Search Results

Search found 15045 results on 602 pages for 'template engine'.

Page 49/602 | < Previous Page | 45 46 47 48 49 50 51 52 53 54 55 56  | Next Page >

  • Mapping integers to types using C++ template fails in a specific case

    - by Shailesh Kumar
    I am attempting to compile the following template based code in VC++ 2005. #include <iostream> using namespace std; /* * T is a template which maps an integer to a specific type. * The mapping happens through partial template specialization. * In the following T<1> is mapped to char, T<2> is mapped to long * and T<3> is mapped to float using partial template specializations */ template <int x> struct T { public: }; template<> struct T<1> { public: typedef char xType; }; template<> struct T<2> { public: typedef long xType; }; template<> struct T<3> { public: typedef float xType; }; // We can easily access the specific xType for a specific T<N> typedef T<3>::xType x3Type; /*! * In the following we are attempting to use T<N> inside another * template class T2<R> */ template<int r> struct T2 { //We can map T<r> to some other type T3 typedef T<r> T3; // The following line fails typedef T3::xType xType; }; int main() { T<1>::xType a1; cout << typeid(a1).name() << endl; T<2>::xType a2; cout << typeid(a2).name() << endl; T<3>::xType a3; cout << typeid(a3).name() << endl; return 0; } There is a particular line in the code which doesn't compile: typedef T3::xType xType; If I remove this line, compilation goes fine and the result is: char long float If I retain this line, compilation errors are observed. main.cpp(53) : warning C4346: 'T<x>::xType' : dependent name is not a type prefix with 'typename' to indicate a type main.cpp(54) : see reference to class template instantiation 'T2<r>' being compiled main.cpp(53) : error C2146: syntax error : missing ';' before identifier 'xType' main.cpp(53) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int I am not able to figure out how to make sure that T::xType can be treated as a type inside the T2 template. Any help is highly appreciated.

    Read the article

  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

    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

  • Default template arguments for function templates

    - by Arman
    Why are default template arguments only allowed on class templates? Why can't we define a default type in a member function template? For example: struct mycclass { template<class T=int> void mymember(T* vec) { // ... } }; Instead, C++ forces that default template arguments are only allowed on a class template.

    Read the article

  • Problem filling Django template in googleappengine Loader

    - by googleappenginenewbie
    I am trying to test a googleapengine project locally, but am getting errors loading templates: My settings.py contains TEMPLATE_LOADERS with Loader wrappers: e.g. django.template.loaders.filesystem.Loader but there is no Loader wrapper class in the bundled filesystem.py file within xx/google_appengine/lib/django/django/template/loaders/ so I'm getting this error: Exception Type: ImproperlyConfigured Exception Value: Module "django.template.loaders.filesystem" does not define a "Loader" callable template source loader Exception Location: in xxxx/google_appengine/lib/django/django/template/loader.py in find_template_source, line 60

    Read the article

  • Does sphider can be a search engine for intranet ?

    - by garcon1986
    Hello, Sphinx is a kind of search engine but it should be installed on the server. But i can't install it on the server, so i have to find another solution. Actually, i have tested sphider in a small site. But when I want to integrate it in my intranet, it doesn't work. The error code: 1. Retrieving: http://localhost/XXX at 16:44:20. Updated Link To http://localhost/XXX Size of page: 1.54kb. Starting indexing at 16:44:20. Page contains less than 10 words Links found: 1. New links: 1 2. Retrieving: http://localhost/XXX.php at 16:44:20. Unreachable: http 404 Links found: 0. New links: 0 Anyone has ideas? Thanks

    Read the article

  • SQLAuthority News – Bookmark – Deprecated Database Engine Features in SQL Server 2008

    - by pinaldave
    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

    Read the article

  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

    Read the article

  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

    Read the article

  • Custom internal search engine [migrated]

