Search Results

Search found 31554 results on 1263 pages for 'object identity'.

Page 490/1263 | < Previous Page | 486 487 488 489 490 491 492 493 494 495 496 497  | Next Page >

  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

    Read the article

  • Low Graphics and laggy screen after update to 13.10 from 13.04

    - by Wh0RU
    After updating from 13.04 to 13.10 many of 3D unity stuff has stopped working, I am suing Samsung Series 3 (NP350V5X) Laptop which has Switchable Intel and AMD Radeon HD 7670M GFX. xserver-xorg-video-ati does works but NO 3D support and graphics are very low. [I am currently using this] fglrx & fglrx-updates shows blank screen after Login. Intel Graphic Install doesn't work either (dependency error) Output of $ sudo lshw -c video *-display description: VGA compatible controller product: Thames [Radeon HD 7500M/7600M Series] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:45 memory:e0000000-efffffff memory:c0120000-c013ffff ioport:3000(size=256) memory:c0100000-c011ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:bfc00000-bfffffff memory:d0000000-dfffffff ioport:4000(size=64) Similarly $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits) OpenGL version string: 2.1 Mesa 9.2.1 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Shows no 3D support. Can anyone please guide how to make things working again.

    Read the article

  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

    Read the article

  • Entry level engineer question regarding memory mangement

    - by Ealianis
    It has been a few months since I started my position as an entry level software developer. Now that I am past some learning curves (e.g. the language, jargon, syntax of VB and C#) I'm starting to focus on more esoteric topics, as to write better software. A simple question I presented to a fellow coworker was responded with "I'm focusing on the wrong things." While I respect this coworker I do disagree that this is a "wrong thing" to focus upon. Here was the code (in VB) and followed by the question. Note: The Function GenerateAlert() returns an integer. Dim alertID as Integer = GenerateAlert() _errorDictionary.Add(argErrorID, NewErrorInfo(Now(), alertID)) vs... _errorDictionary.Add(argErrorID, New ErrorInfo(Now(), GenerateAlert())) I originally wrote the ladder and rewrote it with the "Dim alertID" so that someone else might find it easier to read. But here was my concern and question. "Should one write this with the Dim AlertID, it would in fact take up more memory; finite but more, and should this method be called many times could it lead to an issue? How will .NET handle this object AlertID. Outside of .NET should one manually dispose of the object after use (near the end of the sub)." I want to ensure I become a knowledgeable programmer that does not just rely upon garbage collection. Am I over thinking this? Am I focusing on the wrong things?

    Read the article

  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

    Read the article

  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

    Read the article

  • Design Pattern for Skipping Steps in a Wizard

    - by Eric J.
    I'm designing a flexible Wizard system that presents a number of screens to complete a task. Some screens may need to be skipped based on answers to prompts on one or more previous screens. The conditions to skip a given screen need to be editable by a non-technical user via a UI. Multiple conditions need only be combined with and. I have an initial design in mind, but it feels inelegant. I wonder if there's a better way to approach this class of problem. Initial Design UI where The first column allows the user to select a question from a previous screen. The second column allows the user to select an operator applicable to the type of question asked. The third column allows the user to enter one or more values depending on the selected operator. Object Model public enum Operations { ... } public class Condition { int QuestionId { get; set; } Operations Operation { get; set; } List<object> Parameters { get; private set; } } List<Condition> pageSkipConditions; Controller Logic bool allConditionsTrue = pageSkipConditions.Count > 0; foreach (Condition c in pageSkipConditions) { allConditionsTrue &= Evaluate(previousAnswers, c); } // ... private bool Evaluate(List<Answers> previousAnswers, Condition c) { switch (c.Operation) { case Operations.StartsWith: // logic for this operation // etc. } }

