Search Results

Search found 15239 results on 610 pages for 'array population'.

Page 418/610 | < Previous Page | 414 415 416 417 418 419 420 421 422 423 424 425  | Next Page >

  • Collision detection code style

    - by Marian Ivanov
    Not only there are two useful broad-phase algorithms and a lot of useful narrowphase algorithms, there are also multiple code styles. Arrays vs. calling Make an array of broadphase checks, then filter them with narrowphase checks, then resolve them. function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ possibleCollisions = getPossibleCollisions(b,a->get(index)); for(i=0; i<possibleCollitionsNumber; i++){ if(narrowphase(possibleCollisions[i],a[index])) { collisions->push(possibleCollisions[i]); }; }; for(i=0; i<collitionsNumber; i++){ //CODE FOR RESOLUTION }; }; Make the broadphase call the narrowphase, and the narrowphase call the resolution function resolveCollisions(thingyStructure * a,thingyStructure * b,int index){ broadphase(b,a->get(index)); }; function broadphase(thingy * with, thingy * what){ while(blah){ //blahcode narrowphase(what,collidingThing); }; }; Events vs. in-the-loop Fire an event. This abstracts the check away, but it's trickier to make an equal interaction. a[index] -> collisionEvent(eventdata); //much later int collisionEvent(eventdata){ //resolution gets here } Resolve the collision inside the loop. This glues narrowphase and resolution into one layer. if(narrowphase(possibleCollisions[i],a[index])) { //CODE GOES HERE }; The questions are: Which of the first two is better, and how am I supposed to make a zero-sum Newtonian interaction under B1.

    Read the article

  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

    Read the article

  • The best way to have a pointer to several methods - critique requested

    - by user827992
    I'm starting with a short introduction of what i know from the C language: a pointer is a type that stores an adress or a NULL the * operator reads the left value of the variable on its right and use this value as address and reads the value of the variable at that address the & operator generate a pointer to the variable on its right so i was thinking that in C++ the pointers can work this way too, but i was wrong, to generate a pointer to a static method i have to do this: #include <iostream> class Foo{ public: static void dummy(void){ std::cout << "I'm dummy" << std::endl; }; }; int main(){ void (*p)(); p = Foo::dummy; // step 1 p(); p = &(Foo::dummy); // step 2 p(); p = Foo; // step 3 p->dummy(); return(0); } now i have several questions: why step 1 works why step 2 works too, looks like a "pointer to pointer" for p to me, very different from step 1 why step 3 is the only one that doesn't work and is the only one that makes some sort of sense to me, honestly how can i write an array of pointers or a pointer to pointers structure to store methods ( static or non-static from real objects ) what is the best syntax and coding style for generating a pointer to a method?

    Read the article

  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

    Read the article

  • HP DL380 G5 Predictive Drive Failure on a new drive

    - by CharlieJ
    Consolidated Error Report: Controller: Smart Array P400 in slot 3 Device: Physical Drive 1I:1:1 Message: Predictive failure. We have an HP DL380 G5 server with two 72GB 15k SAS drives configured in RAID1. A couple weeks ago, the server reported a drive failure on Drive 1. We replaced the drive with a brand new HDD -- same spares number. A few days ago, the server started reporting a predictive drive failure on the new drive, in the same bay. Is it likely the new drive is bad... or more likely we have a bay failure problem? This is a production server, so any advice would be appreciated. I have another spare drive, so I can hot swap it if this is a fluke and new drive is just bad. THANKS! CharlieJ

    Read the article

  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

    Read the article

  • Identify SATA hard drive

    - by Rob Nicholson
    Very similar question to: Physically Identify the failed hard drive But for Windows 2003 this time. Scenario: Four identical SATA hard drives plugged into motherboard (no RAID controller here) Configured as single drive in Windows as a spanned volume One of them is starting to fail with error "The driver detected a controller error on \Device\Harddisk3" How do you cross-reference Harddisk3 to the physical SATA connection on the motherboard so you know which drive to replace? I know replacing this drive will trash the spanned array requiring it to be rebuilt anyway so my rough and ready solution is: Delete the spanned partition Create individual partitions on each drive labelled E: F: G: and H: and work out which one is Harddisk3 Power down, remove each disk one at a time, power-up until the drive letter disappears But this seems a rather crude method of identifying the drive. The SATA connectors will be numbered on the motherboard but I appreciate this might not cross-match to what Windows calls them. Thanks, Rob.