    - by nobody
    I am building a social network, and I need a simple internal search engine that will display a list of all website users starting with the ones that have the specific keyword in their username. So here is what i need: a search engine that will take a keyword. the search engine will open a new page with a list of all website users, displaying first the users that have the specific keyword in their username. display your username in the placeholder. So, here is what I have so far: <div class="logobox r"> <form method="post" action="../sity/search.php"> <!--will redirect you to a new page with a list of all website users.--> <input type="text" class="logo" name="searchUser" placeholder="<?php echo $comObj->getSession('username')?>"> <!--will take a keyword as a imput, and will display your username in the placeholder--> <button type="submit" class="sity" value="sity">sity</button> </form> </div> And here is the searchUser function: function searchUser($keyword) { $commObj = new common; $sql = "SELECT `id`,`username`, `profile_pic` FROM ".$this->tables['user']." WHERE `username` LIKE '%".$keyword."%' AND `id` <> ".$commObj->getSession('userid'); $result = $this->selectAll($sql); unset($this->rsa); return $result; } The problem is that when you click on the search box, instead of letting you to enter a keyword, the page will logout you from the website. I still can't figure out why. Here is the link to the website: www.sity.net Any suggestion will be highly appreciated. Thanks

    Read the article

  • Syntax Error with John Resig's Micro Templating after changing template tags <# {% {{ etc..

    - by optician
    I'm having a bit of trouble with John Resig's Micro templating. Can anyone help me with why it isn't working? This is the template <script type="text/html" id="row_tmpl"> test content {%=id%} {%=name%} </script> And the modified section of the engine str .replace(/[\r\t\n]/g, " ") .split("{%").join("\t") .replace(/((^|%>)[^\t]*)'/g, "$1\r") .replace(/\t=(.*?)%>/g, "',$1,'") .split("\t").join("');") .split("%}").join("p.push('") .split("\r").join("\\'") + "');}return p.join('');"); and the javascript var dataObject = { "id": "27", "name": "some more content" }; var html = tmpl("row_tmpl", dataObject); and the result, as you can see =id and =name seem to be in the wrong place? Apart from changing the template syntax blocks from <% % to {% %} I haven't changed anything. This is from Firefox. Error: syntax error Line: 30, Column: 89 Source Code: var p=[],print=function(){p.push.apply(p,arguments);};with(obj){p.push(' test content ');=idp.push(' ');=namep.push(' ');}return p.join('');

    Read the article

  • Entity Framework POCO Template for .NET 3.5

    If you are using Visual Studio 2010 and targeting .NET 3.5, you can still use the new T4 POCO template generation. I discovered this accidentally. (How else?) When you attempt to add a new code generation item from the model, there will be no templates available:   But if you click on Online Templates, there is an ADO.NET POCO Generator created by Microsoft: And it does the job as expected! Nice!...Did 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.

    Read the article

  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

    Read the article

  • The joomla 'create a template' tutorial

    - by ryan
    Hello all, Ive recently downloaded joomla using an instant download option, and now im looking to create my own templates, so i went to http://www.siteground.com/tutorials/joomla15/joomla_create_template.htm and Im trying to follow the tuturial but ive failed at the first hurdle... where it says "First, open the "templates" directory in your Joomla installation. Then create a subfolder in it named "tutorial_template". All the files of your template will reside in it." The problem is I have no clue how to do this, where is the directory to start with?? the only thing I know how to get up is the administrators screen, in which I have to choose one of the stock templates, which would be great if I didnt care about my own designs...but obviously im looking to have my own html and css coding used instead. How do I find where the folders are and how do I open them? Im sorry if its a bit of a dumb question but im so confused..so early on. Thanks in advance. Ryan

    Read the article

  • Google Analytics on Static Site Hosted by GAE

    - by Cody Hess
    I finagled hosting a static site on Google App Engine at http://corbyhaas.com The HTML when visiting the URL shows some meta information and a frame to the site's actual address: http://cody-static-sites.appspot.com/corbyhaas which has the content. This is done automagically by Google App Engine. I've set up Google Analytics by including their script in my index.html, but the report shows 100% of visits coming from referring site "corbyhaas.com", which is useless information. Has anyone set up Google Analytics for a static GAE site? Is there a setting in my Analytics dashboard I can tweak, or is this a hazard of using Google App Engine for static content? Also, while it's not relevant here (but could be for future sites), does GAE's method of showing only meta information with frames for static data affect SEO?