    Read the article

  • JavaOne Technology Conference Is Coming to Russia

    - by Tori Wieldt
    JavaOne Russia 17-18 AprilRussian Academy of Sciences, MoscowRegister Now JavaOne and Oracle Develop 2012 Russia offers a wide variety of sessions, hands-on labs, keynotes, demos, and the opportunity to network with developer peers. If you’re looking for in-depth sessions on Java technologies and tools, this is the conference for you. Your registration also gets you into Oracle Develop sessions as well, so you can learn about application servers, cloud development and, of course, database development. The JavaOne Russia tracks are:Client-Side Technologies and Rich User ExperiencesLearn about developments in Java for the desktop and practices for building rich, immersive, and powerful user experiences across multiple hardware platforms and form factors. Core Java PlatformDiscover the latest innovations in Java virtual machines. Get deep technical explanations in security and networking and enhancements that allow dynamic programming languages to drive Java platform adoption. Java EE Web Profile, Platform Technologies, Web Services, and the Cloud Update your knowledge on topics such as Web application development, persistence, security, and transactions. This track will also address modularity, enterprise caching, Web sockets, and internet identity. Mobile, Java Card, Embedded, and DevicesThis track is devoted to Java technology as the ultimate platform for mobile computing. It also covers embedded and device usages of Java technologies, including Java SE, Java ME, Java Card, and JavaFX. Share this event: #oracleRU

    Read the article

  • Unity on Ubuntu 11.10 - The Dash Home button brings up the panel, but is empty

    - by David M. Coe
    The dash home button brings up a panel that is greyed out, but it is totally empty. It seems to be the very same issue as this: Dash home button brings up blank window which is unanswered. /usr/lib/nux/unity_support_test -p returns OpenGL vendor string: X.Org R300 Project OpenGL renderer string: Gallium 0.4 on ATI RV370 OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes I've tried a unity --reset but that doesn't seem to work. Unity seems to reset, but I get the following warning over and over: cs space validation failed unity What should I do next to try and fix this? Edit: Attempted fixes: I've refomatted, did not work. I've done apt-get remove unity then apt-get update then apt-get install unity, did not work. I've switched to Unity 2d and this seems to work. How can I get regualar Unity working or atleast find the error?

    Read the article

  • StarterSTS 1.1 CTP &ndash; ActAs Support

    - by Your DisplayName here!
    Due to popular demand, I added identity delegation (aka ActAs) support to StarterSTS. To give this feature a try, first download the new bits and add a enableActAs = true to startersts.config. You then have to configure which user account is allowed to delegate, as well as the target realm to delegate to. This is done in usermappings.config, e.g.: <userMappings xmlns="http://www.thinktecture.com/configuration/usermappings">     <user name="middletier">       <mappings>         <mapping type="ActAs"                  value="https://server/service.svc" />       </mappings>     </user>   </users> </userMappings> Please use the forum for any feedback. thanks!

    Read the article

  • In MVC, why can't a model create a view?

    - by MUY Belgium
    I have a web application written in Perl with a controller, some "views" and some "Models". Each "Model" is corresponding to one "View". The controller (one file) creates an Model object corresponding to each view (view is a CGI argument) then retrieve the view from the module it has just created. Indeed, this should be bad thing but can you argue a bit more about it. My first idea was that since the object "Model" depends upon the "view", then the "model" is actually a view. But also the fact that ALL the cgi parameters are passed to the Model causes the "Model" to become not truelly a view but to loose all interest, since it is only related to the current implementation of the web apps. On other words, that the "Model" keep model but loose its "comprehensiveness" ("Model" is not easily understandable). I'm am quite new in project analysis, so please do not be too harsh. Why is this bad? I have made a prototype with the main structures I have understood of this web application, made as short as possible. #Model.pm package Model; import { # this requires an attribute called "view" # and this require an argument which is the cgi params } ... #View1.pm package View1; ... #Model1.pm package ModelView1 ; base Model; use View1; sub new { my $class = shift; my $arg = shift; Model::DoSomething($arg); $self->view = new View1($arg); ... } #controller.cgi my $model = 0; ... $model = new Model1( cgi_param => params() ); #there is severall models here ... print $model->get_view()->get_html();

