Search Results

Search found 31989 results on 1280 pages for 'get method'.

Page 508/1280 | < Previous Page | 504 505 506 507 508 509 510 511 512 513 514 515  | Next Page >

  • Examples of Liskov Substitution

    - by james lewis
    I'm facilitating a session next week on the Liskov Substitution Principle and I was wondering if anyone had any examples of violations 'from the trenches'? I'm looking for something other than uncle Bob's rectangle - square problem and the persistent set problem he talks about in A-PPP (although that is a great example). So far I'm using the example of a (very simple) List and an IndexedList as the 'correct' use of inheritance. And the addition of a Set to this hierarchy as a violation (as a Set is distinct; strengthening the pre condition of the Add method). I've also taken this great example and it's solution from this question Both those examples are great but I'm looking for something more subtle and harder to spot. So far I've come up with nothing so if you've got a great, subtle example post it up. Also, any metaphors you've come across that helped you understand LSP would be really useful too.

    Read the article

  • Already have Merchant Account, what info will my Gateway need?

    - by Anonymous Coward
    I have a client who already has a merchant account for their physical store. What specific information about the merchant account will my client need to get from his bank to link it up to an online payment gateway that we will be using for the store? -----edits below -"my merchant account" changed to "the merchant account" -It is noted that my client will need to get a "high-risk" merchant account separate from his existing physical stores merchant account. -Though the question is essentially answered, for clarification: We plan to minimize our PCI compliance needs by utilizing something like Braintree's Transparent Redirect or the CRESecure iForm. So the gateway we would need to give the merchant account info to would be either of those two. Though, the CRESecure method would have yet one more step added into the mix since they would forward data to another payment provider. It is now assumed that the best place to field this question is to the support team at Braintree or CRESecure.

    Read the article

  • Creating practically solvable 15 puzzle inputs

    - by Ashwin
    I am now developing a 15 puzzle game. I know the method to detect unsolvable puzzles. But unlike 8-puzzle, solution for 15-puzzle takes quite long time for some input states and can be solved within 5 seconds some other set of input states. Now the problem is that I cannot give the user(the player), a problem for which the solution takes more than 10 seconds(if he/she chooses to see the solution). So what I want is that when I initially shuffle the puzzle, I want to only present those puzzles which can be solved within 10 seconds. There must be some way to determine the hardness of the puzzle. I tried searching the net but could not find it. Does anyone know a way of determining the hardness of a puzzle? NOTE : I am using A* algorithm to find out the solution on a computer with 3GB RAM and 2.27GHZ processor.

    Read the article

  • Help to understand the abstract factory pattern

    - by Chobeat
    I'm learning the 23 design patterns of the GoF. I think I've found a way to understand and simplify how the Abstract Factory works but I would like to know if this is a correct assumption or if I am wrong. What I want to know is if we can see the result of the Abstract Factory method as a matrix of possible products where there's a Product for every "Concrete Factory" x "AbstractProduct" where the Concrete Factory is a single implementation among the implementations of an AbstractFactory and an AbstractProduct is an interface among the interfaces to create Products. Is this correct or am I missing something?

    Read the article

  • Drag Gestures - fractional delta values

    - by Den
    I have an issue with objects moving roughly twice as far as expected when dragging them. I am comparing my application to the standard TouchGestureSample sample from MSDN. For some reason in my application gesture samples have fractional positions and deltas. Both are using same Microsoft.Xna.Framework.Input.Touch.dll, v4.0.30319. I am running both apps using standard Windows Phone Emulator. I am setting my break point immediately after this line of code in a simple Update method: GestureSample gesture = TouchPanel.ReadGesture(); Typical values in my app: Delta = {X:-13.56522 Y:4.166667} Position = {X:184.6956 Y:417.7083} Typical values in sample app: Delta = {X:7 Y:16} Position = {X:497 Y:244} Have anyone seen this issue? Does anyone have any suggestions? Thank you.

    Read the article

  • What is the intention behind asking weight of plane?

    - by AKS
    I was asked this question "How would you find weight of Aeroplane" in an interview and I am not sure why this question was one of the two question asked in the interview. I tried to answer it using all possible ways but could not give the correct answer.(found the correct answer after google search) How much such questions decide your selection in the interview? Here was my approach: 1. If measurement of plane is given then i will calculate volume and multiply by density, will consider fuel weight plus other dead weight. 2. Using water displacement method if i can put plane in water and somehow measure how much water is displaced. But found using google search that right approach was to put place on a ship and mark the level of water on the hull, then remove plane and then ship will go up. And start putting weight on the ship till marked hull reaches the water level.

    Read the article

  • In a SSL web application, what would be the vulnerabilities of using session based authentication?

