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  • How Do I Search For Struct Items In A Vector? [migrated]

    - by Vladimir Marenus
    I'm attempting to create an inventory system using a vector implementation, but I seem to be having some troubles. I'm running into issues using a struct I made. NOTE: This isn't actually in a game code, this is a separate Solution I am using to test my knowledge of vectors and structs! struct aItem { string itemName; int damage; }; int main() { aItem healingPotion; healingPotion.itemName = "Healing Potion"; healingPotion.damage= 6; aItem fireballPotion; fireballPotion.itemName = "Potion of Fiery Balls"; fireballPotion.damage = -2; vector<aItem> inventory; inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(healingPotion); inventory.push_back(fireballPotion); if(find(inventory.begin(), inventory.end(), fireballPotion) != inventory.end()) { cout << "Found"; } system("PAUSE"); return 0; } The preceeding code gives me the following error: 1c:\program files (x86)\microsoft visual studio 11.0\vc\include\xutility(3186): error C2678: binary '==' : no operator found which takes a left-hand operand of type 'aItem' (or there is no acceptable conversion) There is more to the error, if you need it please let me know. I bet it's something small and silly, but I've been thumping at it for over two hours. Thanks in advance!

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  • Decoding the SQL Server Index Structure

    A deep dive into the implementation of indexes in SQL Server 2008 R2. This is information that you must know in order to tune your queries for optimum performance. Partial scans of indexes are now possible! SQL Server monitoring made easy "Keeping an eye on our many SQL Server instances is much easier with SQL Response." Mike Lile.Download a free trial of SQL Response now.

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  • Generate a merge statement from table structure

    - by Nigel Rivett
    This code generates a merge statement joining on he natural key and checking all other columns to see if they have changed. The full version deals with type 2 processing and an audit trail but this version is useful. Just the insert or update part is handy too. Change the table at the top (spt_values in master in the version) and the join columns for the merge in @nk. The output generated is at the top and the code to run to generate it below. Output merge spt_values a using spt_values b on a.name = b.name and a.number = b.number and a.type = b.type when matched and (1=0 or (a.low b.low) or (a.low is null and b.low is not null) or (a.low is not null and b.low is null) or (a.high b.high) or (a.high is null and b.high is not null) or (a.high is not null and b.high is null) or (a.status b.status) or (a.status is null and b.status is not null) or (a.status is not null and b.status is null) ) then update set low = b.low , high = b.high , status = b.status when not matched by target then insert ( name , number , type , low , high , status ) values ( b.name , b.number , b.type , b.low , b.high , b.status ); Generator set nocount on declare @t varchar(128) = 'spt_values' declare @i int = 0 -- this is the natural key on the table used for the merge statement join declare @nk table (ColName varchar(128)) insert @nk select 'Number' insert @nk select 'Name' insert @nk select 'Type' declare @cols table (seq int, nkseq int, type int, colname varchar(128)) ;with cte as ( select ordinal_position, type = case when columnproperty(object_id(@t), COLUMN_NAME,'IsIdentity') = 1 then 3 when nk.ColName is not null then 1 else 0 end, COLUMN_NAME from information_schema.columns c left join @nk nk on c.column_name = nk.ColName where table_name = @t ) insert @cols (seq, nkseq, type, colname) select ordinal_position, row_number() over (partition by type order by ordinal_position) , type, COLUMN_NAME from cte declare @result table (i int, j int, k int, data varchar(500)) select @i = @i + 1 insert @result (i, data) select @i, 'merge ' + @t + ' a' select @i = @i + 1 insert @result (i, data) select @i, ' using cte b' select @i = @i + 1 insert @result (i, j, data) select @i, nkseq, ' ' + case when nkseq = 1 then 'on' else 'and' end + ' a.' + ColName + ' = b.' + ColName from @cols where type = 1 select @i = @i + 1 insert @result (i, data) select @i, ' when matched and (1=0' select @i = @i + 1 insert @result (i, j, k, data) select @i, seq, 1, ' or (a.' + ColName + ' b.' + ColName + ')' + ' or (a.' + ColName + ' is null and b.' + ColName + ' is not null)' + ' or (a.' + ColName + ' is not null and b.' + ColName + ' is null)' from @cols where type 1 select @i = @i + 1 insert @result (i, data) select @i, ' )' select @i = @i + 1 insert @result (i, data) select @i, ' then update set' select @i = @i + 1 insert @result (i, j, data) select @i, nkseq, ' ' + case when nkseq = 1 then ' ' else ', ' end + colname + ' = b.' + colname from @cols where type = 0 select @i = @i + 1 insert @result (i, data) select @i, ' when not matched by target then insert' select @i = @i + 1 insert @result (i, data) select @i, ' (' select @i = @i + 1 insert @result (i, j, data) select @i, seq, ' ' + case when seq = 1 then ' ' else ', ' end + colname from @cols where type 3 select @i = @i + 1 insert @result (i, data) select @i, ' )' select @i = @i + 1 insert @result (i, data) select @i, ' values' select @i = @i + 1 insert @result (i, data) select @i, ' (' select @i = @i + 1 insert @result (i, j, data) select @i, seq, ' ' + case when seq = 1 then ' ' else ', ' end + 'b.' + colname from @cols where type 3 select @i = @i + 1 insert @result (i, data) select @i, ' );' select data from @result order by i,j,k,data