    Read the article

  • How do I initialize a Scala map with more than 4 initial elements in Java?

    - by GlenPeterson
    For 4 or fewer elements, something like this works (or at least compiles): import scala.collection.immutable.Map; Map<String,String> HAI_MAP = new Map4<>("Hello", "World", "Happy", "Birthday", "Merry", "XMas", "Bye", "For Now"); For a 5th element I could do this: Map<String,String> b = HAI_MAP.$plus(new Tuple2<>("Later", "Aligator")); But I want to know how to initialize an immutable map with 5 or more elements and I'm flailing in Type-hell. Partial Solution I thought I'd figure this out quickly by compiling what I wanted in Scala, then decompiling the resultant class files. Here's the scala: object JavaMapTest { def main(args: Array[String]) = { val HAI_MAP = Map(("Hello", "World"), ("Happy", "Birthday"), ("Merry", "XMas"), ("Bye", "For Now"), ("Later", "Aligator")) println("My map is: " + HAI_MAP) } } But the decompiler gave me something that has two periods in a row and thus won't compile (I don't think this is valid Java): scala.collection.immutable.Map HAI_MAP = (scala.collection.immutable.Map) scala.Predef..MODULE$.Map().apply(scala.Predef..MODULE$.wrapRefArray( scala.Predef.wrapRefArray( (Object[])new Tuple2[] { new Tuple2("Hello", "World"), new Tuple2("Happy", "Birthday"), new Tuple2("Merry", "XMas"), new Tuple2("Bye", "For Now"), new Tuple2("Later", "Aligator") })); I'm really baffled by the two periods in this: scala.Predef..MODULE$ I asked about it on #java on Freenode and they said the .. looked like a decompiler bug. It doesn't seem to want to compile, so I think they are probably right. I'm running into it when I try to browse interfaces in IntelliJ and am just generally lost. Based on my experimentation, the following is valid: Tuple2[] x = new Tuple2[] { new Tuple2<String,String>("Hello", "World"), new Tuple2<String,String>("Happy", "Birthday"), new Tuple2<String,String>("Merry", "XMas"), new Tuple2<String,String>("Bye", "For Now"), new Tuple2<String,String>("Later", "Aligator") }; scala.collection.mutable.WrappedArray<Tuple2> y = scala.Predef.wrapRefArray(x); There is even a WrappedArray.toMap() method but the types of the signature are complicated and I'm running into the double-period problem there too when I try to research the interfaces from Java.

    Read the article

  • Collision within a poly

    - by G1i1ch
    For an html5 engine I'm making, for speed I'm using a path poly. I'm having trouble trying to find ways to get collision with the walls of the poly. To make it simple I just have a vector for the object and an array of vectors for the poly. I'm using Cartesian vectors and they're 2d. Say poly = [[550,0],[169,523],[-444,323],[-444,-323],[169,-523]], it's just a pentagon I generated. The object that will collide is object, object.pos is it's position and object.vel is it's velocity. They're both 2d vectors too. I've had some success to get it to find a collision, but it's just black box code I ripped from a c++ example. It's very obscure inside and all it does though is return true/false and doesn't return what vertices are collided or collision point, I'd really like to be able to understand this and make my own so I can have more meaningful collision. I'll tackle that later though. Again the question is just how does one find a collision to walls of a poly given you know the poly vertices and the object's position + velocity? If more info is needed please let me know. And if all anyone can do is point me to the right direction that's great.

    Read the article

  • Making fdisk see software RAID 0

    - by unknownthreat
    I am following http://grub.enbug.org/Grub2LiveCdInstallGuide and I am using software RAID 0. I am using Ubuntu 10.10 LiveCD and is trying to restore grub2 after installing Windows 7 in another partition. Here is the console's outputs: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sad ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So do you have an idea for how to make fdisk see my RAID array? How to make fdisk detect the Software RAID like dmraid?

    Read the article

  • Is a disk/ata timeout exception dangerous?

