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  • FoxTales: Behind the Scenes at Fox Software by Kerry Nietz

    Flash backs from the past! It's truly amazing to discover that software development from freshman to senior level as well as project management hasn't changed that much. Kerry Nietz describes his memoir from his final year at college to his first job at Fox Software to 'an early retirement' at Microsoft. This title also brought his other fictional novels to my attention. Once again here is the review I published on Amazon: Built to last! I have been around in software development for more than a decade now but honestly I have to admit it is only now that I took the opportunity to read about the history of my used to be primary programming language. In fact, I started with Visual FoxPro 6 back in 1999 and went only down to FoxPro for Windows 2.6 during migration projects - long after the stories described in this title. It is really interesting to see how they actually managed to create a great product with such a small team of developers. "Create the best Report Writer in the world, out of only sawdust, bubblegum, and dreams." - That's the best sentence I'm going to quote from this title in the future. An inspiration to achieve the impossible, only by taking small steps. Just begin the journey - one step after the next one. If you fall, stand up and continue to walk. Kerry takes the reader on an amazing trip through almost 4 years working at a small software company in Perrysburg, Ohio. That went from a another 'look-alike' of the mighty Ashton-Tate dBase to the leading force in database development, long before Microsoft Access (project name: Cirrus) was even finished. It survived Borland Paradox and even nowadays Visual FoxPro is still in daily use in thousands of companies world-wide. Actually, I'm glad that I had the chance to foster my programming knowledge with Visual FoxPro. After his excellent work in software development, Kerry went for a second career as a writer. I'm looking forward to read his other titles soon:

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  • MySQL – How to Write Loop in MySQL

    - by Pinal Dave
    Since, I have written courses on MySQL, I quite often get emails about MySQL courses. Here is the question, which I have received quite often. “How do I loop queries in MySQL?” Well, currently MySQL does not allow to write loops with the help of ad-hoc SQL. You have to write stored procedure (routine) for the same. Here is the example, how we can create a procedure in MySQL which will look over the code. In this example I have used SELECT 1 statement and looped over it. In reality you can put there any code and loop over it. This procedure accepts one parameter which is the number of the count the loop will iterate itself. delimiter // CREATE PROCEDURE doiterate(p1 INT) BEGIN label1: LOOP SET p1 = p1 - 1; IF p1 > 0 THEN SELECT 1; ITERATE label1; END IF; LEAVE label1; END LOOP label1; END// delimiter ; CALL doiterate(100); You can also use WHILE to loop as well, we will see that in future blog posts. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Tips and Tricks, T SQL

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  • Silverlight Cream for June 22, 2011 -- #1111

    - by Dave Campbell
    In this Issue: Kunal Chowdhury, Beth Massi, Mike Taulty, Xpert360, and Erno de Weerd. Above the Fold: Silverlight: "Silverlight, HTML and the WebBrowser Control for Offline Apps" Mike Taulty WP7: "Windows Phone 7 (Mango) Tutorial - 18 - Know about various Phone Tasks" Kunal Chowdhury LightSwitch: "How to Create a Simple Audit Trail (Change Log) in LightSwitch" Beth Massi From SilverlightCream.com: Windows Phone 7 (Mango) Tutorial - 18 - Know about various Phone Tasks Kunal Chowdhury has number 18 in his Mango series up and is discussing WP7.1 Microsoft.Phone.Tasks namespace classes How to Create a Simple Audit Trail (Change Log) in LightSwitch Beth Massi's latest is a demo of building an audit trail to track changes to records in LightSwitch Silverlight, HTML and the WebBrowser Control for Offline Apps Mike Taulty takes a good hard look at the WebBrowser control ... and all the permutations and gyrations. If you're using or going to use this control, you definitely want to read this article. PivotViewer Shorts Part 5: Invert Facet Category Selections Xpert360 has his 5th tutorial up on PivotViewer, covering the topic of inverting the facet category's selections... per reader request. Windows Phone 7: Drawing graphics for your application with Inkscape – Part III: Backgrounds Erno de Weerd has his 3rd tutorial in his series using Inkscape to draw graphics for your WP7 app... this one is on Background images, and staying within in the Marketplace guidelines of course Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Best practice with branching source code and application lifecycle