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  • Is using something other than XML advisable for my configuration file?

    - by Earlz
    I have a small tool I'm designing which would require a configuration file of some sort. The configuration file in my case is really more of a database, but it needs to be lightweight, and if needed the end-user should find it easily editable. However, it also will contain a lot of things in it. (depending on certain factors, could be 1Mb or more) I've decided I'd rather use plain ol' text, rather than trying to use SQLite or some such. However, with using text, I also have to deal with the variety of formats. So far, my options are XML JSON Custom format The data in my file is quite simple consisting for the most part of key-value type things. So, a custom format wouldn't be that difficult... but I'd rather not have to worry about writing the support for it. I've never seen JSON used for configuration files. And XML would bloat the file size substantially I think. (I also just has a dislike of XML in general). What should I do in this case? Factors to consider: This configuration file can be uploaded to a web service(so size matters) Users must be able to edit it by hand if necessary(ease of editing and reading matters) Must be able to generate and process automatically (speed doesn't matter a lot, but not excessively slow) The "keys" and "values" are plain strings, but must be escaped because they can contain anything. (unicode and escaping has to work easily)

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  • IIS - HTTP Redirect all requests for one virtual directory to another

    - by nekno
    How do I set up an HTTP Redirect rule to redirect all requests for a virtual directory to another virtual directory, when I don't know the hostname or complete URL, and cannot use the URL Rewrite module? The following redirects should work: http://host1/app/oldvdir -> http://host1/app/newvdir http://host1/app/oldvdir/ -> http://host1/app/newvdir/ http://host1/app/oldvdir/login.aspx -> http://host1/app/newvdir/login.aspx http://host2/app/oldvdir/login.aspx -> http://host2/app/newvdir/login.aspx I would like to place the redirect rule in the app's root web.config. I have attempted the following rules, but the end result is simply that the redirected vdir gets duplicated on the end of the original vdir until reaching the max URL length, e.g., http://host/oldvdir/login.aspx -> http://host/oldvdir/newvdir/newvdir/newvdir/... Rules in root web.config (I also have tried all sorts of combinations of settings with and without leading and trailing slashes, etc): <location path="oldvdir"> <system.webServer> <httpRedirect enabled="true" exactDestination="false" httpResponseStatus="Permanent"> <add wildcard="*/oldvdir/*" destination="/newvdir/"/> </httpRedirect> </system.webServer> </location> <location path="oldvdir/"> <system.webServer> <httpRedirect enabled="true" exactDestination="false" destination="/newvdir" httpResponseStatus="Permanent"/> </system.webServer> </location>

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  • Convert filenames to their checksum before saving to prevent duplicates. Is is a smart thing to do?

