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  • Map a struts2 action result to a controller instead of a jsp

    - by Jim
    Hello, I'm working on on a site built using struts2. The vast majority of our targets generate xml, so mapping the result to a jsp page makes sense. A couple of our targets actually generated binaries. I'm wondering if there is a convenient way to say that the result should come from a servlet/controller instead of a jsp. Obviously this could be done by modifying the web.xml so the struts filter doesn't apply to those targets and mapping those targets as servlets, but this is non-ideal. Currently, the struts filter applies to the entire site, and we would like to keep it that way. Ideas? Thanks!

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  • How to map it? HasOne x References

    - by Felipe
    Hi everyones, I need to make a mapping One by One, and I have some doubts. I have this classes: public class DocumentType { public virtual int Id { get; set; } /* othes properties for documenttype */ public virtual DocumentConfiguration Configuration { get; set; } public DocumentType () { } } public class DocumentConfiguration { public virtual int Id { get; set; } /* some other properties for configuration */ public virtual DocumentType Type { get; set; } public DocumentConfiguration () { } } A DocumentType object has only one DocumentConfiguration, but it is not a inherits, it's only one by one and unique, to separate properties. How should be my mappings in this case ? Should I use References or HasOne ? Someone could give an example ? When I load a DocumentType object I'd like to auto load the property Configuration (in documentType). Thanks a lot guys! Cheers

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  • How to open a document in a separate window from a site map

    - by Sean
    I was hoping to open a document in a menu control using a sitemap. I am using the following code in the sitemap but get an error. I would like to be able to click on the menu item, have it open the sample doc in a new window, but not to have the original page navigate to a new place (essentially to do nothing on the main page.) <siteMapNode url="javascript:widow.open('Sample.doc','SampleName'); return false" title="FAQs" description="FAQs" /> Any idea? Is there some javascript I can use that does not require me to register a function on every page?

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  • file to map/reduce program

    - by vana
    Hi , I am working on extracting Parts Of speech (POS) using xml documents and I have a englishPCFG.ser.gz file which is used in extracting POS on xml files. I cannot send this .gz file as input in HDFS directory, but my program uses it for parsing xml files. The file is in my local directory. I am getting "File Not Found" error when I run my mapreduce program. How can i make it available to mapper? I tried placing the file in HDFS where my xml files are present. I also tried adding it in .jar along with class files but not luck. I tried to change the hdfs-default.xml with entry to local directory, still doesnt work. Please let me know how to make mapper read this file? Thank you,

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  • How to create a game map?

    - by dfd
    I am trying to develop a strategy game and i am thinking of creating the following game maps similar to below. How do i go about doing it and what kind of software to use of books/ tutorials to follow? Thanks

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  • One-line expression to map dictionary to another

    - by No Such IP
    I have dictionary like d = {'user_id':1, 'user':'user1', 'group_id':3, 'group_name':'ordinary users'} and "mapping" dictionary like: m = {'user_id':'uid', 'group_id':'gid', 'group_name':'group'} All i want to "replace" keys in first dictionary with keys from second (e.g. replace 'user_id' with 'uid', etc.) I know that keys are immutable and i know how to do it with 'if/else' statement. But maybe there is way to do it in one line expression?

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  • Asp.net mvc route map problem

    - by coure06
    I have created a new control VidController public class VidController : Controller { public ActionResult GetVids() { return View(); } } Right clicked inside the method and created View with default name GetVids. Now when i try to open ~/VidController/GetVids there is no page opening... What i have to set in Global file?

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  • Flash relationship map

    - by John
    Hi, Does anyone know any Flash fla's which are out there and free which do something similar to http://audiomap.tuneglue.net/ (you have to type in a search term to see it in action). What I'm after is the flash to create the node in the middle which expands out into children and then each of those children can be expanded out into more children, etc. while keeping their distance from one another so as to not overlap. I'd like it so that if you clicked on a node to expand it, it would shoot off to a web site and get an xml feed which could then be used to create the children. Thanks

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  • Fitting place names into map shapes

    - by Old Man
    I'm drawing shapes using GDI+ using a list of lat/lon floats, and I need to place the name of the place within the borders of the polygon. Simply centering the text in the bounding rectangle doesn't work for irregular shapes. I have the text and the font so I can get the size of the rectangle that the text will need to fit in, but at that point I'm stuck. This seems like a common problem that all mapping software solves, as well as the kind of thing you would find in an algorithm or computer graphics textbook. So, given a list of floats for a polygon and a rectangle, is there a way to get the best possible point to place the text, using: 1) GDI+; 2) SQL Server Geospatial; or 3) c# code (or c, pseudocode, etc)

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  • C# Create "wireframe"/3D "map"

    - by Qrew
    How can I produce a similar output in C# window forms in the easiest way? Each individual points should be "editable" by pressing some keys to increment or decrement and navigate trough it with arrow keys. Is there a good library for this purpose?

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  • C/C++ enums: Detect when multiple items map to same value

    - by Dan
    Is there a compile-time way to detect / prevent duplicate values within a C/C++ enumeration? The catch is that there are multiple items which are initialized to explicit values. Background: I've inherited some C code such as the following: #define BASE1_VAL (5) #define BASE2_VAL (7) typedef enum { MsgFoo1A = BASE1_VAL, // 5 MsgFoo1B, // 6 MsgFoo1C, // 7 MsgFoo1D, // 8 MsgFoo1E, // 9 MsgFoo2A = BASE2_VAL, // Uh oh! 7 again... MsgFoo2B // Uh oh! 8 again... } FOO; The problem is that as the code grows & as developers add more messages to the MsgFoo1x group, eventually it overruns BASE2_VAL. This code will eventually be migrated to C++, so if there is a C++-only solution (template magic?), that's OK -- but a solution that works with C and C++ is better.