    Read the article

  • Binding a select in a client template

    I recently got a question on one of my client template posts asking me how to bind a select tags value to data in client templates. I was surprised not to find anything on the web addressing the problem, so I thought Id write a short post about it. It really is very simple once you know where to look. You just need to bind the value property of the select tag, like this: <select sys:value="{binding color}"> If you do it from markup like here, you just need to use the sys: prefix....Did 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.

    Read the article

  • Binding a select in a client template

    I recently got a question on one of my client template posts asking me how to bind a select tags value to data in client templates. I was surprised not to find anything on the web addressing the problem, so I thought Id write a short post about it. It really is very simple once you know where to look. You just need to bind the value property of the select tag, like this: <select sys:value="{binding color}"> If you do it from markup like here, you just need to use the sys: prefix....Did 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.

    Read the article

  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

    Read the article

  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

    Read the article

  • Use a template to get alternate behaviour?

    - by Serge
    Is this a bad practice? const int sId(int const id); // true/false it doesn't matter template<bool i> const int sId(int const id) { return this->id = id; } const int MCard::sId(int const id){ MCard card = *this; this->id = id; this->onChange.fire(EventArgs<MCard&, MCard&>(*this, card)); return this->id; } myCard.sId(9); myCard.sId<true>(8); As you can see, my goal is to be able to have an alternative behaviour for sId. I know I could use a second parameter to the function and use a if, but this feels more fun (imo) and might prevent branch prediction (I'm no expert in that field). So, is it a valid practice, and/or is there a better approach?

    Read the article

  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

    Read the article

  • SharePoint 2010 Console App, Project Template

    - by Sahil Malik
    SharePoint 2010 Training: more information I wish I had done this earlier, I have wasted so much time over the past 2 years doing the following. Create a console app Add reference to Microsoft.SharePoint.dll Hit F5, curse because I forgot to set the framework to .NET 3.5 Right click properties, change framework to .NET 3.5 Hit F5, curse again because I get a FileNotFoundException, because I forgot to make it a x64 app. Finally on my way, 2 minutes later – which has added to atleast 2 hours over the last year.   Well, no more! Presenting, the SharePoint console app project template. What? You want it too? Okay here it is. Read full article ....

    Read the article

  • Crafting an effective php/web programmer job post template [closed]

    - by Tchalvak
    I am looking to create a job post to get a satisfactory assistant programmer / templater. Specifically, a php & web programmer. I am, however, afraid of forgetting important things. So, are there resources you can suggest for templates for things to ask and things to tell in a job post for a programmer? Surprisingly, I wasn't able to find similar questions on this site, so there may be duplicate questions out there that I could use but just didn't find. Right now I know that my -requirements- are so generic that they're going to get me in trouble with a spam of applications. e.g. the candidate must know php, must be able to seperate php from html. So I'm looking for criteria that are must-haves, must-mentions, or a general template to try to avoid a "lemon". I also started a gist to work on a job post, comments/edits would be excellent: https://gist.github.com/2906808

    Read the article

  • Can you recommend a good test plan template?

    - by Ethel Evans
    Can you recommend a good test plan template for an agile testing team? I know there are templates for testing on the web and have already looked at some found by search engines, but I could really use something lightweight and something that has already been tried by skilled testers and is known to work well. Many templates I've seen give me the feeling that writing test documents is expected to be a third of the work that those testers are doing, but my team really prefers to use less documentation and more actual test writing. We use a wiki for documentation, so an approach that lends itself to living documents would be great. My hope is that using a more structured approach to test planning will increase the usefulness of my test plan while reducing the effort to create it by allowing me to think about the tests, and not the format and structure of the plan. My workplace does not have something already on hand, so whatever I start doing might be adopted by the company.

    Read the article

< Previous Page | 45 46 47 48 49 50 51 52 53 54 55 56  | Next Page >