    - by Toni Frankola
    We are a small ISV shop and we usually ship a new version of our products every month. We use Subversion as our code repository and Visual Studio 2010 as our IDE. I am aware a lot of people are advocating Mercurial and other distributed source control systems but at this point I do not see how we could benefit from these, but I might be wrong. Our main problem is how to keep branches and main trunk in sync. Here is how we do things today: Release new version (automatically create a tag in Subversion) Continue working on the main trunk that will be released next month And the cycle repeats every month and works perfectly. The problem arises when an urgent service release needs to be released. We cannot release it from the main trunk (2) as it is under heavy development and it is not stable enough to be released urgently. In such case we do the following: Create a branch from the tag we created in step (1) Bug fix Test and release Push the change back to main trunk (if applicable) Our biggest problem is merging these two (branch with main). In most cases we cannot rely on automatic merging because e.g.: a lot of changes has been made to main trunk merging complex files (like Visual Studio XML files etc.) does not work very well another developer / team made changes you do not understand and you cannot just merge it So what you think is the best practice to keep these two different versions (branch and main) in sync. What do you do?

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  • Please recommend a patterns book for iOS development

    - by Brett Ryan
    I've read several books on iOS development and Objective-C, however what a lot of them teach is how to work with interfaces and all contain the model inside the view controller, i.e. a UITableViewController based view will simply have an NSArray as it's model. I'm interested in what the best practices are for designing the structure of an application. Specifically I'm interested in best practices for the following: How to separate a model from the view controller. I think I know how to do this by simply replacing the NSArray style example with a specific model object, however what I do not know how to do is alert the view when the model changes. For example in .NET I would solve this by conforming to INotifyPropertyChanged and databinding, and similarly with Java I would use PropertyChangeListener. How to create a service model for my domain objects. For example I want to learn the best way to create a service for a hypothetical Widget object to manage an internal DB and also services for communicating with remote endpoints. I need to learn the best ways to do this in a way that interface components can subscribe to events such as widgetUpdated. These services should be singleton classes and some how dependency injected into model/controller objects. Books I've read so far are: Programming in Objective-C (4th Edition) Beginning iOS 5 Development: Exploring the iOS SDK The iOS 5 Developer's Cookbook: Expanded Electronic Edition: Essentials and Advanced Recipes for iOS Programmers Learn Objective-C on the Mac: For OS X and iOS I've also purchased the following updated books but not yet read them. The Core iOS 6 Developer's Cookbook (4th edition Programming in Objective-C (5th Edition) I come from a Java and C# background with 15 years experience, I understand that many of the ways I would do things in these languages may not fit to the ObjC way of developing applications. Any guidance on the topic is very much appreciated.

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  • Transient VO : Powerful J2EE Design Pattern

    - by Vijay Mohan
    We had a use-case wherein, the communication has to happen between regions residing under differenet taskfows. Essentially, they had a common set of parameters to be used. Initially, we resorted to the  use of pageFlowScope variables, but they are tightly coupled with the individual task flows. So, how the communication has to happen..?Some of the alternatives that we brainstormed into are - 1.usage of adf contextual event - This is a powerful feature indeed for such use-cases, but there is a considerable cost involved with it. So, before resorting to it, you have to make sure that you have good enough reason to use it.It actually does a server roundtrip and also the issue of an event and listening part to it is also something which requires your attention !!2.Use a transientVO with shared data control scope - with shared data control scope, the transient VO rows would be persistent across the task flows in your application. All you have to do is to create the attributes in the transientVO(prefereably with the same names - for the ease of conversion) and create some utility methods in VOImpl for creating row, updating row and deleting a row. You also have to make sure that the vo row is initialized per http request( this you can do in a bookmark method of your index.jspx - residing in adfc-config.xml), else the ui fields binded to the transient vo attributes won't render in UI.Hope, this helps and this should be a common use-case across apps.

