throughout a session. The programming model of Mathematica is incredibly rich & powerful – besides numeric calculations, it supports symbols (eg Pi, I, E) and control flow logic.   obviously I could use this as a simple calculator: 5 * 10 --> 50 but this language is much more than that!   for example, I could use control flow logic & setup a simple infinite loop: x=1; While [x>0, x=x,x+1] Different brackets have different purposes: square brackets for function arguments:  Cos[x] round brackets for grouping: (1+2)*3 curly brackets for lists: {1,2,3,4} The power of Mathematica (as opposed to say Matlab) is that it gives exact symbolic answers instead of a rounded numeric approximation (unless you request it):   Mathematica lets you define scoped variables (symbols): a=1; b=2; c=a+b --> 5 these variables can contain symbolic values – you can think of these as partially computed functions:   use Clear[x] or Remove[x] to zero or dereference a variable.   To compute a numerical approximation to n significant digits (default n=6), use N[x,n] or the //N prefix: Pi //N -->3.14159 N[Pi,50] --> 3.1415926535897932384626433832795028841971693993751 The kernel uses % to reference the lastcalculation result, %% the 2nd last, %%% the 3rd last etc –> clearer statements: eg instead of: Sqrt[Pi+Sqrt[Sqrt[Pi+Sqrt[Pi]]] do: Sqrt[Pi]; Sqrt[Pi+%]; Sqrt[Pi+%] The help system supports wildcards, so I can search for functions like so: ?Inv* Mathematica supports some very powerful programming constructs and a rich function library that allow you to do things that you would have to write allot of code for in a language like C++.   the Factor function – factorization: Factor[x^3 – 6*x^2 +11x – 6] --> (-3+x) (-2+x) (-1+x)   the Solve function – find the roots of an equation: Solve[x^3 – 2x + 1 == 0] -->   the Expand function – express (1+x)^10 in polynomial form: Expand[(1+x)^10] --> 1+10x+45x^2+120x^3+210x^4+252x^5+210x^6+120x^7+45x^8+10x^9+x^10 the Prime function – what is the 1000th prime? Prime[1000] -->7919 Mathematica also has some powerful graphics capabilities:   the Plot function – plot the graph of y=Sin x in a single period: Plot[Sin[x], {x,0,2*Pi}] you can also plot 3D surfaces of functions using Plot3D function