    Read the article

  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

    Read the article

  • GAPI output doesn't match Google Analytics website

    - by Yekver
    I have to get the main info about my Google Analytics Goals. I'm using GAPI lib, with this code: <?php require_once 'conf.inc'; require_once 'gapi.class.php'; $ga = new gapi(ga_email,ga_password); $dimensions = array('pagePath', 'hostname'); $metrics = array('goalCompletionsAll', 'goalConversionRateAll', 'goalValueAll'); $ga->requestReportData(ga_profile_id, $dimensions, $metrics, '-goalCompletionsAll', '', '2012-09-07', '2012-10-07', 1, 500); $gaResults = $ga->getResults(); foreach($gaResults as $result) { var_dump($result); } cut this code is output: object(gapiReportEntry)[7] private 'metrics' => array (size=3) 'goalCompletionsAll' => int 12031 'goalConversionRateAll' => float 206.93154454764 'goalValueAll' => float 0 private 'dimensions' => array (size=2) 'pagePath' => string '/catalogs.php' (length=13) 'hostname' => string 'www.example.com' (length=13) object(gapiReportEntry)[6] private 'metrics' => array (size=3) 'goalCompletionsAll' => int 9744 'goalConversionRateAll' => float 661.05834464043 'goalValueAll' => float 0 private 'dimensions' => array (size=2) 'pagePath' => string '/price.php' (length=10) 'hostname' => string 'www.example.com' (length=13) What I see on Google Analytics website on Goals URLs page with the same period of date is: Goal Completion Location Goal Completions Goal Value 1. /price.php 9,396 $0.00 2. /saloni.php 3,739 $0.00 As you can see outputs doesn't match. Why? What's wrong?

    Read the article

  • Dealing with Fine-Grained Cache Entries in Coherence

    - by jpurdy
    On occasion we have seen significant memory overhead when using very small cache entries. Consider the case where there is a small key (say a synthetic key stored in a long) and a small value (perhaps a number or short string). With most backing maps, each cache entry will require an instance of Map.Entry, and in the case of a LocalCache backing map (used for expiry and eviction), there is additional metadata stored (such as last access time). Given the size of this data (usually a few dozen bytes) and the granularity of Java memory allocation (often a minimum of 32 bytes per object, depending on the specific JVM implementation), it is easily possible to end up with the case where the cache entry appears to be a couple dozen bytes but ends up occupying several hundred bytes of actual heap, resulting in anywhere from a 5x to 10x increase in stated memory requirements. In most cases, this increase applies to only a few small NamedCaches, and is inconsequential -- but in some cases it might apply to one or more very large NamedCaches, in which case it may dominate memory sizing calculations. Ultimately, the requirement is to avoid the per-entry overhead, which can be done either at the application level by grouping multiple logical entries into single cache entries, or at the backing map level, again by combining multiple entries into a smaller number of larger heap objects. At the application level, it may be possible to combine objects based on parent-child or sibling relationships (basically the same requirements that would apply to using partition affinity). If there is no natural relationship, it may still be possible to combine objects, effectively using a Coherence NamedCache as a "map of maps". This forces the application to first find a collection of objects (by performing a partial hash) and then to look within that collection for the desired object. This is most naturally implemented as a collection of entry processors to avoid pulling unnecessary data back to the client (and also to encapsulate that logic within a service layer). At the backing map level, the NIO storage option keeps keys on heap, and so has limited benefit for this situation. The Elastic Data features of Coherence naturally combine entries into larger heap objects, with the caveat that only data -- and not indexes -- can be stored in Elastic Data.

    Read the article

  • Triggering Data Changes in N-Tier

    - by Ryan Kinal
    I've been studying n-tier architectures as of late, particularly in VB.NET with Entity Framework and/or LINQ to SQL. I understand the basic concepts, but have been wondering about best practices in regard to triggering CRUD-type operations from user input/action. So, the arcitecture looks something like the following: [presentation layer] - [business layer] - [data layer] - (database) Getting information from the database into the presentation layer is simple and abstracted. It's just a matter of instantiating a new object from the business layer, which in turn uses the data layer to get at the correct information. However, saving (updating and inserting), and deleting seem to require particular APIs on the relevant business objects. I have to assume this is standard practice, unless a business object will save itself on various operations (which seems inefficient), or on disposal (which seems like it just wouldn't work, or may be unwieldy and unreliable). Should my "savable" business objects all implement a particular "ISavable" or "IDatabaseObject" interface? Is this a recognized (anti-)pattern? Are there other, better patterns I should be using that I'm just unaware of? The TLDR question, I suppose, is How does the presentation layer trigger database changes?