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • Numbered list with subclauses

    - by Barry Clearwater
    I'm trying to create a legal document with decimal numbered subclauses, then alpha and roman subsub and subsubsub clauses. (whew!) `1. MAIN HEADING 1.1 This is an example of a sub-clause and you can see that even though the words continue on to the right, it would be best if it wrapped around and formed a block to the right of the decimal number 1.2 In doing so the normal second clause should also wrap around but the second subsequent clause should hang in from the left and be in a block. See below for the remaining clauses (a) this list is completely for demonstration and should not be construed as legal language in any way, nor should make sense in that (b) should the indentation take more than: i) this many lines it would be overly big 11) legal numbering continues in the sub-sub clauses with the use of lower roman lettering and should flow below in a block iii) and continue the formatting on to the next line but be underneath the body of the the text and not begin directly below the number itself. In this example the text carries out to the right but I need it to wrap around underneath. Sorry its so wordy, need this to show the example. 2. Second Clause Heading 2.1 and so it continues thus I've found the examples for decimal numbering but they do not create a block out to the right of the number, and they carry on with multiple decimals rather than alpha and roman sub clauses.

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  • Skinning with DotNetNuke 5 Super Stylesheets Layouts - 12 Videos

    In this tutorial we demonstrate how to use Super Stylesheets in DotNetNuke for quickly and easily designing the layout of your DotNetNuke skin. Super Stylesheets are ideal for both beginner and experienced skin designers, the advantage of Super Stylesheets is that you can easily create a skin layout which works in all browsers without the need to learn complex CSS techniques. We show you how to build a skin from the very beginning using Super Stylesheets. The videos contain: Video 1 - Introduction to the Super Stylesheets DNN Layouts and Initial Setup Video 2 - Setting Up the Skin Layout Template Code Video 3 - Using the ThreeCol-Portal Layout Template for a Skin Video 4 - How to Add Tokens to the Skin Video 5 - Setting Background Colors for Content Panes and Creating CSS Containers Video 6 - How to Create a Footer Area and Reset the Default Styles Video 7 - How to Style the Text in the Content, Left and Right Panes Video 8 - SEO Skin Layouts for DotNetNuke Tokens Video 9 - Creating Several Skin Layouts Using the Layout Templates Video 10 - Further Layout Templates and MultiLayout Templates Video 11 - SEO Layout Template Skins Video 12 - Final SEO Positioning of the Skin Code Total Time Length: 97min 53secsDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I upload to a PPA without .changes file?

    - by espectalll123
    So, I'm developing an app for the Ubuntu Showdown, and as quickly is still very buggy (I had problems using it), I decided to do my app entirely from scratch, using Python/GTK+3. I've done my app and I've just packaged it just using only fakebuild dkpg-deb --build. The problem is that I can't create a .source file, as I don't have a changelog file and the debian folder cannot be used in debuild, as is uncorrectly organized. The text shown by ls -l -R: .: total 16 -rw-rw-r-- 1 francisco francisco 2 jul 3 17:48 compat drwxrwxr-x 2 francisco francisco 4096 jul 3 20:37 DEBIAN drwxrwxr-x 3 francisco francisco 4096 jul 3 18:36 opt drwxrwxr-x 3 francisco francisco 4096 jul 3 20:40 usr ./DEBIAN: total 36 -rwxr-xr-x 1 francisco francisco 1327 jul 3 20:26 control -rwxr-xr-x 1 francisco francisco 1329 jul 3 20:17 control~ -rwxr-xr-x 1 francisco francisco 10 jul 3 20:20 postinst -rwxr-xr-x 1 francisco francisco 10 jul 3 20:36 postrm -rwxr-xr-x 1 francisco francisco 121 jul 3 20:35 postrm~ -rwxr-xr-x 1 francisco francisco 10 jul 3 20:20 preinst -rwxr-xr-x 1 francisco francisco 10 jul 3 20:20 prerm -rwxr-xr-x 1 francisco francisco 530 jul 3 20:37 rules -rwxr-xr-x 1 francisco francisco 530 jul 3 20:37 rules~ ./opt: total 4 drwxrwxr-x 3 francisco francisco 4096 jul 3 18:36 espectalll123 ./opt/espectalll123: total 4 drwxrwxr-x 2 francisco francisco 4096 jul 3 18:36 virtuam ./opt/espectalll123/virtuam: total 28 -rw-rw-r-- 1 francisco francisco 12614 jun 27 13:58 assistant.glade -rwxrwxr-x 1 francisco francisco 758 jun 30 17:53 virtuam -rwxr-xr-x 1 francisco francisco 6285 jul 3 17:39 vui.py ./usr: total 4 drwxrwxr-x 4 francisco francisco 4096 jul 3 20:46 share ./usr/share: total 8 drwxrwxr-x 2 francisco francisco 4096 jul 3 20:46 applications drwxrwxr-x 2 francisco francisco 4096 jul 3 20:40 pixmaps ./usr/share/applications: total 4 -rwxrwxr-x 1 francisco francisco 304 jul 3 20:43 virtuam.desktop ./usr/share/pixmaps: total 188 -rw-r--r-- 1 francisco francisco 189478 jun 30 17:42 virtuam.svg So, this is the question: can I upload my app to the PPA without the .source file? If not, how can I create it?