    Read the article

  • HTML5 and Visual Studio 2010

    - by Harish Ranganathan
    All of us work with Visual Studio (or the free Visual Web Developer Express Edition) for developing web applications targeting ASP.NET / ASP.NET MVC or Silverlight etc.,  Over the years, Visual Studio has grown to a great extent.  From being a simple limited functionality tool in VS.NET 2002 to the multi-faceted, MEF driven Visual Studio 2010, it has come a long way.  And as much as Visual Studio supports rapid web development by generating HTML mark up, it also added intellisense for some of the HTML specifications that one has otherwise monotonously type every time.  Ex.- In Visual Studio 2010, one can just type the angular bracket “<” and then the first keyword “h” or “x” for html or xhtml respectively and then press tab twice and it would render the entire markup required for XHTML or HTML 1.0/1.1 strict/transitional and the fully qualified W3C URL. The same holds good for specifying HTML type declaration.  Now, the difference between HTML and XHTML has been discussed in detail already, though, if you are interested to know, you can read it from http://www.w3schools.com/xhtml/xhtml_html.asp But, the industry trend or the buzz around is HTML5.  With browsers like IE9 Beta, Google Chrome, Firefox 4 etc., supporting HTML5 standards big time, everyone wants to start developing HTML5 based websites. VS developers (like me) often get the question around when would VS start supporting HTML5.  VS 2010 was released last year and HTML5 is still specifications under development.  Clearly, with the timelines we started developing Visual Studio (way back in 2008), HTML5 specs were almost non-existent.  Even today, the HTML5 body recommends not to fully depend on the entire mark up set as they are still under development specs and might change in the future. However, with Visual Studio 2010 SP1 beta, there is quite a bit of support for HTML5 based web development.  In fact, one of my colleagues pointed out that SP1 beta’s major enhancement is its ability to support HTML5 tags and even add server mode to them. Lets look at the existing validation schema available in Visual Studio (Tools – Options – Validation) This is before installing Visual Studio 2010 SP1 Beta.  Clearly, the validation options are restricted to HTML 4.01 and XHTML 1.1 transitional and below. Also, lets consider using some of the new HTML5 input type elements.  (I found out this, just today from my friend, also an, ASP.NET team member) <input type=”email”> is one of the new input type elements according to the HTML5 specification.  Now, this works well if you type it as is  in Visual Studio and the page renders without any issue (since the default behaviour is, if there is an “undefined” type specified to input tag, it would fall back on the default mode, which is text. The moment you add <input type=”email” runat=”server” >, you get an error Naturally you don’t get intellisense support as well for these new tags.  Once you install Visual Studio 2010 Service Pack 1 Beta from here (it takes a while so you need to be patient for the installation to complete), you will start getting additional Validation templates for HTML5, as below:- Once you set this, you can start using HTML5 elements in your web page without getting errors/warnings.  Look at the screen shot below, for the new “video” tag which is showing up in intellisense (video is a part of the new HTML5 specifications)     note that, you still need to hook up the <!DOCTYPE html /> on the top manually as it doesn’t change automatically  (from the default XHTML 1.0 strict) when you create a new page. Also, the new input type tags in HTML5 are also supported One, can also use the <asp:TextBox type=”email” which would in turn generate the <input type=”email”> markup when the page is rendered.  In fact, as of SP1 beta, this is the only way to put the new input type tags with the runat=”server” attribute (otherwise you will get the parser error mentioned above.  This issue would be fixed by the final release of SP1 beta) Going further, there may be more support for having server tags for some of the common HTML5 elements, but this is work in progress currently. So, other than not having runat=”server” support for the new HTML5  input tags, you can pretty much build and target HTML5 websites with Visual Studio 2010 SP1 Beta, today.  For those who are running Visual Studio 2008, you also have the “HTML5 intellisense for Visual Studio 2010 and 2008” available for download, from http://visualstudiogallery.msdn.microsoft.com/d771cbc8-d60a-40b0-a1d8-f19fc393127d/ Note that, if you are running Visual Studio 2010, the recommended approach is to install the SP1 beta which would be the way forward for HTML5 support in Visual Studio. Of course, you need to test these on a browser supporting HTML5 such as IE9 Beta or Chrome or FireFox 4.  You can download IE9 Beta from here You can also follow the Visual Web Developer Team Blog for more updates on the stuff they are building. Cheers !!!

    Read the article

  • Going Inside the Store

    - by David Dorf
    Location was the first "killer-tech" for smartphones, and innovators have found several ways to use it. For retail, apps exist to find nearby stores, provide coupons, and give directions to the front door. But once you enter the store, location-finding ceases to work. That's because your location is usually found by finding GPS satellites in they sky, and the store's roof blocks the signal. But it won't take technology long to solve that problem. The first problem to solve is a lack of indoor maps. Navteq and others provide very accurate maps of the outdoors, enabling navigation for cars and pedestrians. Micello is building a business creating digital maps of indoor locations like malls, convention centers, office buildings. They have over 500 live maps, including maps of IKEA stores. They claim it took them only four hours to create a map of the Stanford Shopping Center in Palo Alto with its 1.4 million square feet and 140 retail stores. And within stores, retailers are producing more accurate plan-o-grams. I'm always impressed watching demos of our space planning from AVT. It uses CAD software to allow you to walk the virtual store and see products on the shelves. The second problem is being able to determine location inside the store so it can be overlayed on the map. There are several goals for this endeavor. Your smartphone might direct you straight to particular products, it might summon a sales associate to your location for immediate assistance, and it might send you coupons based on the aisle you're viewing. Companies like Nearbuy, ZuluTime, and Skyhook are working to master indoor location using a combination of GPS signals, WiFi, and cell tower positioning to calculate a location. (Skyhook calls this WPS, as depicted in the chart.) Today they can usually hit 10 meters accuracy, but that number is improving all the time. When it gets inside 3 meters some the goals mentioned earlier will be in easy reach. I for one can't wait until the time my iPhone leads me directly to the sprinkler heads in Lowes and Home Depot.

