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  • Is there a .Net library similar to GNU readline?

    - by paul.moore.name
    I'm considering writing a console application in C# and I want to incorporate history, completion and command line editing features something like GNU readline (but not necessarily as extensive as that!) Is there an existing library for .net which provides this type of functionality? I guess one option would be to use interop services to call GNU readline. But is there a native option?

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  • Perforce: rename a depot

    - by rifferte
    In Perforce, is it possible to rename a depot? I would imagine that you could integrate across different named depots, but I do not think that would carry over the full depot's history. I have seen this Renaming Depot Directories article, but this applies only to directories under a depot (and not the depot itself).

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  • Calculate rolling / moving average in c or c++

    - by Biohazard
    I know this is achievable with boost as per: Using boost::accumulators, how can I reset a rolling window size, does it keep extra history? But I really would like to avoid using boost. I have googled and not found any suitable or readable examples. Basically I want to track the moving average of an ongoing stream of a stream of floating point numbers using the most recent 1000 numbers as a data sample. What is the easiest way to achieve this?

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  • How can I tell SVN that a file was renamed by another tool?

    - by detly
    I am using Subversion with some files that are managed by another application. I would like to rename the files, but the rename must be done from within the application so that it correctly updates its own metadata. This means that I cannot simply use SVN's rename command — the application's metadata will become inconsistent. So how can I can I tell SVN that the files in the working copy have been renamed by this application, so that it preserves history in the same way as per the rename command?

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  • Select count() max() Date HELP!!! mysql oracle

    - by DAVID
    Hi guys i have a table with shifts history along with emp ids im using this code to retrieve a list of employees and their total shifts by specifying the range to count from: SELECT ope_id, count(ope_id) FROM operator_shift WHERE ope_shift_date >=to_date( '01-MAR-10','dd-mon-yy') and ope_shift_date <= to_date('31-MAR-10','dd-mon-yy') GROUP BY OPE_ID which gives OPE_ID COUNT(OPE_ID) 1 14 2 7 3 6 4 6 5 2 6 5 7 2 8 1 9 2 10 4 10 rows selected. NOW how do i choose the employee with the highest no of shifts under the specified range date, please this is really important

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  • How do I move my git repo down level in the directory tree?

    - by edude05
    I'm currently writing an app in C# using using Visual Studio. As such, VS2010 created a Solution directory with my project directories inside. So my Hierarchy is like this: Solution .git project1 project2 What I'd like to do is make it like this: Solution Project 1 .git Project 2 As of right now the files in the solution are tracked, except for the project 2 (so stuff like project.sln for example). Is there a way I can do this without rewriting the history? Thanks in advance.

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  • Did "general education" classes make you a better programmer?

    - by Big Johnson
    I'm surprised by the number of general education classes computer science students must complete to get their bachelors. For example, I must take: three English classes two history classes public speaking economics biology I hardly think these general education requirements are unique to the university I attend. My question is (for those of you who have degrees), in what ways have these general education requirements improved your career as a programmer?

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  • What is your single most favorite command-line trick using Bash?

    - by hoyhoy
    We all know how to use <ctrl>-R to reverse search through history, but did you know you can use <ctrl>-S to forward search if you set stty stop ""? Also, have you ever tried running bind -p to see all of your keyboard shortcuts listed? There are over 455 on Mac OS X by default. What is your single most favorite obscure trick, keyboard shortcut or shopt configuration using bash?

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  • VisualSVN and VS2008 integration - moving files

    - by tyndall
    If I drag and drop tracked .cs files to new folders in VS2008 with VisualSVN what message should I see when I commit the .cs file? I see added (+) shouldn't I see a "move"? I'm asking because I'm getting ready to do a major refactoring (including moving lots of files) and I don't want to lose my version history on these files. Note: I'm very new to Subversion, TortoiseSVN, and VisualSVN.

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  • What RSS/Atom standard to use for feed generation?

    - by fsb
    Reading online about this topic is confusing. Is there a way to cut around the history, politics and technicalities to answer the question: Which standard should I refer to when I write code to generate feeds? I want to use UTF-8 encoding, which may affect the choice. Otherwise I'm most interested in compatibility with a decent range of readers.

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  • How can I hide a work item field from some users in TFS 2008?

    - by muerte
    I'm customizing work item templates in TFS 2008 through the PowerTools and I'm wondering is it possible to hide a field (or it's value) for certain users? For example, let's say I open TFS to my clients so they can submit feature requests. I'd like them to see the work item created, to see the history, changes etc. but I'd like to keep some of the field private and for our internal use. Is it possible?

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  • Subversion: Oops! Any way to move / to /trunk?

    - by Metaphile
    I made the mistake of creating a Subversion repository without the usual trunk, branches, and tags directories. That is, the root directory of the project maps to the root directory of the repository. Now I want to create a feature branch, but there's no good place to put it. What I'd like to do is move / to /trunk, preserving its properties and history. Am I out of luck?

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  • How can I visually format JSON data (programmatically)?

    - by Ian Robinson
    I'm working with big blobs of JSON. These blobs change slightly over time and a revision history is kept. I'd really like to be able to do a visual diff on them, but my problem is they're being stored without any formatting at all - everything is on one line, so that makes it a little hard to see what changed. Is there a good way to programatically format them ala http://jsonformat.com/ or http://jsonformatter.curiousconcept.com/?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • inplace replace entire html document

    - by james
    is it possible to in-place replace the entire html document? i tried jQuery("html").html("....") but style information does not survive. i'm trying to avoid using data uri because i do not want the generated document to be stored in the browsers history

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  • Back button in ajax update panel not working

    - by Domnic
    Im using updatepanel in my screen.. i have 2 pages when i click submit button in page1 then it ill be redirect to page2 ....in page2 i have one back button..i wrote click event onclick="history.go(-1)" when i click back it just redirect to page 1 but records already showned in page1 not displayed .how can i sove this problem? cai i use any scriptmanager?

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