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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • What is the correct term for - server/client database sync via API?

    - by Daniel
    Forgive the vague question title. I've been programming mobile apps for 3 years now, and I've got a little too far from the web services and server side code then I probably should have. Anyway, I'm doing a personal project now and I want to create an web API for it. One of my requirements is to check for updates from my app, so I would send a timestamp to the API. I've used many APIs that my clients prepared for me and only now am I appreciating their work ! What is the term or technique used to create an API backed by a database which tracks changes via dates/timestamps, basically an effective way for me to query changes occurring since a timestamp. Simply put, I want that my app can call my API in order to sync new data and changed data from the server, to the app. The app would only have a timestamp of the last time it synced with the server. Would I have a log table for each data table in my database which adds a record for each change? Then I could query all changes with a timestamp superior to the one passed to the API. Can anyone point me in the right direction on this?

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  • Creating reproducible builds to verify Free Software

    - by mikkykkat
    Free Software is about freedom and privacy, Open Source software is great but making that fully practical usually won't happen. Most Free Software developers publicize binaries that we can't verify are really compiled from the source code or have something bad injected already! We have the freedom to change the code, but privacy for ordinary users is missing. For desktop software there is a lot of languages and opportunities to create Free Software with a reproducible build process (compiling source code to always produce the exact same binary), but for mobile computing I don't know if same thing is possible or not? Mobile devices are probably the future of computing and Android is the only Open Source environment so far which accept Java for coding. Compiling same Android application won't result in the exact same binary every time. For Open Source Android apps how we can verify the produced binary (.apk) is really compiled from the source code? Is there any way to create reproducible builds from the Android SDK or does Java fail here for Free Software? is there any java software ever wrote with a reproducible build?

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  • Why Oracle Data Integrator for Big Data?