    Read the article

  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

    Read the article

  • links for 2011-03-08

    - by Bob Rhubart
    The Empowered Business "Someone needs to be the enterprise parent that asks the question, “do you really need that?” It may be a shiny new thing, but does it make a difference in the ability to accomplish the strategy and goals?" - Enterprise Architect Todd Biske (tags: enterprisearchitecture) Knowledge Workers in the British Raj "While we’ve used technology to change business, business has also evolved to the point that it’s changing how we think about and use technology." - Peter Evans Greenwood (tags: enterprisearchitecture enterprise2.0) Arun Gupta, Miles to go ...: OTN Developer Day Boston 2011 - Slides & Trip Report Arun Gupta shares slides from his Developer Day presentations. (tags: oracle otn java) Use WLST to Delete All JMS Messages From a Destination (James Bayer's Blog) James Bayer responds to a question. (tags: oracle otn weblogic jms) Triangle Circle Square: Apex in the Amazon Cloud Scott Wesley shares several links to resources covering Oracle Apex on an Amazon EC2 instance. (tags: oracle apex ec2 amazon cloud) William Vambenepe: Reading IBM's proposed standard for Cloud Architecture The always entertaining William Vambenepe gives IBM's proposed Cloud standards the full Ebert. (tags: oracle cloud ibm standards) Government Information Group Cloud Computing Research Study "The twin pressures of reduced budgets and the need for greater efficiency have led the federal government to strongly promote cloud computing as a solution whenever possible." (tags: cloudcomputing cloud) The Ron Batra Blog: Technology Whispers: Top 10 Reasons to go ExaData "Continuing my exploration of ExaData, I thought I'd take a minute to consolidate my thoughts into key reasons for which Oracle ExaData could be a good fit for your needs." - Oracle ACE Director Ron Batra (tags: oracle oracleace exadata) Oracle WebCenter: Composite Applications & Mash-Ups (Oracle Enterprise 2.0 Blog) "The new Business Mash-up editor allows business users to take any Oracle Application or 3rd party application and wire the backend data sources or APIs to a rich set of visualizations and reuse them in mashups." (tags: oracle webcenter enterprise2.0) Antonio Romero: Great Discussion of ETL and ELT Tooling in TDWI Linkedin Group Antonio says: "There’s a great discussion of ETL and ELT tooling going on in the official TDWI Linkedin group, under the heading 'How Sustainable is SQL for ETL?' It delves into a wide range of topics." (tags: oracle linkedin etl elt) YouTube - Bunny Inc. - Episode 1. Mr. CIO meets Mr. Executive Manager Yes, it's a commercial. But it's well done and it's funny. (tags: e20 enterprise2.0 webcenter) Markus Eisele: Both Weblogic and Glassfish are strategic products for Oracle Oracle ACE Director Markus Eisele shares selected quotes pulled from the recent TechCast Live interview with Oracle's Anil Gaur and Adam Leftik (tags: oracle java weblogic glassfish) How to become an Oracle SOA expert? (SOA Partner Community Blog) Jurgan Kress shares info and links for those interested in capitalizing on SOA. (tags: oracle soa)

    Read the article

  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

    Read the article

  • Top 5 Sites and Activities in San Francisco to Experience During Oracle OpenWorld