    Read the article

  • Software architecture for two similar classes which require different input parameters for the same method

    - by I Like to Code
    I am writing code to simulate a supply chain. The supply chain can be simulated in either an intermediate stocking or a cross-docking configuration. So, I wrote two simulator objects IstockSimulator and XdockSimulator. Since the two objects share certain behaviors (e.g. making shipments, demand arriving), I wrote an abstract simulator object AbstractSimulator which is a parent class of the two simulator objects. The abstract simulator object has a method runSimulation() which takes an input parameter of class SimulationParameters. Up till now, the simulation parameters only contains fields that are common to both simulator objects, such as randomSeed, simulationStartPeriod and simulationEndPeriod. However, I now want to include fields that are specific to the type of simulation that is being run, i.e. an IstockSimulationParameters class for an intermediate stocking simulation, and a XdockSimulationParameters class for a cross-docking simulation. My current idea is take the method runSimulation() out of the AbstractSimulator class, but to put a runSimulation(IstockSimulationParameters) method in the IstockSimulator class, and a runSimulation(XdockSimulationParameters) method in the IstockSimulator class. I am worried however, that this approach will lead to code duplication. What should I do?

    Read the article

  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

    Read the article

  • Two views of Federation: inside out, and outside in

    - by Darin Pendergraft
    IDM customers that I speak to have spent a lot of time thinking about enterprise SSO - asking your employees to log in to multiple systems, each with distinct hard to guess (translation: hard to remember) passwords that fit the corporate security policy for length and complexity is a strategy that is just begging for a lot of help-desk password reset calls. So forward thinking organizations have implemented SSO for as many systems as possible. With the mix of Enterprise Apps moving to the cloud, it makes sense to continue this SSO strategy by Federating with those cloud apps and services.  Organizations maintain control, since employee access to the externally hosted apps is provided via the enterprise account.  If the employee leaves, their access to the cloud app is terminated when their enterprise account is disabled.  The employees don't have to remember another username and password - so life is good. From the outside in - I am excited about the increasing use of Social Sign-on - or BYOI (Bring your own Identity).  The convenience of single-sign on is extended to customers/users/prospects when organizations enable access to business services using a social ID.  The last thing I want when visiting a website or blog is to create another account.  So using my Google or Twitter ID is a very nice quick way to get access without having to go through a registration process that creates another username/password that I have to try to remember. The convenience of not having to maintain multiple passwords is obvious, whether you are an employee or customer - and the security benefit of not having lots of passwords to lose or forget is there as well. Are enterprises allowing employees to use their personal (social) IDs for enterprise apps?  Not yet, but we are moving in the right direction, and we will get there some day.

    Read the article

  • Example: Cross Cutting Concerns of an Application

    A little while ago I was given an opportunity to design and implement a new system that sent data via an HTTP Post method and then processed the results that were returned so that they could be inserted in to a database. My system had eight core concerns that it needed to fulfill. Eight Core Concerns Database Access Data Entities Worker Result Processing Process Flow Manager Email/Notification Error Handling Logging Of these eight, five were actually cross cutting concerns. 5 Cross Cutting Concerns Database Access Data Entities Email/Notification Error Handling Logging These five cross cutting concerns were determined after I created an aspect oriented model to help identity the system components that could be factored out into separate components.  These separated components would then be included in the system so that they could be used by various other components.  These five components allow all of the other components to access the database, store data, send notifications, handle errors, and log all system events.  Thus, these components are used to share unique aspects to the system via their implementation. The use of Aspect oriented architecture greatly helped me define what components I needed to create and what each of those components could do.  It also showed how all of the other aspects depended on each other so that each component did not have to re-implement code that was already created in the existing system.