    - by Xananax
    TL;DR:what the title says I am developing some sort of image board in PHP. I was thinking of changing each image's filename to it's checksum prior to saving it. This way, I might be able to prevent duplicates. I know this wouldn't work for two images that are the same but differ in size or level of compression or whatnot, but this method would allow for an early check. What bugs me is that I never saw this method implemented anywhere, so I was wondering if there is a catch to it. Maybe it is just more efficient to keep the original filename and store the hash in DB? Maybe the whole method is just not useful and my question is moot? What do you think? On a side note, I don't really get how hashes are calculated so I was wondering, if my first question checks out, if it would be possible to calculate the likeness that two images are similar by comparing hashes (levenshtein or something of the sort).

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  • Data Structures for Logic Games / Deduction Rules / Sufficient Set of Clues?

    - by taserian
    I've been cogitating about developing a logic game similar to Einstein's Puzzle , which would have different sets of clues for every new game replay. What data structures would you use to handle the different entities (pets, colors of houses, nationalities, etc.), deduction rules, etc. to guarantee that the clues you provide point to a unique solution? I'm having a hard time thinking about how to get the deduction rules to play along with the possible clues; any insight would be appreciated.

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  • Torque2D, Class vs Datablock

    - by Max Kielland
    I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in Pascal. If I create Datablocks with new, are they instantiated in the same way as a "Class"? I have a large TileMap and need to attach some information to each Tile. I was thinking to use a Datablock, as a struct, to attach this information to the tile's CustomData property. The two questions are: What is a Datablock and should I use a Datablock or a "Class" for this tile information?

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  • Type dependencies vs directory structure

    - by paul
    Something I've been wondering about recently is how to organize types in directories/namespaces w.r.t. their dependencies. One method I've seen, which I believe is the recommendation for both Haskell and .NET (though I can't find the references for this at the moment), is: Type Type/ATypeThatUsesType Type/AnotherTypeThatUsesType My natural inclination, however, is to do the opposite: Type Type/ATypeUponWhichTypeDepends Type/AnotherTypeUponWhichTypeDepends Questions: Is my inclination bass-ackwards? Are there any major benefits/pitfalls of one over the other? Is it just something that depends on the application, e.g. whether you're building a library vs doing normal coding?

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  • Best way to let users choose country/language when submiting an URL to a directory

    - by Claudiu
    Hi all, I want to offer the user the possibility to add the country/language for websites they would submit to a fairly simple website directory. I have a folder with flags from http://www.famfamfam.com/lab/icons/flags/ . The flag images are named according to the ISO 3166-1 alpha-2 country codes, meaning that I could make a PHP script that would be able to retrieve images and the name of the country retrieved from the image name (not the full name, but it wouldn't be necessary). Just to make things clearer, I couldn't find a proper combo-box jQuery plugin for my needs (that would act exactly like the native but with an icon before the text) and don't really have the time to develop one on my own. Considering the number of images, I also wouldn't just display them all with a radio box near them. Also, having a classic drop-down list would be a nightmare for me as I would have to assign the short country name manually to each entry, or do it once for every country. Offering the user a dropdown list with the short country names but no flag near them would also be unfriendly and confusing. The idea is that every website featured in the directory would have the country flag icon near it. I have the images named properly but I don't know how to let the user choose the right image for their website. Any idees? Thank you all in advance! EDIT Temporary solution is this file: http://www.andrewpatton.com/countrylist.csv It contains a list of countries including various other info, like the short country name, the same name that's used for the flag images. I can take that information and have a classic like this: <select name="countries"> <option value="ro">Romania</option> <option value="ie">Ireland</option> <!-- and so on --> </select> Still, If anybody has a better idea...

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • Small app structure review

    - by Lorenzo
    Hi, I would be grateful if someone could review following: I have a main Form app. OnLoad it displays with Docstyle=Fill the main menu which is done by user control. If the user selects a choice in that Menu control, it fires an event (with one parameter Choice) which main forms reacts on. If the choice is run the app, it closes the user control (dipose) and call method starting the app. If the choice is to quit, it calls Application.Exit. Is that alright form programmers point of view?