    - by j-g-faustus
    I have a few hard drives in mdadm RAID 5 configured to go to standby after a few minutes of inactivity. (Using hdparm.conf spindown_time.) At irregular intervals I get messages like these in dmesg: [ 1840.251661] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [ 1840.251722] ata4.00: failed command: SMART [ 1840.251758] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [ 1840.251759] res 40/00:14:50:2e:04/00:00:02:00:00/40 Emask 0x4 (timeout) [ 1840.251858] ata4.00: status: { DRDY } [ 1840.251888] ata4: hard resetting link [ 1840.600742] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [ 1840.601521] ata4.00: configured for UDMA/133 [ 1840.601547] ata4: EH complete [337877.713988] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [337877.714019] ata4.00: failed command: SMART [337877.714038] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [337877.714039] res 40/00:04:90:10:81/00:00:00:00:00/40 Emask 0x4 (timeout) [337877.714089] ata4.00: status: { DRDY } [337877.714107] ata4: hard resetting link [337878.063085] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [337878.063743] ata4.00: configured for UDMA/133 [337878.063764] ata4: EH complete I think the exception is caused by smartd when a drive does not wake up quickly enough. There are no issues (that I can tell) in accessing the drives normally through the file system - it takes a few seconds longer than normal when they are asleep, but there are no exceptions. Is this something I should worry about, as a potential symptom on something that could corrupt a drive over time? Or can I safely ignore it as part of normal operation? Edit: By request: smartctl -a for sdaand sde, both disks are members of the array. If ata4is the same as scsi-4 then sde is the one that gave the error above, according to /dev/disk/by-path.

    Read the article

  • Compressing 2D level data

    - 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 [][]

    Read the article

  • What is the point of dynamic allocation in C++?

    - by Aerovistae
    I really have never understood it at all. I can do it, but I just don't get why I would want to. For instance, I was programming a game yesterday, and I set up an array of pointers to dynamically allocated little enemies in the game, then passed it to a function which updates their positions. When I ran the game, I got one of those nondescript assertion errors, something about a memory block not existing, I don't know. It was a run-time error, so it didn't say where the problem was. So I just said screw it and rewrote it with static instantiation, i.e.: while(n<4) { Enemy tempEnemy = Enemy(3, 4); enemyVector.push_back(tempEnemy); n++; } updatePositions(&enemyVector); And it immediately worked perfectly. Now sure, some of you may be thinking something to the effect of "Maybe if you knew what you were doing," or perhaps "n00b can't use pointers L0L," but frankly, you really can't deny that they make things way overcomplicated, hence most modern languages have done away with them entirely. But please-- someone -- What IS the point of dynamic allocation? What advantage does it afford? Why would I ever not do what I just did in the above example?

    Read the article

  • Rsync plugin to many local wordpress installs via script or cli

    - by Nick Abbey
    I am maintaining a large number of wordpress installs on a production server, and we are looking to deploy InfiniteWP for managing these installs. I am looking for a way to script the distribution of the plugin folder to all of these installs. On server wp-prod, all sites are stored in /srv//site/ The plugin needs to be copied from ~/iws-plugin to /srv//site/wp-content/plugins/ Here's some pseudo code to explain what I need to do: array dirs = <all folders in /srv> for each d in dirs if exits "/srv/d/site/wp-content/plugins" rsync -avzh --log-file=~/d.log ~/plugin_base_folder /srv/d/site/wp-content/plugins/ else touch d.log echo 'plugin folder for "d" not found' >> ~/d.log end end I just don't know how to make it happen from the cli or via bash. I can (and will) tinker with a bash or ruby script on my test server, but I'm thinking the command-line-fu here on SF is strong enough to handle this issue much more quickly than I can hack together a solution. Thanks!

    Read the article

  • How to verify that all files are intact prior to install?

    - by Kalle H. Väravas
    I'm working on my CMS (in PHP platform) for a long time now. The main program is done and I'm currently developing the Installer part. Installation itself will be fairly simple: Upload all files Verify that the "content/" dir has correct permissions Check if ALL files are intact and not modified [This is the subject of this question] Insert the config data and first settings Run install (Generate all DB tables and insert sample data etc.) Now the question-mark is at step 3. How do I verify ALL files? Verification itself should compare all CMS root-directories files against a list from remote location. List should contain filename, filesize and filetype. This way the user can check, that there are no unnecessary or corrupted files, that could indicated a breach in the software. I have seen some software installers do that, but I cannot find any right now and there for I'm clueless on the most optimal method for this. Of course there always is a simple array trick, but there surely must be a better and faster method?!

    Read the article

  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

    Read the article

  • How to perform fresh linux install while preserving software raid and user accounts

    - by slayton
    I have a system with two software raid arrays. The OS is Ubuntu 9.04 and is no longer receiving updates. I'd like to update the system to 12.04 rather than trying to do the automatic update from 9.04-> 9.10-> ... -> 12.04. My main drive has 2 partitions that are mounted at / and /home. Is it possible to do a fresh install of linux to the partition where / is mounted while preserving user accounts and preferences (such as passwords, home dir locations, etc...)? Additionally what do I need to do to keep my software raid array intact following the OS re-install?