    - by Thomas C. G. de Vilhena
    I'm not sure the term even exists, so let me explain what I mean by "session based authentication" through some pseudo-code: void PerformLogin(string userName, string password) { if(AreValidCredentials(userName, password)) { Session.Set("IsAuthenticated", true); } else { Message.Show("Invalid credentials!"); } } So the above method simply verifies the provided credentials are valid and then sets a session flag to indicate that the session user is authenticated. Under plain HTTP that is obviously unsafe, because anyone could hijack the session cookie/querystring and breach security. However, under HTTPS the session cookie/querystring is protected because client-server communication is encrypted, so I believe this authentication approach would be safe, wouldn't it? I'm asking this because I want to know how authentication tickets can improve web applications security. Thanks in advance!

    Read the article

  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

    Read the article

  • Identifying the best pattern

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern.

    Read the article

  • Handling different screen densities in Android Devices?

    - by DevilWithin
    Well, i know there are plenty of different-sized screens in devices that run Android. The SDK I code with deploys to all major desktop platforms and android. I am aware i must have special cares to handle the different screen sizes and densities, but i just had an idea that would work in theory, and my question is exactly about that method, How could it FAIL ? So, what I do is to have an ortho camera of the same size for all devices, with possible tweaks, but anyway that would grant the proper positioning of all elements in all devices, right? We can assume everything is drawn in OpenGLES and input handling is converted to the proper camera coordinates. If you need me to improve the question, please tell me.

    Read the article

  • Simple question about a cocos2d based game template

    - by Zishan
    I am learning a cocos2d based Game template tutorial from here and now I am at this point of the tutorial. My question is, how can i run 30 different scenes in 30 different levels of 5 chapter? Now I am using this switch (gameData.selectedLevel) { case 1: [SceneManager goChapter1Level1Scene]; break; (... snip a whole lot of lines...) case 30: [SceneManager goChapter5Level6Scene]; break; default: break; } in the "- (void) onPlay: (CCMenuItemImage*) sender" method. But it work only for 6 levels scene of chapter1. Other 4 chapters levels are show as same as 1st chapter levels scene. they are not show their own level scene. can any one please teach me, how can I do this stuff using this game template?

    Read the article

  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

    Read the article

  • Web application deployment and Dependencies

    - by Reith
    I have a free software web application that using other free software scripts for appearance. I have trouble to decide whether should I copy source code of used scripts to my project main repository or list them as dependencies and ask user to install them himself? Since some of scripts solving browser compatibilities issues and I'm not a good web designer (i hate to check my web site on IE to see compatibility) using the newest version of scripts is preferable and second solution works here. But it has problem with scripts aren't backward-compatible with versions I've used them for development. Maybe another method is well-known for this issues that I don't know them.

    Read the article

  • Hardware instancing for voxel engine

    - by Menno Gouw
    i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 draw calls for the cube i get this error "XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863." while still running smoothly on 900k. That is slightly less then 100x100x100 which are a exactly a million. Now i have seen voxel engines with very "tiny" voxels, you easily get to 1.000.000 cubes in view with rough terrain and a decent far plane. Obviously i can optimize a lot in the geometry buffer method, like rendering only visible faces of a cube or using larger faces covering multiple cubes if the area is flat. But is a vertex buffer of roughly 67mb the max i can work with or can i create multiple?

    Read the article

  • Continuous Movement of gun bullet

    - by Siddharth
    I was using box2d for the movement of the body. When I apply gravity (0,0) the bullet continuously move but when I change gravity to the earth the behavior was changed. I also try to apply continuous force to the bullet body but the behavior was not so good. So please provide any suggestion to continuously move bullet body in earth gravity. currentVelocity = bulletBody.getLinearVelocity(); if (currentVelocity.len() < speed|| currentVelocity.len() > speed + 0.25f) { velocityChange = Math.abs(speed - currentVelocity.len()); currentVelocity.set(currentVelocity.x* velocityChange, currentVelocity.y*velocityChange); bulletBody.applyLinearImpulse(currentVelocity,bulletBody.getWorldCenter()); } I apply above code for the continuous velocity of the body. And also I did not able to find any setGravityScale method in the library.

    Read the article

  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

    Read the article

  • Inconsistencies in Health Monitoring Between WebForms and MVC

    As I have written and spoken on numerous occasions, Health Monitoring happens to be one of my favorite features in ASP.NET. In WebForms, it's a path well trodden. However, while building Morts & Elvises with MVC2, I ran into a strange inconsistency, which I'd like to describe here. WebForms Whenever a WebForm throws an unhandled exception, at the very least the error is written to the system's even log. Suppose we have this silly simple page method: protected override void OnLoad...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