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  • Most efficient way to handle coordinate maps in Java

    - by glowcoder
    I have a rectangular tile-based layout. It's your typical Cartesian system. I would like to have a single class that handles two lookup styles Get me the set of players at position X,Y Get me the position of player with key K My current implementation is this: class CoordinateMap<V> { Map<Long,Set<V>> coords2value; Map<V,Long> value2coords; // convert (int x, int y) to long key - this is tested, works for all values -1bil to +1bil // My map will NOT require more than 1 bil tiles from the origin :) private Long keyFor(int x, int y) { int kx = x + 1000000000; int ky = y + 1000000000; return (long)kx | (long)ky << 32; } // extract the x and y from the keys private int[] coordsFor(long k) { int x = (int)(k & 0xFFFFFFFF) - 1000000000; int y = (int)((k >>> 32) & 0xFFFFFFFF) - 1000000000; return new int[] { x,y }; } } From there, I proceed to have other methods that manipulate or access the two maps accordingly. My question is... is there a better way to do this? Sure, I've tested my class and it works fine. And sure, something inside tells me if I want to reference the data by two different keys, I need two different maps. But I can also bet I'm not the first to run into this scenario. Thanks!

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • Best way to let users choose country/language when submiting an URL to a directory

    - by Claudiu
    I want to offer the user the possibility to add the country/language for websites they would submit to a fairly simple website directory. I have a folder with flags from http://www.famfamfam.com/lab/icons/flags/ . The flag images are named according to the ISO 3166-1 alpha-2 country codes, meaning that I could make a PHP script that would be able to retrieve images and the name of the country retrieved from the image name (not the full name, but it wouldn't be necessary). Just to make things clearer, I couldn't find a proper combo-box jQuery plugin for my needs (that would act exactly like the native but with an icon before the text) and don't really have the time to develop one on my own. Considering the number of images, I also wouldn't just display them all with a radio box near them. Also, having a classic drop-down list would be a nightmare for me as I would have to assign the short country name manually to each entry, or do it once for every country. Offering the user a dropdown list with the short country names but no flag near them would also be unfriendly and confusing. The idea is that every website featured in the directory would have the country flag icon near it. I have the images named properly but I don't know how to let the user choose the right image for their website. Any idees? Thank you all in advance! EDIT Temporary solution is this file: http://www.andrewpatton.com/countrylist.csv It contains a list of countries including various other info, like the short country name, the same name that's used for the flag images. I can take that information and have a classic like this: <select name="countries"> <option value="ro">Romania</option> <option value="ie">Ireland</option> <!-- and so on --> </select> Still, If anybody has a better idea...

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  • Replacing files in a folder structure with files from an unsorted folder

    - by Andrew
    I have over 50,000 PDFs organized into folders in a file called PDFACT. I needed to compress these files so I ran them through Adobe to batch compress them and this worked—except Adobe could only output the files without their folder structure. So basically I have 50,000 PDFs set up in a folder with hundreds of subfolders, and everything was organized. I ended up with one folder with 50,000 compressed PDFs in it, just in alphabetical order. Somehow I need to replace all the orginal PDFs with their compressed copies. Let me give an example: In the folder PDFACT we have the following file: C:\PDFACT\BIG DINNER\BILL\NEWESTBILL.PDF … and in the output folder that Adobe created we have just: C:\COMPRESSED_PDF_FOLDER\NEWESTBILL.PDF This copy is smaller then the one in PDFACT and has the same name but it is just lumped in with every other PDF. The folder structure and subfolders are gone. Is there any way to replace all the larger uncompressed PDFS inside the orginal folder structure with their now compressed counterparts?

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  • How to add a sound that an enemy AI can hear?