    Read the article

  • How to reassign drive back into MediaShield (nvidia) RAID stripe

    - by scottwed
    So I managed to inadvertently remove the RAID configuration from 1 drive of a 2 drive stripe. I have both drives, unmodified, and undamaged. Specifically for MediaShield RAID, is there any way to reattach the 2nd drive back into the stripe? Current state is the stripe is displayed in Error status, and I have the other drive available, but unassigned. I strongly suspect there is no solution without purging the array completely and redefining the stripe, but I figured it was worth asking before I wipe out the data.

    Read the article

  • What is the best way to create RAID 1?

    - by user3125731
    I'm looking for a way to create the RAID 1 array without losing my data on CentOS. Here's my situation: I've got a web server running on CentOS. There is one VG partition with few LV volumes. I bought a second HDD (the same model and size as the first one) and I want to create the RAID 1 configuration. I can't just shut down this server for more than an hour because my clients will be disappointed. I need to do this as quickly as possible with minimal risk of data loss.

    Read the article

  • Solution for storing sata drives outside of case

    - by Jeffrey Kevin Pry
    I have a system that has 8 sata disks in a software raid 5 array using mdadm. My issue is that I want to move the drives from inside of the computer case in order to cool more efficiently. I have looked all over the web and only seem to find enclosures that hide the drives connectors behind an estata port or some other internal raid controller. Basically what I want is an enclosure or equivalent that I can run independent sata cables to and either power as well, or have it have its own power supply. I have the sata ports on the motherboard available and don't want to limit io by using one port with a multiplier or the like. One final caveat, I am a college student on a budget and don't have a fortune to spend on such an enclosure. Thanks in advance for your help and advice.

    Read the article

  • Restoring GRUB2 on Software RAID 0 using LiveCD after Windows 7 wiped it

    - by unknownthreat
    I have installed Ubuntu 10.10 on my system. However, I need to install Windows 7 back, and I expect that it would alter GRUB and it did. Right now, my partition on my Software RAID 0 looks like this: nvidia_acajefec1 is Ubuntu 10.10 and nvidia_acajefec3 is Windows 7. I've been following some guides around and I am always stuck at GRUB not able to detect the usual RAID content. I've tried running: sudo grub > root (hd0,0) GRUB complains it couldn't find my hard disk. So I tried: find (hd0,0) And it complains that it couldn't find anything. So I tried: find /boot/grub/stage1 It said "file not found". Here's the text from the console: ubuntu@ubuntu:~$ grub Probing devices to guess BIOS drives. This may take a long time. [ Minimal BASH-like line editing is supported. For the first word, TAB lists possible command completions. Anywhere else TAB lists the possible completions of a device/filename. ] grub> root (hd0,0) root (hd0,0) Error 21: Selected disk does not exist grub> find /boot/grub/stage1 find /boot/grub/stage1 Error 15: File not found Fortunately, I got one person suggesting that what I've been trying to do is for GRUB Legacy, not GRUB2. So I went to the suggested website, ** (http://grub.enbug.org/Grub2LiveCdInstallGuide) **try to look around, and try: ubuntu@ubuntu:~$ sudo fdisk -l Unable to seek on /dev/sda This is just the step 2 of the instruction in the http://grub.enbug.org/Grub2LiveCdInstallGuide and I cannot proceed because it cannot seek /dev/sda. However, ubuntu@ubuntu:~$ sudo dmraid -r /dev/sdb: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 /dev/sda: nvidia, "nvidia_acajefec", stripe, ok, 488397166 sectors, data@ 0 So what now? Do you have an idea for how to make fdisk see my RAID array on live cd (Ubuntu 10.10)? Honestly, I am lost, very lost in trying to restore GRUB2 on this software RAID 0 system right now.