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  • Ruby: map tags into a boolean condition to get a true/false result

    - by cgyDeveloper
    I have an array of tags per item like so: item1 = ['new', 'expensive'] item2 = ['expensive', 'lame'] I also have a boolean expression as a string based on possible tags: buy_it = "(new || expensive) && !lame" How can I determine if an item matches the buying criteria based on the tags associated with it? My original thought was to do a gsub on all words in buy_it to become 'true' or 'false' based on them existing in the itemx tags array and then exec the resulting string to get a boolean result. But since the Ruby community is usually more creative than me, is there a better solution?

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  • How does make_pair know the types of its args?

    - by bobobobo
    The definition for make_pair in the MSVC++ "utility" header is: template<class _Ty1, class _Ty2> inline pair<_Ty1, _Ty2> make_pair(_Ty1 _Val1, _Ty2 _Val2) { // return pair composed from arguments return (pair<_Ty1, _Ty2>(_Val1, _Val2)); } I use make_pair all the time though without putting the argument types in angle brackets: map<string,int> theMap ; theMap.insert( make_pair( "string", 5 ) ) ; Shouldn't I have to tell make_pair that the first argument is std::string and not char* ? How does it know?

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  • Map a property in the entity framework to a different type

    - by Tom
    I have a SQL Server 2008 database. I have a bunch of fields in TableA that are just strings that corresponds to booleans. So every value is either true or false. The edmx I generated using Entity Framework 4.0 has them as strings. This is technically correct but I would like to have them mapped as Booleans instead. Is this possible? If so how can I accomplish this? Thanks much!

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  • apply function using expand.grid in R

    - by kolonel
    I have two vectors x and y. I create a grid using the following function: v = expand.grid(x, y) I have a function defined as follows N <- function(a, b , dat){ m = ncol(Filter(function(z) a*max(z)*min(z) < b , dat[1:ncol(dat)])) return(m) } and then I need to maximize N over a grid of x,y: Maximize <- function(x , y ,dat){ v = as.matrix(expand.grid(x,y)) # Here is where I want to map the values of v and get the maximum element and # get the tuple in v that maximized N temp1 <- max(apply(v , 1 , N(v[[1]] , v[[2]] , dat))) } Thanks

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  • TSQL to Map User to Database

    - by dtrick
    So I'm not able to user enterprise manager to do this... If I was I wouldn't even be asking this question. So I'm wondering if there is a way through TSQL to execute a command that maps a User to a particular Database and grants them 'owner' permissions. Thanks...

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  • dictionary/map/key-value pairs data structure in C

    - by morgancodes
    How does one construct and access a set of key-value pairs in C? To use a silly simple example, let's say I want to create a table which translates between an integer and its square root. If I were writing javascript, I could just do this: var squareRoots = { 4: 2, 9: 3, 16: 4, 25: 5 } and then access them like: var squareRootOf25 = squareRoots[5] What's the prettiest way to do this in C? What if I want to use one type of enum as the key and another type of enum as the value?

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  • What is the answer to this homework about maps and collections? [closed]

    - by Bishan
    Maps collection is referred to an dictionary because of the way it works. Each entry into a maps collection involves a pair of objects. In a maps collection, an object associates the key which determines where the object is stored in the map. The key object in the maps collection can be duplicated. A stack which has Last In First Out storage mechanism can be considered as a maps collection. I think #1,#2,#3 and #5 are Correct in above, but I have doubt with #5. Am I correct?

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • PHP arrays - How to 1-dimensional array into nested multidimensional array?

    - by sombe
    When retrieving a hierarchical structure from MySQL (table with one ID column and one PARENT column signifying the hierarchical relationships), I map the result into an enumerated array as follows (for this example the numbers are arbitrary): Array ( [3] => Array ( [7] => Array () ), [7] => Array ( [8] => Array () ) ) Notice 3 is the parent of 7, and 7 is the parent of 8 (this could go on and on; and any parent could have multiple children). I wanted to shrink this array into a nested multidimensional array as follows: Array ( [3] => Array ( [7] => Array ( [8] => Array () ) ) ) That is, each NEW id is automatically assigned an empty array. Regardless, any ID's children will be pushed into their parent's array. Take a look at the following illustration for further clarification: This will probably result in a complicated recursive operation, since I always have to check whether a parent with any certain ID already exists (and if so, push the value into its array). Is there a built-in php function that can assist me with this? Do you have any idea as to how to go about constructing this? For what it's worth I'm using this to built a navigation bar in wordpress (which can contain categories, subcategories, posts... essentially anything).

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  • Convert long/lat to pixel x/y on a given picure.

    - by Kalinin
    I have a city "map" (for example - Moscow). She in accuracy repeats the contours the given city in google maps (that is it is copied from google maps and it is a little processed, but the sense remained the same). Also I have object co-ordinates in a city (in co-ordinates of google). Problem: how to convert google co-ordinates to the co-ordinates of my picture (that is in pixels on OX and OY on a picture). That is I receive google-co-ordinates and it is necessary for me to draw this point on my picture. The most desired variant of the answer - is based on javascript, but it is possible and on php. I know that on small scales (for example on city scales) it to make simply enough (it is necessary to learn what google-co-ordinates has one of picture corners, then to learn "price" of one pixel in google-co-ordinates on a picture on axes OX and OY separately). But on the big scales (country scale) "price" of one pixel will be not a constant, and will vary strongly enough and the method described above cannot be applied. How to solve a problem on country scales?

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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