Search Results

Search found 60978 results on 2440 pages for 'web development'.

Page 499/2440 | < Previous Page | 495 496 497 498 499 500 501 502 503 504 505 506  | Next Page >

  • Floating point precision and physics calculations

    - by Vee
    The gravity Vector2 in my physics world is (0; 0.1). The number 0.1 is known to be problematic, since "it cannot be represented exactly, but is approximately 1.10011001100110011001101 × 2-4". Having this value for the gravity gives me problems with collisions and creates quite nasty bugs. Changing the value to 0.11 solves these problems. Is there a more elegant solution that doesn't require changing the value at all?

    Read the article

  • Particular Project Types & Job Responsibility in Financial Industry

    - by Rachel
    I want to gain knowledge about types of projects in Financial Industry and how it is like working for Back Office, Middle Office and Front Office of an Financial Firm. I have gone through How do I start programming in Financial Industry and it is really good but am question is mainly aim at: What typical types of Projects we have in Back Office, Middle Office, Front Office or in any other Financial Firms. I have heard about terms like Derivates Trading, Equity Trading, Banking, Money Market and so what are the types of projects in this areas and what would be a good read or resources to learn about different Financial Sectors and its related projects in each of this sectors. I would really appreciate if people who have worked in Financial Industry to share this knowledge.

    Read the article

  • where should damage logic go Game Engine or Character Class

    - by numerical25
    I am making a game and I am trying to decide what is the best practice for exchanging damage between two objects on the screen. Should the damage be passed directly between the two objects or should it be pass through a central game engine that decides the damage and different criteria's such as hit or miss or amount dealt. So overall what is the best practice.

    Read the article

  • Using include() to load different page content acts differently locally vs hosted

    - by hookedonwinter
    I have a live site that includes different php files depending on what page the user is trying to access. The header and footer are the same, but in the file, if the user requests filename1.php vs filename2.php, a different php is loaded into the content of the page. Basic CMS stuff. On the live site, it works fine. I just set up a local dev environment, and it doesn't work. The file that is supposed to load into the middle of the page instead is the only file loaded. I'm not saying this well. Here's an example: How it works live: <html> <head> Stuff </head> <body> More stuff <? include( 'some_file.php' ); ?> </body> </html> How it works locally: <? include( 'some_file.php' ); ?> Just that file loads, no other content. Any thoughts on why that one page is loading, but not the surrounding content? If I'm not explaining this well, please let me know.

    Read the article

  • How to determine the size of a project (lines of code, function points, other)

    - by sixtyfootersdude
    How would you evaluate project size? Part A: Before you start a project. Part B: For a complete project. I am interested in comparing unrelated projects. Here are some options: 1) Lines of code. I know that this is not a good metric of productivity but is this a reasonable measure of project size? If I wanted to estimate how long it would take to recreate a project would this be a reasonable way to do it? How many lines of code should I estimate a day? 2) Function Points. Functions points are defined as the number of: inputs outputs inquires internal files external interfaces Anyone have a veiw point on whether this is a good measure? Is there a way to **actually do this? Does anyone have another solution? Hours taken seems like it could be a useful metric but not solely. If I ask you what is a "bigger program" and give you two programs how would you approach the question? I have seen several discussions of this on stackover flow but most discuss how to measure programmer productivity. I am more interested in project size.

    Read the article

  • Most efficient way to save tile data of an isometric game

    - by Harmen
    Hello, I'm working on an isometric game for fast browsers that support <canvas>, which is great fun. To save information of each tile, I use a two-dimensional array which contains numbers representing a tile ID, like: var level = [[1, 1, 1, 2, 1, 0], [0, 1, 1, 2, 0, 1], [0, 1, 1, 2, 1, 1]]; var tiles = [ {name: 'grass', color: 'green'}, {name: 'water', color: 'blue'}, {name: 'forest', color: 'ForestGreen'} ]; So far it works great, but now I want to work with heights and slopes like in this picture: For each tile I need to save it's tile ID, height and information about which corners are turned upward. I came up with a simple idea about a bitwise representation of all four corners, like this: 1011 // top, bottom and left corner turned up My question is: what is the most efficient way to save these three values for each cell? Is it possible to save these three values as one integer?

    Read the article

  • Centre content in a <div>

    - by Ben
    Hi, this is probably very simple to do, but i cant quite get it right. I have a which contains two tags. I would like the tags to be both centred vertically and horizontally. I have set them to centre horizontally by setting the text-align:center; on the div, but cant figure out how to vertically centre them. How would i go about doing this? Thanks.

    Read the article

  • DirectX 9 HLSL vs. DirectX 10 HLSL: syntax the same?

