Search Results

Search found 5671 results on 227 pages for 'final'.

Page 43/227 | < Previous Page | 39 40 41 42 43 44 45 46 47 48 49 50  | Next Page >

  • NetBeans IDE 7.2 Release Candidate Available

    - by TinuA
    The first release candidate build of NetBeans IDE 7.2 is available for download. Download the release candidate build, try out the new features and give your feedback in the NetBeans 7.2 Community Acceptance Survey. Let the NetBeans team know if 7.2 is ready for full release! You can give additional feedback on the NetBeans mailing lists and forums, file reports, and contact the NetBeans team via Twitter. The final release of NetBeans IDE 7.2 is planned for July.

    Read the article

  • PASS: FY10 Actuals Posted

    - by Bill Graziano
    Earlier this year we published preliminary fiscal year 2010 financials to the Governance page on the PASS web site.  Please remember that FY10 runs from July 1st, 2009 through June 30th, 2010 and includes the November 2009 Summit.  We do our fiscal year this way so that the Summit falls earlier in the fiscal year.  The financials we had posted were P&L numbers at the portfolio level.  Prior to this we had posted our detailed budget but only posted the auditors report at the end of each year.  Today we updated our published financials to include: Pre-audit actuals from FY10 at the same level as our budget.  The document has both actuals and budget for FY10 side by side.  This is over 20 pages of detailed financial information covering hundreds of line-items. A letter describing key differences between our budget and actuals.  I walked through each line item where the difference was greater than $25,000 and explained what happened and why. We updated the financial graph going back to 2003 to include FY10. This update should “close the loop” on our financials.  You can now start with the published budget and compare it to the finished financials at the same level of detail.  We also plan to publish the auditor’s report when that is completed -- as we do every year. Overall I’m very happy with how FY10 turned out.  Keep in mind that this was the November 2009 Summit so we were still facing economic challenges.  With all that we were roughly break-even showing a $15,000 profit on $3.9 million of revenue.  I didn’t find anything shocking in reviewing our actual vs. budget but there were a few things that needed explanation.  You can see those in the letter on the governance page. Please keep in mind that these are the actuals from our operating financials.  The auditor may have us make adjustments for depreciation or other financial transactions.  We may also account for certain transactions differently for tax purposes than we do for financial reporting purposes.  I feel these financial statements give you the clearest picture of how our organization spends its money. We were late publishing these this year.  We were working through some tax issues and that delayed our ability to file our final tax forms which delayed this process.  In hindsight I should have published these documents as soon as we had them and not waited for the tax issues.  We’ll do this better in the future. And on a final note, you don’t need to login to view these documents.  If you have any questions you can post them here.  If we get more than a few questions we may see about creating some forums for financial issues on the PASS web site.

    Read the article

  • Ubuntu Philosophy Question

    - by The-Ever-Kid
    I was just switching from Windows to Ubuntu and I started to read this. And there were quite a few things I did not understand one was : "OpenOffice decided not to have a learning curve" And "Firefox tries very hard to make sure pages written in 1995 look like they did in 1995. " And Finally "Windows isn't a poor man's Linux." In the final statement shouldn't the statement be the opposite.

    Read the article

  • Term for a single C++ endpoint/object file

    - by Qix
    I have heard several terms for a C++ "Codepoint" (which is what I've heard used the most often), or a .cpp file that is compiled into an object file. For instance, .cpp files can include other .cpp files (or any other file, really, so long as it compiles), but during compilation, there is really only one 'main' code file that is used/generated. I know there is a widely accepted term, I just can't recall what it is. What is the accepted term for the final .c/.cpp file used to generate an object file?

    Read the article

  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

    Read the article

  • Of what significance is the solution to the game of checkers in AI research?

    - by cobie
    I have been doing some research into artificial intelligence and I came across a 2007 paper titled "Checkers is Solved" on the game of checkers being solved by AI techniques after more than 16 years of trial. A solution to the game is defined by the team as "determining the final result in a game with no mistakes made by either player". The search for a solution started back in 1989 and it was finally found in 2007. Of what importance is this to the field of AI?

    Read the article

  • How can I create a flexible system for tiling a 2D RPG map?

    - by CptSupermrkt
    Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their tiled map in, and none made mention of how to do it any other way. By tiled map, I mean like Final Fantasy 1, where the world map is a grid of squares, each with a different texture. So for example, I've got a 6 tile x 6 tile map, using the following code: Array<Tile> tiles = new Array<Tile>(); tiles.add(new Tile(new Vector2(0,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(1,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(2,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(3,5), TileType.GRASS)); tiles.add(new Tile(new Vector2(4,5), TileType.STONE)); tiles.add(new Tile(new Vector2(5,5), TileType.STONE)); //... x5 more times. Given the random nature of the environment, for loops don't really help as I have to start and finish a loop before I was able to do enough to make it worth setting up the loop. I can see how a loop might be helpful for like tiling an ocean or something, but not in the above case. The above code DOES get me my final desired output, however, if I were to decide I wanted to move a piece or swap two pieces out, oh boy, what a nightmare, even with just a 6x6 test piece, much less a 1000x1000 world map. There must be a better way of doing this. Someone on some post somewhere (can't find it now, of course) said to check out MapEditor. Looks legit. The question is, if that is the answer, how can I make something in MapEditor and have the output map plug in to a variable in my code? I need the tiles as objects in my code, because for example, I determine whether or not a tile is can be passed through or collided with based on my TileTyle enum variable. Are there alternative/language "native" (i.e. not using an outside tool) methods to doing this?