    - by kgee
    While Oracle OpenWorld may provide solutions and information on topics like how to simplify your IT, the importance of cloud, and what types of storage may satisfy your enterprise needs, who is going to tell you more about San Francisco? Here are some suggested sites and activities to experience after OpenWorld that aren’t too far from the Moscone Center. It is recommended to take a cab for the sake of time, but the 6 square miles that make up San Francisco will make for a quick trek to any of the following destinations: The Golden Gate BridgeAn image often associated with San Francisco, this bridge is one of the most impressive in the world. Take a walk across it, or view it from nearby Crissy Field, it is a sight that floors even the most veteran of San Franciscans. The Ferry BuildingLocated at the end of Market Street in the Embarcadero, the Ferry Building once served as a hub of water transport and trade. The building has a bay front view and an array of food choices and restaurants. It is easily accessible via the Muni, BART, trolley or by cab. It is a must-see in San Francisco, and not too far from the Moscone Center. Ride the Trolley to the CastroFor only $2, you can get go back in history for a moment on the Trolley. Take the F-line from the Embarcadero and ride it all the way to the Castro district. During the ride, you will get an overview of the landscape and cultures that are prevalent in San Francisco, but be wary that some areas may beg for an open mind more than others. Golden Gate ParkWhen you tire of the concrete jungle, the lucky part of being in San Francisco is that you can escape to a natural refuge, this park being one of the favorites. This park is known for its hiking trails, cultural attractions, monuments, lakes and gardens. It is one good reason to bring your sneakers to San Francisco, and is also a great place to picnic. Please be wary that it is easy to get lost, and it is advisable to bring a map (just in case) if you go. Haight AshburyFor a complete change of scenery, Haight Ashbury is known as one of the places hippies used to live and the location of "The Summer of Love." It is now a more affluent neighborhood with boutique shops and the occasional drum circle. While it may be perceived as grungy in certain spots, it is one of the most photographed places in San Francisco and an integral part of San Franciscan history.

    Read the article

  • Tic Tac Toe Winner in Javascript and html [closed]

    - by Yehuda G
    I am writing a tic tac toe game using html, css, and JavaScript. I have my JavaScript in an external .js file being referenced into the .html file. Within the .js file, I have a function called playerMove, which allows the player to make his/her move and switches between player 'x' and 'o'. What I am trying to do is determine the winner. Here is what I have: each square, when onclick(this), references playerMove(piece). After each move is made, I want to run an if statement to check for the winner, but am unsure if the parameters would include a reference to 'piece' or a,b, and c. Any suggestions would be greatly appreciated. Javascript: var turn = 0; a = document.getElementById("topLeftSquare").innerHTML; b = document.getElementById("topMiddleSquare").innerHTML; c = document.getElementById("topRightSquare").innerHTML; function playerMove(piece) { var win; if(piece.innerHTML != 'X' && piece.innerHTML != 'O'){ if(turn % 2 == 0){ document.getElementById('playerDisplay').innerHTML= "X Plays " + printEquation(1); piece.innerHTML = 'X'; window.setInterval("X", 10000) piece.style.color = "red"; if(piece.innerHTML == 'X') window.alert("X WINS!"); } else { document.getElementById('playerDisplay').innerHTML= "O Plays " + printEquation(1); piece.innerHTML = 'O'; piece.style.color = "brown"; } turn+=1; } html: <div id="board"> <div class="topLeftSquare" onclick="playerMove(this)"> </div> <div class="topMiddleSquare" onclick="playerMove(this)"> </div> <div class="topRightSquare" onclick="playerMove(this)"> </div> <div class="middleLeftSquare" onclick="playerMove(this)"> </div> <div class="middleSquare" onclick="playerMove(this)"> </div> <div class="middleRightSquare" onclick="playerMove(this)"> </div> <div class="bottomLeftSquare" onclick="playerMove(this)"> </div> <div class="bottomMiddleSquare" onclick="playerMove(this)"> </div> <div class="bottomRightSquare" onclick="playerMove(this)"> </div> </div>

    Read the article

  • What are the software design essentials? [closed]