    - by numerical25
    For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card. One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX 9, you define the Flexible Vertex Formats. Your typical set up would be like this: #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) In DirectX 10, I believe the equivalent is the input vertex description: D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I notice in DirectX 10 that it is more descriptive. Besides this, what are some of the drastic changes made, and is the HLSL syntax the same for both?

    Read the article

  • Using Action Filters for user login in Asp.NET MVC?

    - by ripper234
    I recently built a site using Asp.Net. The way I chose to implement user login is through a base 'UserAwareController' class, that all controllers extend. It contained a reference to the UserRepository, and exposed a protected GetCurrentUser() method that concrete controllers could query. The whole process felt a bit wishy-washy to me. Is Action Filters a good alternative? What are its benefits? Is there something else I might be missing?

    Read the article

  • Which sector in IT industry best suites my career needs?

    - by Shailesh Tainwala
    I am a student of software engineering and will be graduating in a years time. I want to get a few years of work experience before considering further studies. I like the idea of working on projects developing end-to-end systems for medium/large enterprises in different domains. My area of special interest is AI and data-mining. ERP and MIS are terms that closely resemble what I am driving at. What type of companies should I be ideally looking at?

    Read the article

  • Cross-browser method for hiding page elements until all content is loaded to prevent layout from appearing broken during load?

    - by Ryan
    I have an issue where due to some elements loading faster than others, the page looks broken for a few seconds at the start. An example is the CSS Pie behavior that allows me to do curved corners in IE, it appears before it becomes curved which looks bad. What would be ideal would be it somehow knowing when everything is loaded and then appear all at once, possibly including some kind of elegant visual way of not making the user feel impatient... any ideas or common tricks for doing this?

    Read the article

  • JavaScript: How can I delay running some JS code until ALL of my asynchronous JS files downloaded?

    - by Henryh
    UPDATE: I have the following code: <script type="text/javascript"> function addScript(url) { var script = document.createElement('script'); script.src = url; document.getElementsByTagName('head')[0].appendChild(script); } addScript('http://example.com/One.js'); addScript('http://example.com/Two.js'); addScript('http://example.com/Three.js'); addScript('http://example.com/Four.js'); ... // run code below this point once both Two.js & Three.js has been downloaded and excuted </script> How can I prevent code from executing until all required JS have been downloaded and executed? In my example above, those required files being Two.js and Three.js.

    Read the article

  • ADF vs. EJB/Spring: Where should I invest my time?

    - by Arthur Huxley
    I am a junior Java SE developer, planning to become a Java Standard Edition professional. Which technologies/frameworks will be the smartest thing for me to learn? I will invest a lot of time and energy on the technologies that I eventually choose and it will be the basis for my carreer. I need to choose carefully. I have one question in particular regarding Oracle ADF: How can it be better than Spring or EJB 3.x? No offense to the ADF developers - and please excuse my ignorance - but is there a reason for using ADF other than locking customers to Oracle products? If ADF is an inferior technology I fear I will be making a mistake choosing to specialize in ADF.

    Read the article

  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

    Read the article

  • How to get collision between two meshes in j2me 3d game

    - by Rishabh
    Hi, I am making an application for 3d ball balancing game on j2me, I need to move my 3d ball on my ball path. I can get both ball and path object as a mesh from m3g file. How I will know that my ball is in the path or not ? Is there any notification I can get for interaction of two meshes ? Thanks in advance...

    Read the article

  • Merging 3 apps - 2.msi and 1.exe

    - by Netguy
    EXACT duplicate of Combining three MSI into a single installer Hi Guys , I am having 3 files - Alky for Applications.msi ( which make Vista Apps work on XP) 2. Windows VIsta sidebar.exe ( Which make that VIsta sidebar work on XP) *3.Gadget Extractor.ms*i ( A part of number 2) Now , the problem is that all the 3 applications are installers and I want to merge them to 1 installer . So please tell me what should I do and I also want to remove some content( normal files) from 2. Note: I do NOT want to bind the files , so that 3 installers start at the same time. I want to make them into one The Person who is able to help me gets a VPS with cPanel with RL/TF allowed :D

    Read the article

  • How to open different App version for one given file extension

    - by Erik Lenaerts
    We have a data files with an extension ".ppx" for our business app here. Users will typically have multiple versions of the application installed (side by side) for example version 1 and version 2. The ppx files are xml files and they contain the version of the app they were created from (v1 or v2). Lets say that we have AFileCreatedWithAppv1.ppx and AFileCreatedWithAppv2.ppx opens with version 1 or version 2 of our app respectivly when they both have the same file extension? It must be doable since that is what Visual Studio does. In fact, they even provide different icons for the same .sln extension to indicate what Visual Studio version it will open with. I learned that Visual Studio is using the Selector or Launcher in between, but then again, how do they change the icons in Windows? cheers :)

    Read the article

  • Is JavaFx suitable for creating online multiplayer board/card games?