    - by Mala Narasimharajan
    Big Data is everywhere these days - but what exactly is it? It’s data that comes from a multitude of sources – not only structured data, but unstructured data as well.  The sheer volume of data is mindboggling – here are a few examples of big data: climate information collected from sensors, social media information, digital pictures, log files, online video files, medical records or online transaction records.  These are just a few examples of what constitutes big data.   Embedded in big data is tremendous value and being able to manipulate, load, transform and analyze big data is key to enhancing productivity and competitiveness.  The value of big data lies in its propensity for greater in-depth analysis and data segmentation -- in turn giving companies detailed information on product performance, customer preferences and inventory.  Furthermore, by being able to store and create more data in digital form, “big data can unlock significant value by making information transparent and usable at much higher frequency." (McKinsey Global Institute, May 2011) Oracle's flagship product for bulk data movement and transformation, Oracle Data Integrator, is a critical component of Oracle’s Big Data strategy. ODI provides automation, bulk loading, and validation and transformation capabilities for Big Data while minimizing the complexities of using Hadoop.  Specifically, the advantages of ODI in a Big Data scenario are due to pre-built Knowledge Modules that drive processing in Hadoop. This leverages the graphical UI to load and unload data from Hadoop, perform data validations and create mapping expressions for transformations.  The Knowledge Modules provide a key jump-start and eliminate a significant amount of Hadoop development.  Using Oracle Data Integrator together with Oracle Big Data Connectors, you can simplify the complexities of mapping, accessing, and loading big data (via NoSQL or HDFS) but also correlating your enterprise data – this correlation may require integrating across heterogeneous and standards-based environments, connecting to Oracle Exadata, or sourcing via a big data platform such as Oracle Big Data Appliance. To learn more about Oracle Data Integration and Big Data, download our resource kit to see the latest in whitepapers, webinars, downloads, and more… or go to our website on www.oracle.com/bigdata

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  • What is the structure of network managers system-connections files?

    - by Oyks Livede
    could anyone list the complete structure of the configuration files, which network manager stores for known networks in /etc/NetworkManager/system-connections for known networks? Sample (filename askUbuntu): [connection] id=askUbuntu uuid=81255b2e-bdf1-4bdb-b6f5-b94ef16550cd type=802-11-wireless [802-11-wireless] ssid=askUbuntu mode=infrastructure mac-address=00:08:CA:E6:76:D8 [ipv6] method=auto [ipv4] method=auto I would like to create some of them by my own using a script. However, before doing so I would like to know every possible option. Furthermore, this structure seems somehow to resemble the information you can get using the dbus for active connections. dbus-send --system --print-reply \ --dest=org.freedesktop.NetworkManager \ "$active_setting_path" \ # /org/freedesktop/NetworkManager/Settings/2 org.freedesktop.NetworkManager.Settings.Connection.GetSettings Will tell you: array [ dict entry( string "802-11-wireless" array [ dict entry( string "ssid" variant array of bytes "askUbuntu" ) dict entry( string "mode" variant string "infrastructure" ) dict entry( string "mac-address" variant array of bytes [ 00 08 ca e6 76 d8 ] ) dict entry( string "seen-bssids" variant array [ string "02:1A:11:F8:C5:64" string "02:1A:11:FD:1F:EA" ] ) ] ) dict entry( string "connection" array [ dict entry( string "id" variant string "askUbuntu" ) dict entry( string "uuid" variant string "81255b2e-bdf1-4bdb-b6f5-b94ef16550cd" ) dict entry( string "timestamp" variant uint64 1383146668 ) dict entry( string "type" variant string "802-11-wireless" ) ] ) dict entry( string "ipv4" array [ dict entry( string "addresses" variant array [ ] ) dict entry( string "dns" variant array [ ] ) dict entry( string "method" variant string "auto" ) dict entry( string "routes" variant array [ ] ) ] ) dict entry( string "ipv6" array [ dict entry( string "addresses" variant array [ ] ) dict entry( string "dns" variant array [ ] ) dict entry( string "method" variant string "auto" ) dict entry( string "routes" variant array [ ] ) ] ) ] I can create new setting files using the dbus (AddSettings() in /org/freedesktop/NetworkManager/Settings) passing this type of input, so explaining me this structure and telling me all possible options will also help. Afaik, this is a Dictionary{String, Dictionary{String, Variant}}. Will there be any difference creating config files directly or using the dbus?

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • Representing and executing simple rules - framework or custom?