    - by Craig Schwarze
    I've decided to create a 1 page "cheat sheet" of essential software design principles for my programmers. It doesn't explain the principles in any great depth, but is simply there as a reference and a reminder. Here's what I've come up with - I would welcome your comments. What have I left out? What have I explained poorly? What is there that shouldn't be? Basic Design Principles The Principle of Least Surprise – your solution should be obvious, predictable and consistent. Keep It Simple Stupid (KISS) - the simplest solution is usually the best one. You Ain’t Gonna Need It (YAGNI) - create a solution for the current problem rather than what might happen in the future. Don’t Repeat Yourself (DRY) - rigorously remove duplication from your design and code. Advanced Design Principles Program to an interface, not an implementation – Don’t declare variables to be of a particular concrete class. Rather, declare them to an interface, and instantiate them using a creational pattern. Favour composition over inheritance – Don’t overuse inheritance. In most cases, rich behaviour is best added by instantiating objects, rather than inheriting from classes. Strive for loosely coupled designs – Minimise the interdependencies between objects. They should be able to interact with minimal knowledge of each other via small, tightly defined interfaces. Principle of Least Knowledge – Also called the “Law of Demeter”, and is colloquially summarised as “Only talk to your friends”. Specifically, a method in an object should only invoke methods on the object itself, objects passed as a parameter to the method, any object the method creates, any components of the object. SOLID Design Principles Single Responsibility Principle – Each class should have one well defined purpose, and only one reason to change. This reduces the fragility of your code, and makes it much more maintainable. Open/Close Principle – A class should be open to extension, but closed to modification. In practice, this means extracting the code that is most likely to change to another class, and then injecting it as required via an appropriate pattern. Liskov Substitution Principle – Subtypes must be substitutable for their base types. Essentially, get your inheritance right. In the classic example, type square should not inherit from type rectangle, as they have different properties (you can independently set the sides of a rectangle). Instead, both should inherit from type shape. Interface Segregation Principle – Clients should not be forced to depend upon methods they do not use. Don’t have fat interfaces, rather split them up into smaller, behaviour centric interfaces. Dependency Inversion Principle – There are two parts to this principle: High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions. In modern development, this is often handled by an IoC (Inversion of Control) container.