    - by Piniu
    In JavaFx i can easy create animations, moving pieces etc., but as far as i see there is better to write program logic and communication in java. Worst i see at the moment is calling javafx part as a result of data incoming from server. Is there any convenient way to do it or its better to change to other technology (flex, qt?) assuming it is not important if program will run in browser or outside as a standalone application? I just started to learn javafx but can drop it and move to other technology and consider c++ + wxWidgets or Qt which im more comforatable with.

    Read the article

  • unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 referenced in function "public: bool

    - by numerical25
    Having trouble creating my swap chain. I receive the following error. DX3dApp.obj : error LNK2019: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 referenced in function "public: bool __thiscall DX3dApp::InitDirect3D(void)" (?InitDirect3D@DX3dApp@@QAE_NXZ) Below is the code ive done so far. #include "DX3dApp.h" bool DX3dApp::Init(HINSTANCE hInstance, int width, int height) { mhInst = hInstance; mWidth = width; mHeight = height; if(!WindowsInit()) { return false; } if(!InitDirect3D()) { return false; } } int DX3dApp::Run() { MSG msg = {0}; while (WM_QUIT != msg.message) { while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE) { TranslateMessage(&msg); DispatchMessage(&msg); } Render(); } return (int) msg.wParam; } bool DX3dApp::WindowsInit() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = mhInst; wcex.hIcon = 0; wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = NULL; wcex.lpszClassName = TEXT("DirectXExample"); wcex.hIconSm = 0; RegisterClassEx(&wcex); // Resize the window RECT rect = { 0, 0, mWidth, mHeight }; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); // create the window from the class above mMainhWnd = CreateWindow(TEXT("DirectXExample"), TEXT("DirectXExample"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, mhInst, NULL); if (!mMainhWnd) { return false; } ShowWindow(mMainhWnd, SW_SHOW); UpdateWindow(mMainhWnd); return true; } bool DX3dApp::InitDirect3D() { DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(scd)); scd.BufferCount = 1; scd.BufferDesc.Width = mWidth; scd.BufferDesc.Height = mHeight; scd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; scd.BufferDesc.RefreshRate.Numerator = 60; scd.BufferDesc.RefreshRate.Denominator = 1; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = mMainhWnd; scd.SampleDesc.Count = 1; scd.SampleDesc.Quality = 0; scd.Windowed = TRUE; HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &scd, &mpSwapChain, &mpD3DDevice); if(!hr != S_OK) { return FALSE; } ID3D10Texture2D *pBackBuffer; return TRUE; } void DX3dApp::Render() { } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { // Allow the user to press the escape key to end the application case WM_KEYDOWN: switch(wParam) { // Check if the user hit the escape key case VK_ESCAPE: PostQuitMessage(0); break; } break; // The user hit the close button, close the application case WM_DESTROY: PostQuitMessage(0); break; } return DefWindowProc(hWnd, message, wParam, lParam); }

    Read the article

  • Accepting more simultaneous keyboard inputs

    - by unknownthreat
    Sometimes, a normal computer keyboard will only accept user's inputs up to a certain key simultaneously. I got a logitech keyboard that can accept up to 3-4 key presses at the same time. The computer does not accept any more input if you press more than 4 keys for this keyboard. And it also depends on certain areas of your keyboard as well. Some locations allow more key to be pressed (like the arrow keys), while some locations permit you to press only 1-2 keys. This also differs from keyboard to keyboard as well. Some older keyboards only accept up 1-2 keys. This isn't problematic with usual office work, but when it comes to gaming. For instance, imagine a platform game, where you have to jump, attack, and control direction at the same time. This implies several key presses and some keyboards cannot accept such simultaneous input. However, I've tried this on several games and the amount of possible keyboard inputs seem to be also different. Therefore, we have two issues: Keyboards have different amount of simultaneous inputs. Some games can accept more keyboard inputs than other games. At first, I thought this is hardware only problem, but why do some programs behave differently? Why some programs can accept more keyboard inputs than other programs? So how can we write our programs to accept more keyboard inputs?

    Read the article

  • Does jQuery or JavaScript have the concept of classes and objects?

    - by Prashant
    I found the following code somewhere, but I am not understanding the code properly. ArticleVote.submitVote('no');return false; Is ArticleVote a class and submitVote() a function of that class? Or what does the above code mean? And is there any concept of classes and objects in jQuery or in traditional JavaScript? How to create them? Please share some reference links or code.

    Read the article

< Previous Page | 495 496 497 498 499 500 501 502 503 504 505 506  | Next Page >