    - by qtips
    I am creating a system where users will be able to subscribe to events, and get notified when the event has occured. Example of events can be phone call durations and costs, phone data traffic notations, and even stock rate changes. Example of events: customer 13532 completed a call with duration 11:45 min and cost $0.4 stock rate for Google decreased with 0.01% Customers can subscribe to events using some simple rules e.g. When stock rate of Google decreases more than 0.5% When the cost of a call of my subscription is over $1 Now, as the set of different rules is currently predefined, I can easily create a custom implemention that applies rules to an event. But if the set of rules could be much larger, and if we also allow for custom rules (e.g. when stock rate of Google decreses more than 0.5% AND stock rate of Apple increases with 0.5%), the system should be able to adapt. I am therefore thinking of a system that can interpret rules using a simple grammer and then apply them. After som research I found that there exists rule-based engines that can be used, but I am unsure as they seem too complicated and may be a little overkill for my situation. Is there a Java framework suited for this area? Should we use framework, a rule engine, or should we create something custom? What are the pros and cons?

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

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  • Center Page Content Horizontally using Div with CSS

    - by Aamir Hasan
    Center your website content to create equal sized Space from  the left and right using css. Horizontally centered by setting its right and left margin widths to "auto". This is the preferred way to accomplish horizontal centering with CSS. Create a warpper div which will hold your content div and then give it a margin:auto attribute which will bring your warpper div into center of page.<html><head><title>Center Page Content Horizontally and Vertically using Div with CSS </title> <style type="text/css">body{background-color:#eaeaea;}  #wrapper {width: 777px;margin:auto}  #content{background-color:#00FF00;min-height:400px;}  </style>  </head>  <body>  <form id="form1" runat="server">  <div id="wrapper"> <div id="wrapper">  <div id="content">  Welcome to Studentacad.com  </div>  </div>  </form>  </body></html>

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  • Creating properly aligned partitions on a replacement disk

    - by Marius Gedminas
    I've a typical small office server with two hard disks configured for RAID-1 (mirroring). Each disk has several partitions: one for swap, the others paired in several /dev/mdX arrays. Every couple of years one of the disks dies and is replaced. The replacement typically goes something like this: # copy partition table from the remaining good disk to the empty replacement disk # (instead of /dev/good_disk and /dev/new_disk I use /dev/sda and /dev/sdb, as appropriate) sfdisk -d /dev/good_disk | sfdisk /dev/new_disk # install boot loader grub-install /dev/new_disk # create swap partition reusing the same UUID, so I don't need to edit /etc/fstab mkswap /dev/new_disk1 -U xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx # hot-add the new partitions to my RAID arrays mdadm /dev/md0 -a /dev/new_disk2 mdadm /dev/md1 -a /dev/new_disk5 mdadm /dev/md2 -a /dev/new_disk6 mdadm /dev/md3 -a /dev/new_disk7 mdadm /dev/md4 -a /dev/new_disk8 The disks were originally partitioned with cfdisk back in 2009, and so the partition table is aligned traditionally to cylinder boundaries (255 heads * 63 sectors). This is not the optimum configuration for new 4K-sector drives. My question is: how can I create a set of partitions for the new disk and ensure they're properly aligned, and have correct sizes for my RAID arrays (rounding up is acceptable, I suppose, but rounding down is definitely not)?

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  • Windows 8&ndash;Custom WinRT components and WinJS

    - by Jonas Bush
    Wow, I’m still alive! I installed the RTM of Windows 8 when it became available, and in the last few days have started taking a look at writing a windows 8 app using HTML/JS, which in and of itself is a weird thing. I don’t think that windows developers of 10 years ago would’ve thought something like this would have ever come about. As I was working on this, I ran across a problem, found the solution, and thought I’d blog about it to try and kick start me back into blogging. I already answered my own question on Stack Overflow, but will explain here. I needed to create a custom WinRT component to do some stuff that I either wouldn’t be able to or didn’t know how to do with the javascript libraries available to me. I had a javascript class defined like this: WinJS.Namespace.define("MyApp", { MyClass: WinJS.Class.define(function() { //constructor function }, { /*instance members*/ }, { /*static members*/ }) }); This gives me an object I can access in javascript: var foo = new MyApp.MyClass(); I created my WinRT component like this: namespace MyApp { public sealed class SomeClass { public int SomeMethod() { return 42; } } }   With the thought that from my javascript, I’d be able to do this: var foo = new MyApp.MyClass(); var bar = new MyApp.SomeClass(); //from WinRT component foo.SomeProperty = bar.SomeMethod();   When I tried this, I got the following error when trying to construct MyApp.MyClass (the object defined in Javascript) 0x800a01bd - Javascript runtime error: Object doesn't support this action. I puzzled for a bit, then noticed while debugging that my “MyApp” namespace didn’t have anything in it other than the WinRT component. I changed my WinRT component to this: namespace MyAppUtils { public sealed class SomeClass { //etc } } And after this, everything was fine. So, lesson learned: If you’re using Javascript and create a custom WinRT component, make sure that the WinRT component is in a namespace all its own. Not sure why this happens, and if I find out why or if MS says something about this somewhere, I’ll come back and update this.