  • Webcast: Introduction To Causal Factors

    - by ChristineS-Oracle
    Webcast: Introduction To Causal Factors Date: June 11, 2014 at 11:00 am ET, 10:00 am CT, 9:00 am MT, 8:00 am PT, 8:30 pm, India Time (Mumbai, GMT+05:30) This one hour advisor webcast will provide an introduction to causal factors for Demand Management and AFDM. Pre-seeded causal factors will be discussed as well as when they are not appropriate. Scenarios of when to add causal factors will be covered and best practice method of adding and using. Topics will include: Causal factors in DM and AFDM Pre-seeded causal factors When to modify causal factor settings Best practice when working with causal factors Details & Registration: Doc ID 1664606.1

    Read the article

  • Extending jQuery with jQuery.Extend

    - by Jalpesh P. Vadgama
    We all know that jQuery is a great JavaScript framework. It’s provide lots of functionalities and most used framework in programming world. But sometimes we need a functionality that does not provided by jQuery by default. At that time we need to extend jQuery. We can extend jQuery with jQuery.Extend  Method. You can get complete information from the following link. http://api.jquery.com/jQuery.extend/ It merges the contents of two or more objects together into the first object. More on my personal blog @www.dotnetjalps.com

    Read the article

  • How can I simulate objects floating on water without a physics engine?

    - by user1075940
    In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing on waves (similar to this). I managed to do collision with land by calculating quad's vertices and normals beneath ship, however same method can not be applied to water because XZ are displaced and Y is calculated in a shader :( How to approach this problem ? Is it possible to retrieve transformed grid from shader? Unfortunately no external physics libraries can be used.

    Read the article

  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

    Read the article

  • Switch from encrypted partition to unencrypted (Error: cryptsetup: evms_activate is not available)

    - by Chris Lercher
    I initially installed Ubuntu 11.04 with an encrypted file system (from the alternate install CD: Guided Partitioning, LVM encrypted). Now I wanted to change this setup to have my root file system on an unencrypted partition. I had the following setup before: /dev/mapper/my-root on / type ext4 (rw,noatime,errors=remount-ro,commit=0,commit=0) /dev/sda1 on /boot type ext2 (rw,noatime) I backed up /, reformatted /dev/sda5 (which had contained the encrypted LVM device) to an ext3 partition, and restored / to that partition. I edited /etc/fstab, removed the line /dev/mapper/my-root / ..., and added the line: /dev/sda5 / ext3 noatime,rw,errors=remount-ro,commit=0 0 1 I edited /etc/crypttab, and commented out the single entry. On reboot, I get the grub screen as usual, but then I get the message cryptsetup:evms_activate is not available, waiting for encrypted source device. I tried reinstalling Grub2 using a LiveCD with the ChRoot method, but that didn't make any difference. Why is Ubuntu still searching for an encrypted device?

    Read the article

  • Apply WCF For Large Projects

    - by svlytns
    We have a large projects that have nearly 20 modules on it.We want to use WCF for business layer. We think three way to implement WCF our project: Use only one datacontract and one operation contract. Send ClassName, MethodName to operation and create class by reflaction then invoke the method in WCF side. Second way put all modules in one wcf application, and create their data contracts, operation contracts. Third way is create seperate wcf application for each module and host them seperatly. Which one is the best way? I need your ideas. TIA!

    Read the article

  • Solving 2D Collision Detection Issues with Relative Velocities

    - by Jengerer
    Imagine you have a situation where two objects are moving parallel to one-another and are both within range to collide with a static wall, like this: A common method used in dynamic collision detection is to loop through all objects in arbitrary order, solve for pair-wise collision detection using relative velocities, and then move the object to the nearest collision, if any. However, in this case, if the red object is checked first against the blue one, it would see that the relative velocity to the blue object is -20 m/s (and would thereby not collide this time frame). Then it would see that the red object would collide with the static wall, and the solution would be: And the red object passes through the blue one. So it appears to be a matter of choosing the right order in which you check collisions; but how can you determine which order is correct? How can this passing through of objects be avoided? Is ignoring relative velocity and considering every object as static during pair-wise checks a better idea for this reason?

    Read the article

  • Date calculation algorithm

    - by Julian Cuevas
    I'm working on a project to schedule a machine shop, basically I've got everything covered BUT date calculations, I've got a method called schedule (working on PHP here): public function schedule($start_date, $duration_in_minutes) Now my problem is, currently I'm calculating end time manually because time calculations have the following rules: During weekdays, work with business hours (7:00 AM to 5:00 PM) Work on Saturdays from 7:00 AM to 2:00 PM Ignore holidays (in Colombia we have A LOT of holidays) I already have a lookup table for holidays, I also have a Java version of this algorithm that I wrote for a previous version of the project, but that one's also manual. Is there any way to calculate an end time from a start time given duration?, my problem is that I have to consider the above rules, I'm looking for a (maybe?) math based solution, however I currently don't have the mind to devise such a solution myself. I'll be happy to provide code samples if necessary.

    Read the article

< Previous Page | 504 505 506 507 508 509 510 511 512 513 514 515  | Next Page >