    - by Chris
    Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at point x1, y1 and it "ripples out". The image below kind of outlines it better. Obviously the end goal is that the AI enemy can "hear" the sound - but if a wall is blocking it, the sound doesn't travel as far. Red is the wall, which has a dampen of 50db. I think in the 3rd game tick I am confusing my maths. What would be the best way of implementing this?

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  • C++ Building Static Library Project with a Folder Structure

    - by Jake
    I'm working on some static libraries using visual studio 2012, and after building I copy .lib and .h files to respective directories to match a desired hierarchy such as: drive:/libraries/libname/includes/libname/framework drive:/libraries/libname/includes/libname/utitlies drive:/libraries/libname/lib/... etc I'm thinking something similar to the boost folder layout. I have been doing this manually so far. My library solution contains projects, and when I update and recompile I simply recopy files where they need to be. Is there a simpler way to do this? Perhaps a way to compile the project with certain rules per project as to where the projects .h and .lib files should go?

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  • mod_rewrite works within directory not on root

    - by Anvesh Saxena
    I am having problem in my RewriteRule for the tags portion. What I am able to debug is that the rule is been triggered at least because the page "tags.php" is been rendered but without the URL parameters. This .htaccess file with the rules is within root for my sub-domain and has following content for tags postion. # Rewrite rule for tags RewriteRule ^tags/(\w+)/(\d+)/?$ tags.php?tag_name=$1&tag_id=$2 RewriteRule ^tags/(\w+)/?$ tags.php?tag_name=$1 RewriteRule ^tags/?$ tags.php?tag_name= Another problem that I ain't able to debug is that the similar .htaccess file exists for a directory within my sub domain and is working as expected with the necessary URL parameters also been available. The .htaccess file within the directory reads as follows # Rewrite rule for tags RewriteRule ^tags/(\w+)/(\d+)/?$ restAPI.php?type=tags&tag_name=$1&tag_id=$2 RewriteRule ^tags/(\w+)/?$ restAPI.php?type=tags&tag_name=$1 RewriteRule ^tags/?$ restAPI.php?type=tags&tag_name= Could anyone point me the problem that I might be having in my Rewrite rules, I am also facing Internal server error sometimes which I am second guessing is due to the linked problem. Note:- I have Apache version 2.2.23 on my shared hosting.

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  • What use is a Business Logic Layer (BLL)?

    - by Andrew S. Arnold
    In reading up on good practice for database applications I've frequently come across advocates of so-called "business logic layers" and I'm trying to decide if it's best for my project to use one (it's a small personal project). My issue lies in the fact that I can't think of anything for the BLL to do that the DAL can't already handle (executing queries and mapping results to objects), so my BLL just calls the DAL without doing anything itself. Maybe I'm wrong about exactly what the DAL should be doing too. But regardless, what sorts of functionality should be expected of a BLL in a database management application?

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  • How to structure a set of RESTful URLs

    - by meetamit
    Kind of a REST lightweight here... Wondering which url scheme is more appropriate for a stock market data app (BTW, all queries will be GETs as the client doesn't modify data): Scheme 1 examples: /stocks/ABC/news /indexes/XYZ/news /stocks/ABC/time_series/daily /stocks/ABC/time_series/weekly /groups/ABC/time_series/daily /groups/ABC/time_series/weekly Scheme 2 examples: /news/stock/ABC /news/index/XYZ /time_series/stock/ABC/daily /time_series/stock/ABC/weekly /time_series/index/XYZ/daily /time_series/index/XYZ/weekly Scheme 3 examples: /news/stock/ABC /news/index/XYZ /time_series/daily/stock/ABC /time_series/weekly/stock/ABC /time_series/daily/index/XYZ /time_series/weekly/index/XYZ Scheme 4: Something else??? The point is that for any data being requested, the url needs to encapsulate whether an item is a Stock or an Index. And, with all the RESTful talk about resources I'm confused about whether my primary resource is the stock & index or the time_series & news. Sorry if this is a silly question :/ Thanks!

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  • tic tac toe game ai as3

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in actionscript3 and am trying to understand the ideas behind the ai used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated

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