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  • SlimDX and Parsing .X Files

    - by P. Avery
    I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for a file I know to have valid data. Here is code to create file, enumeration, and data objects: public void Parse(string filename, string templates, ref Frame aParam) { XFile xfile = null; XFileEnumerationObject enumObj = null; XFileData dataObj = null; // create file object xfile = new XFile(); // register templates if (xfile.RegisterTemplates(XFile.DefaultTemplates).IsFailure) { Console.WriteLine(Result.Last); xfile.Dispose(); return; } // create enumeration object enumObj = xfile.CreateEnumerationObject(filename, System.Runtime.InteropServices.CharSet.Auto); if (enumObj == null) { xfile.Dispose(); return; } // get child count( returns 0 here ) long ncElements = enumObj.ChildCount; for (int i = 0; i < ncElements; ++i) { // never reached... dataObj = enumObj.GetChild(i); if (dataObj.IsReference) continue; try { Parse(dataObj, ref aParam); } catch (Exception e) { e.Write(); } finally { dataObj.Dispose(); } } enumObj.Dispose(); xfile.Dispose(); } ...There are no exceptions thrown by this function...the child count is 0 so the conditional loop breaks right away, the file objects are disposed of and the function returns... Here is .x file...a simple cube: xof 0303txt 0032 Frame Root { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Frame Cube { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } Mesh Cube{ //Cube Mesh 36; -1.000000; 1.000000; 1.000000;, -1.000000;-1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000;-1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000; 0.999999; 1.000000;, -1.000000; 1.000000; 1.000000;, 0.999999;-1.000001; 1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, 1.000000; 1.000000;-1.000000;, 1.000000; 0.999999; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;, -1.000000; 1.000000; 1.000000;, 1.000000; 1.000000;-1.000000;, -1.000000;-1.000000; 1.000000;, -1.000000;-1.000000;-1.000000;, 0.999999;-1.000001; 1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000; 1.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; MeshNormals { //Mesh Normals 36; 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, 0.000000;-0.000000; 1.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-1.000000;-0.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -0.000000;-0.000000; 1.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, 1.000000;-0.000001; 0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, -1.000000; 0.000000;-0.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 0.000000; 0.000000;-1.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 1.000000; 0.000000;-0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, 0.000000; 1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, -0.000000;-1.000000; 0.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;, 0.000000;-0.000000;-1.000000;; 12; 3;0;1;2;, 3;3;4;5;, 3;6;7;8;, 3;9;10;11;, 3;12;13;14;, 3;15;16;17;, 3;18;19;20;, 3;21;22;23;, 3;24;25;26;, 3;27;28;29;, 3;30;31;32;, 3;33;34;35;; } //End of Mesh Normals MeshMaterialList { //Mesh Material List 1; 12; 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0;; Material Material { 0.640000; 0.640000; 0.640000; 1.000000;; 96.078431; 0.500000; 0.500000; 0.500000;; 0.000000; 0.000000; 0.000000;; TextureFilename {"Yellow.jpg";} } } //End of Mesh Material List MeshTextureCoords UVMap{ //Mesh UV Coordinates 36; 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 0.000000;, 0.000000; 1.000000;, 1.000000; 1.000000;, 1.000000; 0.000000;; } //End of Mesh UV Coordinates } //End of Mesh Mesh } //End of Cube } //End of Root Frame

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