    Read the article

  • Oracle RightNow CX Cloud Service 2012 Specialization

    - by Richard Lefebvre
    Oracle RightNow CX Cloud Service 2012 Certified Implementation Specialist (1Z1-465) is now in beta. Partners who pass the exam will be identified to customers, Oracle, and other partners as Certified Implementation Specialists. This is also the final step towards completion of the business and competency requirements for company-level Oracle RightNow CX Cloud Service 2012 Specialization. To view the complete Specialization criteria table, click here

    Read the article

  • IdentityServer v1.0.1 On-Premise and Azure Edition

    - by Your DisplayName here!
    I just uploaded the final Azure Edition as well as a combined Azure and on-premise source package to Codeplex. http://identityserver.codeplex.com/releases I am also in the process of building a wiki for documentation – it is not done yet – but can be browsed here: http://wiki.thinktecture.com/IdentityServer.MainPage.ashx Any feedback, bug reports, volunteers (coding, setup, wiki) – please DM me. Have fun!

    Read the article

  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

    Read the article

  • Package denyhosts in Ubuntu Trusty Tahr is deleted: temporary or forever?

    - by Kees van Dieren
    While doing a test-upgrade of our Ubuntu server to 14.04, I found that the package DenyHosts is no longer available. Installing it gives following error: apt-get install denyhosts Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package denyhosts Apparently it has been deleted, according to launchpad. Will Denyhosts be available in the final release of Ubuntu 14.04?

    Read the article

  • Keyword Research Service

    Keyword research must be the primary items you should consider for website improvement and promotion. Analyzing the online marketplace and choosing the best market for your business is the key action for your final success. Before you start to compete for the high rankings, it is important to be exact in your pursuits. Thus, keyword research makes the foundation for SEO.

    Read the article

  • Validate Data Binding with Silverlight 3

    In this fourth part of the series we will take a look at how to validate data binding. We ll start by explaining why this is important and then walk through a step-by-step process that shows you how to do it. The next and final part of the series will discuss data conversion.... Test Drive the Next Wave of Productivity Find Microsoft Office 2010 and SharePoint 2010 trials, demos, videos, and more.

    Read the article

  • Content Ideas For Your Non-Profit Website

    In a crowded Internet space, websites are competing with each other for maximum exposure through SEO marketing techniques. However, many website managers tend to forget that in the final analysis, content still remains the king.

    Read the article

  • PASS 2013 Board of Directors Election

    - by NeilHambly
    Hello Today we received the PASS Connector emails, with the announcements of the 7 Candidates running in this BoD election, as you can see there are a total of 7 of us who made it through to the final stages Announcing the PASS Board of Directors Candidates The PASS Board of Directors has ratified the official slate for the upcoming Board elections, which begin this week. Three seats are up for election for the 2014-2015 term, including two regional seats: one representing EMEA and one representing...(read more)

    Read the article

  • JSR Updates

    - by heathervc
    JSR 359, SIP Servlet 2.0, is a new JSR that has been submitted for JSR Review.  The review closes 16 July; the JSR Approval Ballot will be 17-20 July 2012. JSR 355, JCP Executive Committee Merge, has passed the Public Review Ballot and a Proposed Final Draft is now available for review. JSR 340, Java Servlet 3.1 Specification, has posted an Early Draft Review.  The review closes 1 August 2012.

    Read the article

  • xp_cmdshell for Non-System Admin Individuals

    There may be times when you want to allow non-System Admin logins to be able to execute the xp_cmdshell extended stored procedure. In this articleGreg Larson will show you how to setup xp_cmdshell so non-System Admins can use this extended stored procedure. ‘10 Tips for Efficient Disaster Recovery’Steve Jones gives the final lesson in the ‘Top 5 Hard-earned Lessons of a DBA’. Read now and learn from the best.

    Read the article

  • Stairway to T-SQL DML Level 12: Using the MERGE Statement

    The final level of this stairway looks at the MERGE statement in detail, focusing on how to perform insert, update and delete logic using the MERGE statement. An accidental DBA? Try SQL MonitorUse the 30-day full product free trial to get easy-to-understand insights into SQL Server, and get suggestions on how to solve the type of issues that are uncovered. Begin your free trial.

    Read the article

  • system requirement

    - by Sol
    My laptop developed a bad sectors and not working well. It was with ubutuntu 12.04 LTS operating system. Now, I want to install ubuntu in an relatively old desktop with the following specifications Hp compaq dx 2390 Intel ® Pentium Dual Core CPU, E2180 @ 2.00 GHZ, 1.20 GHz, 1 GB Ram, 160 GB Hard Drive Which k/x/ubuntu version is suitable to this desktop? PS. I am working in my final thesis and I need a stable k/x/ubuntu to this specification. Thank u

    Read the article

  • Silverlight 4 Release Now Available!

    The Silverlight 4 final release, including Visual Studio 2010 tooling, is now available! Visit the Silverlight Get Started page to learn more about this release and to install the bits using the Web Platform Installer.

    Read the article

  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

    Read the article

< Previous Page | 39 40 41 42 43 44 45 46 47 48 49 50  | Next Page >