    Read the article

  • Sweden Windows Azure Group Meeting in November &amp; Fast with Windows Azure Competition

    - by Alan Smith
    SWAG November Meeting There will be a Sweden Windows Azure Group (SWAG) meeting in Stockholm on Monday 19th November. Chris Klug will be presenting a session on Windows Azure Mobile Services, and I will be presenting a session on Web Site Authentication with Social Identity Providers. Active Solution have been kid enough to host the event, and will be providing food and refreshments. The registration link is here: http://swag14.eventbrite.com If you would like to join SWAG the link is here: http://swagmembership.eventbrite.com Fast with Windows Azure Competition I’ve entered a 3 minute video of rendering a 3D animation using 256 Windows Azure worker roles in the “Fast with Windows Azure” competition. It’s the last week of voting this week, it would be great if you can check out the video and vote for it if you like it. I have not driven a car for about 15 years, so if I win you can expect a hilarious summery of the track day in Vegas. My preparation for the day would be to play Project Gotham Racing for a weekend, and watch a lot of Top Gear.   My video is “Rapid Massive On-Demand Scalability Makes Me Fast!”. The link is here: http://www.meetwindowsazure.com/fast/

    Read the article

  • Are Java's public fields just a tragic historical design flaw at this point?

    - by Avi Flax
    It seems to be Java orthodoxy at this point that one should basically never use public fields for object state. (I don't necessarily agree, but that's not relevant to my question.) Given that, would it be right to say that from where we are today, it's clear that Java's public fields were a mistake/flaw of the language design? Or is there a rational argument that they're a useful and important part of the language, even today? Thanks! Update: I know about the more elegant approaches, such as in C#, Python, Groovy, etc. I'm not directly looking for those examples. I'm really just wondering if there's still someone deep in a bunker, muttering about how wonderful public fields really are, and how the masses are all just sheep, etc. Update 2: Clearly static final public fields are the standard way to create public constants. I was referring more to using public fields for object state (even immutable state). I'm thinking that it does seem like a design flaw that one should use public fields for constants, but not for state… a language's rules should be enforced naturally, by syntax, not by guidelines.

    Read the article

  • Cryptswap not mounted?

    - by woody
    I believe i have my swap set up but am not sure because on start up it says that it is something along the lines of "could not mount /dev/mapper/cryptswap1 M for manual S for skip". But it appears to be mounted. When i run free -m the output is: total used free shared buffers cached Mem: 3887 769 3117 0 54 348 -/+ buffers/cache: 366 3520 Swap: 4026 0 4026 and sudo bklid is: /dev/sda1: UUID="9fb3ccd6-3732-4989-bfa4-e943a09f1153" TYPE="ext4" /dev/mapper/cryptswap1: UUID="bd9fe154-8621-48b3-95d2-ae5c91f373fd" TYPE="swap" and cat /etc/crypttab is: cryptswap1 /dev/sda5 /dev/urandom swap,cipher=aes-cbc-essiv:sha256 my /etc/fstab is: # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sda1 during installation UUID=9fb3ccd6-3732-4989-bfa4-e943a09f1153 / ext4 errors=remount-ro 0 1 # swap was on /dev/sda5 during installation #UUID=bb0e378e-8742-435a-beda-ae7788a7c1b0 none swap sw 0 0 /dev/mapper/cryptswap1 none swap sw 0 0 The file /etc/polkit-1/localauthority/50-local.d/com.ubuntu.enable-hibernate.pkla already exists and its contents are: [Re-enable hibernate by default] Identity=unix-user:* Action=org.freedesktop.upower.hibernate ResultActive=yes Is my swap not setup correctly or is it not mounting?

    Read the article

  • Using Queries with Coherence Write-Behind Caches

    - by jpurdy
    Applications that use write-behind caching and wish to query the logical entity set have the option of querying the NamedCache itself or querying the database. In the former case, no particular restrictions exist beyond the limitations intrinsic to the Coherence query engine itself. In the latter case, queries may see partially committed transactions (e.g. with a parent-child relationship, the version of the parent may be different than the version of the child objects) and/or significant version skew (the query may see the current version of one object and a far older version of another object). This is consistent with "read committed" semantics, but the read skew may be far greater than would ever occur in a non-cached environment. As is usually the case, the application developer may choose to accept these limitations (with the hope that they are sufficiently infrequent), or they may choose to validate the reads (perhaps via a version flag on the objects). This also applies to situations where a third party application (such as a reporting tool) is querying the database. In many cases, the database may only be in a consistent state after the Coherence cluster has been halted.

    Read the article

  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

    Read the article

  • What patterns book for iOS development contains this specific information? [closed]

    - 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. Would someone be able to provide me with the book on this topic containing this specific subject matter?

    Read the article

< Previous Page | 486 487 488 489 490 491 492 493 494 495 496 497  | Next Page >