Search Results

Search found 37101 results on 1485 pages for 'array based'.

Page 45/1485 | < Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >

  • Tile-based maps in AS3

    - by Ashley
    I want to make a tile-based platformer in AS3. I want my game to read an external maps file (in xml or json or somethimg similar) to draw a tile-based map. I've seen loads of tutorials for this in AS2 and other languages, and the few I've found in AS3 are either incomplete or filled with extra unnecessary features. I just want to be able to draw a basic map from sprites in Flash. Any links or information to point me in the right direction would be appreciated.

    Read the article

  • Estimating time for planning and technical design using Evidence Based Scheduling

    - by Turgs
    I'm at the beginning of a development project in a large organization. The Functional Requirements are currently being worked out and documented with our business stakeholders by our Enterprise Design department. I'm required to produce Technical Design Documents and manage the team to actually build the solution. I'm wanting to try Evidence Based Scheduling, but as I understand, part of that is breaking the job down into small tasks that are less than 14 hours in duration, which requires me to have already done the Technical Design. Therefore, can Evidence Based Scheduling only be used after the Technical Design has been done? How do you then plan and estimate the time it may take to come up with the Technical Design?

    Read the article

  • Crawling an ajax based page with both a hash fragment and a meta tag

    - by Christofian
    According to google's documentation on crawling ajax based web pages, if a url contains a hash fragment, or something at the end of an url that looks like #helloworld, and if there is an ! after the #, as in #!helloworld, google will then request the url url?_escaped_fragment_=helloworld. I currently have an ajax based webpage that I want google to be able to crawl. Sometimes, the page uses hash fragments, and for those situations I set up the server so it will return an html snapshot for that page using _escaped_fragment_. However, that webpage often does not load a hash fragment, and when that happens the webpage still loads content using ajax. I couldn't find a good solution to enable ajax crawling for pages that sometimes have a hash fragment and sometimes don't. How can I tell google to use _escaped_fragment_ when there is a hash fragment, and to use something else to get an html snapshot of a page when there isn't a hash fragment?

    Read the article

  • Google I/O 2010 - OpenID-based SSO & OAuth for Google Apps

    Google I/O 2010 - OpenID-based SSO & OAuth for Google Apps Google I/O 2010 - OpenID-based single sign on and OAuth data access for Google Apps Enterprise, Google APIs 201 Ryan Boyd, David Primmer A discussion of all the auth tangles you've encountered so far -- OpenID, SSO, 2-Legged OAuth, 3-Legged OAuth, and Hybrid OAuth. We'll show you when and where to use the APIs, code some example apps, and demonstrate how they all integrate with Google APIs and other developer products. We'll also talk about how these technologies relate to apps sold on the Google Apps Marketplace. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 8 0 ratings Time: 01:11:01 More in Science & Technology

    Read the article

  • Rotate view matrix based on touch coordinates

    - by user1055947
    I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing origin. I have succeeded in moving the camera through rotation left or right, up or down based on the user dragging the finger, but my problem is obviously that after I drag my finger up/down and rotate say 90 degrees so my intial position of -z is now +y and still facing origin, if I drag my finger left/right I want to rotate from +y to +x, but what happens is it rotates around the pole +y. This is to be expected as I am mapping 2D touch drag coords to 3D space, but I dont know where to start trying to do what I want. Perhaps someone can point me in the right direction, I've been googling for a while now but I don't know what I want to do is called! Edit __ What I was looking for is called an ArcBall, google it for lots of info on it.

    Read the article

  • The best tile based level design [on hold]

    - by ReallyGoodPie
    My current method for tile based levels is to put everything in an array like the following: grass = g sky = s house = h ... """ ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["HHHHHHHHHHHHHHSSSSSSSSSSSSSSSS"], ["GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG"], """ I would then run a for loop to pass these on to a sprite class, bliting the images to the screen. This is what I'd generally do in pygame when I am creating levels for a tile based RPG's. However, as I've gone on, I have added allot more sprites and image and it is seriously becoming more and more confusing to work with this and allot of mistakes are being made. What is the best alternative or other methods for doing this?