    Read the article

  • SSIS: Building SQL databases on-the-fly using concatenated SQL scripts

    - by DrJohn
    Over the years I have developed many techniques which help automate the whole SQL Server build process. In my current process, where I need to build entire OLAP data marts on-the-fly, I make regular use of a simple but very effective mechanism to concatenate all the SQL Scripts together from my SSMS (SQL Server Management Studio) projects. This proves invaluable because in two clicks I can redeploy an entire SQL Server database with all tables, views, stored procedures etc. Indeed, I can also use the concatenated SQL scripts with SSIS to build SQL Server databases on-the-fly. You may be surprised to learn that I often redeploy the database several times per day, or even several times per hour, during the development process. This is because the deployment errors are logged and you can quickly see where SQL Scripts have object dependency errors. For example, after changing a table structure you may have forgotten to change any related views. The deployment log immediately points out all the objects which failed to build so you can fix and redeploy the database very quickly. The alternative approach (i.e. doing changes in the database directly using the SSMS UI) would require you to check all dependent objects before making changes. The chances are that you will miss something and wonder why your app returns the wrong data – a common problem caused by changing a table without re-creating dependent views. Using SQL Projects in SSMS A great many developers fail to make use of SQL Projects in SSMS (SQL Server Management Studio). To me they are invaluable way of organizing your SQL Scripts. The screenshot below shows a typical SSMS solution made up of several projects – one project for tables, another for views etc. The key point is that the projects naturally fall into the right order in file system because of the project name. The number in the folder or file name ensures that the projects the SQL scripts are concatenated together in the order that they need to be executed. Hence the script filenames start with 100, 110 etc. Concatenating SQL Scripts To concatenate the SQL Scripts together into one file, I use notepad.exe to create a simple batch file (see example screenshot) which uses the TYPE command to write the content of the SQL Script files into a combined file. As the SQL Scripts are in several folders, I simply use several TYPE command multiple times and append the output together. If you are unfamiliar with batch files, you may not know that the angled bracket (>) means write output of the program into a file. Two angled brackets (>>) means append output of this program into a file. So the command-line DIR > filelist.txt would write the content of the DIR command into a file called filelist.txt. In the example shown above, the concatenated file is called SB_DDS.sql If, like me you place the concatenated file under source code control, then the source code control system will change the file's attribute to "read-only" which in turn would cause the TYPE command to fail. The ATTRIB command can be used to remove the read-only flag. Using SQLCmd to execute the concatenated file Now that the SQL Scripts are all in one big file, we can execute the script against a database using SQLCmd using another batch file as shown below: SQLCmd has numerous options, but the script shown above simply executes the SS_DDS.sql file against the SB_DDS_DB database on the local machine and logs the errors to a file called SB_DDS.log. So after executing the batch file you can simply check the error log to see if your database built without a hitch. If you have errors, then simply fix the source files, re-create the concatenated file and re-run the SQLCmd to rebuild the database. This two click operation allows you to quickly identify and fix errors in your entire database definition.Using SSIS to execute the concatenated file To execute the concatenated SQL script using SSIS, you simply drop an Execute SQL task into your package and set the database connection as normal and then select File Connection as the SQLSourceType (as shown below). Create a file connection to your concatenated SQL script and you are ready to go.   Tips and TricksAdd a new-line at end of every fileThe most common problem encountered with this approach is that the GO statement on the last line of one file is placed on the same line as the comment at the top of the next file by the TYPE command. The easy fix to this is to ensure all your files have a new-line at the end.Remove all USE database statementsThe SQLCmd identifies which database the script should be run against.  So you should remove all USE database commands from your scripts - otherwise you may get unintentional side effects!!Do the Create Database separatelyIf you are using SSIS to create the database as well as create the objects and populate the database, then invoke the CREATE DATABASE command against the master database using a separate package before calling the package that executes the concatenated SQL script.    

    Read the article

  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

    Read the article

  • WPF: Reloading app parts to handle persistence as well as memory management.

    - by Ingó Vals
    I created a app using Microsoft's WPF. It mostly handles data reading and input as well as associating relations between data within specific parameters. As a total beginner I made some bad design decision ( not so much decisions as using the first thing I got to work ) but now understanding WPF better I'm getting the urge to refactor my code with better design principles. I had several problems but I guess each deserves it's own question for clarity. Here I'm asking for proper ways to handle the data itself. In the original I wrapped each row in a object when fetched from database ( using LINQ to SQL ) somewhat like Active Record just not active or persistence (each app instance had it's own data handling part). The app has subunits handling different aspects. However as it was setup it loaded everything when started. This creates several problems, for example often it wouldn't be neccesary to load a part unless we were specifically going to work with that part so I wan't some form of lazy loading. Also there was problem with inner persistance because you might create a new object/row in one aspect and perhaps set relation between it and different object but the new object wouldn't appear until the program was restarted. Persistance between instances of the app won't be huge problem because of the small amount of people using the program. While I could solve this now using dirty tricks I would rather refactor the program and do it elegantly, Now the question is how. I know there are several ways and a few come to mind: 1) Each aspect of the program is it's own UserControl that get's reloaded/instanced everytime you navigate to it. This ensures you only load up the data you need and you get some persistancy. DB server located on same LAN and tables are small so that shouldn't be a big problem. Minor drawback is that you would have to remember the state of each aspect so you wouldn't always start at beginners square. 2) Having a ViewModel type object at the base level of the app with lazy loading and some kind of timeout. I would then propegate this object down the visual tree to ensure every aspect is getting it's data from the same instance 3) Semi active record data layer with static load methods. 4) Some other idea What in your opinion is the most practical way in WPF, what does MVVM assume?

    Read the article

  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

    Read the article

< Previous Page | 36 37 38 39 40 41 42 43 44 45 46 47  | Next Page >