    Read the article

  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

    Read the article

  • Reading OpenDocument spreadsheets using C#

    - by DigiMortal
    Excel with its file formats is not the only spreadsheet application that is widely used. There are also users on Linux and Macs and often they are using OpenOffice and other open-source office packages that use ODF instead of OpenXML. In this post I will show you how to read Open Document spreadsheet in C#. Importer as example My previous post about importers showed you how to build flexible importers support to your web application. This post introduces you practical example of one of my importers. Of course, sensitive code is omitted. We start with ODS importer class and we add new methods as we go. public class OdsImporter : ImporterBase {     public OdsImporter()     {     }       public override string[] SupportedFileExtensions     {         get { return new[] { "ods" }; }     }       public override ImportResult Import(Stream fileStream, long companyId, short year)     {         string contentXml = GetContentXml(fileStream);           var result = new ImportResult();         var doc = XDocument.Parse(contentXml);           var rows = doc.Descendants("{urn:oasis:names:tc:opendocument:xmlns:table:1.0}table-row").Skip(1);           foreach (var row in rows)         {             ImportRow(row, companyId, year, result);         }           return result;     } } The class given here just extends base class for importers (previous post uses interface but as I already told there you move to abstract base class when writing code for real projects). Import method reads data from *.ods file, parses it (it is XML), finds all data rows and imports data. As you may see then first row is skipped. This is because the first row on my sheet is always headers row. Reading ODS file Our import method starts with getting XML from *.ods file. ODS files like OpenXml files are zipped containers that contain different files. We need content.xml as all data is kept there. To get the contents of file we use SharpZipLib library to read uploaded file as *.zip file. private static string GetContentXml(Stream fileStream) {     var contentXml = "";       using (var zipInputStream = new ZipInputStream(fileStream))     {         ZipEntry contentEntry = null;         while ((contentEntry = zipInputStream.GetNextEntry()) != null)         {             if (!contentEntry.IsFile)                 continue;             if (contentEntry.Name.ToLower() == "content.xml")                 break;         }           if (contentEntry.Name.ToLower() != "content.xml")         {             throw new Exception("Cannot find content.xml");         }           var bytesResult = new byte[] { };         var bytes = new byte[2000];         var i = 0;           while ((i = zipInputStream.Read(bytes, 0, bytes.Length)) != 0)         {             var arrayLength = bytesResult.Length;             Array.Resize<byte>(ref bytesResult, arrayLength + i);             Array.Copy(bytes, 0, bytesResult, arrayLength, i);         }         contentXml = Encoding.UTF8.GetString(bytesResult);     }     return contentXml; } If here is content.xml file then we stop browsing the file. We read this file to memory and return it as UTF-8 format string. Importing rows Our last task is to import rows. We use special method for this as we have to handle some tricks here. To keep files smaller the cell count on row is not always the same. If we have more than one empty cell one after another then ODS keeps only one cell for sequential empty cells. This cell has attribute called number-columns-repeated and it’s value is set to the number of sequential empty cells. This is why we use two indexers for cells collection. private void ImportRow(XElement row, ImportResult result) {     var cells = (from c in row.Descendants()                 where c.Name == "{urn:oasis:names:tc:opendocument:xmlns:table:1.0}table-cell"                 select c).ToList();       var dto = new DataDto();       var count = cells.Count;     var j = -1;       for (var i = 0; i < count; i++)     {         j++;         var cell = cells[i];         var attr = cell.Attribute("{urn:oasis:names:tc:opendocument:xmlns:table:1.0}number-columns-repeated");         if (attr != null)         {             var numToSkip = 0;             if (int.TryParse(attr.Value, out numToSkip))             {                 j += numToSkip - 1;             }         }           if (i > 30) break;         if (j == 0)         {             dto.SomeProperty = cells[i].Value;         }         if (j == 1)         {             dto.SomeOtherProperty = cells[i].Value;         }         // some more data reading     }       // save data } You can define your own class for import results and add there all problems found during data import. Your application gets the results and shows them to user. Conclusion Reading ODS files may seem to complex task but actually it is very easy if we need only data from those documents. We can use some zip-library to get the content file and then parse it to XML. It is not hard to go through the XML but there are some optimization tricks we have to know. The code here is safe to use in web applications as it is not using any API-s that may have special needs to server and infrastructure.

    Read the article

  • Remote RAID Control in ESXi on a Dell PowerEdge 2950 Using OpenManage

    - by yoyomommy
    I was wondering how one can add a drive into an existing RAID array while ESXi is still running. I have read that you are able to use Dell OpenManage to do this. I have installed OMSA 7.0 on the VMWare ESXi host (5.0 and fully updated) and I've installed OpenManage Essentials on a Windows Server 2008 R2 guest. The issue that I'm having is that OpenManage is unable to see my RAID controller. I have seen videos and photos as parts of guides on how to do this online, so I would assume that the functionality exists and I just have it set up wrong.

    Read the article

  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

    Read the article

< Previous Page | 414 415 416 417 418 419 420 421 422 423 424 425  | Next Page >