    Read the article

  • Claims-based Identity in .NET 4.5 and Windows 8

    - by Your DisplayName here!
    There was not a ton of new information about WIF and related technologies at Build, but Samuel Devasahayam did a great talk about claims-based access control that contained some very interesting bits of information with regards to future directions. From his slides: Windows 8 Bring existing identity claims model into the Windows platform Domain controller issues groups & claims Claims (user and device) sourced from identity attributes in AD Claims delivered in Kerberos PAC NT Token has a new claims section Enhanced SDDL API’s to work with claims Enhanced user mode CheckAccess API’s to work with claims New ACL-UX Target audits with claims-based expressions WIF & .NET 4.5 WIF is in the box with .NET Framework 4.5 Every principal in .NET 4.5 is a ClaimsPrincipal ADFS 2.1 ADFS 2.1 is available now as a in-box server role in Windows 8 Adds support for issuing device claims from Kerberos ticket

    Read the article

  • Any good C++ Component/Entity frameworks?

    - by Pat
    (Skip to the bold if you want to get straight to my question :) ) I've been dabbling in the different technologies available out there to use. I tried Unity and component based design, managing to get a little guy up and running around a map with basic pathfinding. I really loved how easy it was to program using components, but I wanted a bit more control and something more 2D friendly, so I went with LibGDX. I looked around and found 2 good frameworks for Java, which are Artemis and Apollo. I didn't like Artemis much, so I went with Apollo, which I loved. I managed to integrate it with Box2D and get a little guy running around bouncing balls. Great! But since I want to try out most of the options, there is still C++/SFML that I haven't tried yet. Coming from a Java/C# background, I've always wanted to get my hands dirty with C++. But then, after some looking around, I noticed there aren't any Component-Based frameworks for me to use. There's a somewhat done porting of Artemis, but, aside from not being completely finished, I didn't quite like Artemis even in Java. I found Apollo's approach much more.. logical. So, my question is, are there any good Component/Entity frameworks for C++ that I can use that are similar to Artemis, or preferably, Apollo?

    Read the article

  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

    Read the article

  • SANS Webcast: Label Based Access Controls in Oracle Database 11g

    - by Troy Kitch
    Controlling access to data subsets within an application table can be difficult and inefficient especially when faced with specific data ownership, consolidation and multi-tenancy requirements. However, this can be elegantly addressed using label based access control (LBAC). In this webcast you will learn how LBAC using Oracle Label Security and Oracle Database 11g can easily enforce row-level access based on user security clearance. In addition, Oracle security experts will discuss real world case studies demonstrating how customers, in industries ranging from retail to government, are relying on Oracle Label Security for virtual information partitioning and secure consolidation of information.  Register for the July 12 webcast now.

    Read the article

  • I need recommendations on free, open source, PHP-based business intelligence widget frameworks [on hold]

    - by Volomike
    I'm a PHP developer on Linux, and my manager wants a business intelligence dashboard. He wants to see in real-time our profit/loss stuff in fancy charts, based on our software sales. I could code it all from scratch and use Google Charts API or some other charts API to help me. However, I wanted to know if there was a free, open source, PHP-based business intelligence package out there, or some sort of widget framework that I could start with. That way, I can build the BI widgets inside that framework and not have to do everything from scratch. I apologize ahead of time if this is the wrong stackexchange where to place this query. I don't know where to place this query, and do want to follow the rules.

    Read the article

  • Overriding component behavior

    - by deft_code
    I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity also has an armor component that limits the amount of damage a character receives. Has anyone implemented behaviors like this in a component based system before? How did you do it? If no one has ever done this before why do you think that is. Is there anything particularly wrong headed about overriding component behaviors? Below is rough sketch up of how I imagine it would work. Components in an entity are ordered. Those at the front get a chance to service an interface first. I don't detail how that is done, just assume it uses evil dynamic_casts (it doesn't but the end effect is the same without the need for RTTI). class IHealth { public: float get_health( void ) const = 0; void do_damage( float amount ) = 0; }; class Health : public Component, public IHealth { public: void do_damage( float amount ) { m_damage -= amount; } private: float m_health; }; class Armor : public Component, public IHealth { public: float get_health( void ) const { return next<IHealth>().get_health(); } void do_damage( float amount ) { next<IHealth>().do_damage( amount / 2 ); } }; entity.add( new Health( 100 ) ); entity.add( new Armor() ); assert( entity.get<IHealth>().get_health() == 100 ); entity.get<IHealth>().do_damage( 10 ); assert( entity.get<IHealth>().get_health() == 95 ); Is there anything particularly naive about the way I'm proposing to do this?

    Read the article

  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

    Read the article

  • Amazon Kindle e-Ink based device programming: Java ME CDC old school

    - by hinkmond
    If you like doing Amazon Kindle development in the old-school way (Java ME CDC-based apps) on their e-Ink based readers, then here's how to download and use the Amazon Kindle Development Kit (KDK). See: Download Amazon KDK Here's a quote: We're excited to introduce the all- new Kindle family: Kindle, Kindle Touch, and [blah-blah]. The KDK has APIs, tools, and documentation to help you create active content for Kindle, Kindle Touch, and other E Ink Kindles. Kickin' old school with Java ME CDC technology is the way to go. You can come up with the next Word with Friends this way. Hinkmond

    Read the article

  • Data base preference for network based C# windows application [on hold]

    - by Sinoop Joy
    I'm planning to develop a C# widows based application for an academy. The academy will have different instances of application running in different machines. The database should have shared access. All the application instances can do update, delete or insert. I've not done any network based application. Anybody can give any useful link to where to start with ? Which database would give max performance with all required features i said for this scenario ?

    Read the article

  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

    Read the article

  • Defining a service layer: the text-based adventure

    - by Stacy Vicknair
    Applications these days have more options than ever for a user interface, and it’s only going to grow. A successful product might require native applications for mobile devices, a regular web implementation, or even a gaming console. These systems often will be centralized and data driven. The solution is one that’s fairly solitary, a service layer! Simply put, take what’s shared and put it behind a physical or abstract layer that defines the boundary between the specific user interface and the shared content.   I know, I know, none of this is complicated. But some times it can be difficult to discern what belongs on which side of the line. For instance, say we’re creating a service that will provide content for both an ASP.NET MVC application and a WP7 application. Although the content served to each application is the same, there are different paradigms and patterns for displaying that data in the different environments. In ASP.NET MVC, you may create a model specific to a page that combines necessary information. In the WP7 application you might require different sets of data that you will connect via MVVM with the view. The general rule of thumb is that any shared content, business rules, or data should exist separately. Any element that is specific to the current UI implementation should be included in a separate library or with the UI implementation itself. The WP7 application doesn’t need my MVC specific model classes. My MVC application doesn’t require those INotifyPropertyChanged viewmodels that the WP7 application depends on. In both cases, there should be additional processing done above the service layer to massage the data to the application’s specific needs.   Service-ocalypse: the text based adventure What helps me the most about deciding whether or not something belongs coupled to the UI implementation or in the shared implementation is thinking of the simplest implementation you could have: a console application. You might have played a game like Peasant’s Quest: The console app is the text based adventure game version of your application. If you’re service was consumed in its simplest form, you would simply have a console based API for it that issues requests. Maybe those requests aren’t SWIM TO BOAT, but they might be CREATE USER JOHN. If I issue a request, I expect that request to be issued to the service. If the service has any exceptions or issues with my input, that business logic should be encapsulated in that service, not implemented in the UI. The service layer should be your functional application in its entirety, and anything above that layer should only assist with the display of that information.

    Read the article

< Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >