Search Results

Search found 32116 results on 1285 pages for 'object object mapping'.

Page 509/1285 | < Previous Page | 505 506 507 508 509 510 511 512 513 514 515 516  | Next Page >

  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

    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

  • Web Services and code lists

    - by 0x0me
    Our team heavily discuss the issues how to handle code list in a web service definition. The design goal is to describe a provider API to query a system using various values. Some of them are catalogs resp. code lists. A catalog or code list is a set of key value pairs. There are different systems (at least 3) maintaining possibly different code lists. Each system should implement the provider API, whereas each system might have different code list for the same business entity eg. think of colors. One system know [(1,'red'),(2,'green')] and another one knows [(1,'lightgreen'),(2,'darkgreen'),(3,'red')] etc. The access to the different provider API implementations will be encapsulated by a query service, but there is already one candidate which might use at least one provider API directly. The current options to design the API discussed are: use an abstract code list in the interface definition: the web service interface defines a well known set of code list which are expected to be used for querying and returning data. Each API provider implementation has to mapped the request and response values from those abstract codelist to the system specific one. let the query component handle the code list: the encapsulating query service knows the code list set of each provider API implementation and takes care of mapping the input and output to the system specific code lists of the queried system. do not use code lists in the query definition at all: Just query code lists by a plain string and let the provider API implementation figure out the right value. This might lead to a loose of information and possibly many false positives, due to the fact that the input string could not be canonical mapped to a code list value (eg. green - lightgreen or green - darkgreen or both) What are your experiences resp. solutions to such a problem? Could you give any recommendation?

    Read the article

  • Fastest way to parse big json android

    - by jem88
    I've a doubt that doesn't let me sleep! :D I'm currently working with big json files, with many levels. I parse these object using the 'default' android way, so I read the response with a ByteArrayOutputStream, get a string and create a JSONObject from the string. All fine here. Now, I've to parse the content of the json to get the objects of my interest, and I really can't find a better way that parse it manually, like this: String status = jsonObject.getString("status"); Boolean isLogged = jsonObject.getBoolean("is_logged"); ArrayList<Genre> genresList = new ArrayList<Genre>(); // Get jsonObject with genres JSONObject jObjGenres = jsonObject.getJSONObject("genres"); // Instantiate an iterator on jsonObject keys Iterator<?> keys = jObjGenres.keys(); // Iterate on keys while( keys.hasNext() ) { String key = (String) keys.next(); JSONObject jObjGenre = jObjGenres.getJSONObject(key); // Create genre object Genre genre = new Genre( jObjGenre.getInt("id_genre"), jObjGenre.getString("string"), jObjGenre.getString("icon") ); genresList.add(genre); } // Get languages list JSONObject jObjLanguages = jsonObject.getJSONObject("languages"); Iterator jLangKey = jObjLanguages.keys(); List<Language> langList = new ArrayList<Language>(); while (jLangKey.hasNext()) { // Iterate on jlangKey obj String key = (String) jLangKey.next(); JSONObject jCurrentLang = (JSONObject) jObjLanguages.get(key); Language lang = new Language( jCurrentLang.getString("id_lang"), jCurrentLang.getString("name"), jCurrentLang.getString("code"), jCurrentLang.getString("active").equals("1") ); langList.add(lang); } I think this is really ugly, frustrating, timewaster, and fragile. I've seen parser like json-smart and Gson... but seems difficult to parse a json with many levels, and get the objects! But I guess that must be a better way... Any idea? Every suggestion will be really appreciated. Thanks in advance!

    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

  • Which Ubuntu linux kernel tree matches my installed kernel?

    - by Rmano
    Answering a recent question, and before that, trying to see if a patch which is fundamental for my machine had been included in a kernel release, I have found the following problem: How can I match the kernel version I have for my kernel, which is [:~] % uname -a Linux samsung-romano 3.13.0-29-generic #53-Ubuntu SMP Wed Jun 4 21:00:20 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux with the exact kernel source, which I suppose should be stored in http://kernel.ubuntu.com/git?p=ubuntu/linux.git;a=summary? In that page there are quite a lot of tags, for example: But none of them correspond to 3.13.0-29 which is my running kernel right now. The mapping should be in https://wiki.ubuntu.com/Kernel/Dev/ExtendedStable, where it is said that the 3.13 Ubuntu kernel is based on 3.13.11 --- I think. But from there to finding the tree I have installed is not straightforward. Notice: I know I can install the kernel source corresponding with my installed kernel. But I do not want to install them; I would like ti have a pointer to the git tree to be able to browse it online (and check for commits, patches, etc.). The best options seems to go to linux3.13-y.review or linux3.13-y.queue, but I am unable to find where this tree are marked for the release - if I understand well the policy, in -review the patches are accumulated for testing, and in -queue accumulated for the next minor release/update --- but I am unable to find the exact release tree. I mean, a tag equivalent to 3.13.0-29 was cut here.

    Read the article

  • 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

  • Share home directory between Linux and Windows dual boot

    - by user877329
    This question is somewhat similar to How to use Windows Share has home directory, but in this case Windows is not running. I have installed a dual-boot configuration with Ubuntu 12.04 and Windows. My Windows partition is mounted on /C. Now I want either Ubuntu to locate home directories in /C/Users Which is the location of windows accounts or I want Windows to use D:\home for home directories. (D is the name of the Ubuntu root directory). For the first approach, I have managed to create a test user account test-user:x:1004:1001:Test:/C/Users/test-user:/bin/bash The account works but test-user cannot run any X session. From .xsession-errors chmod: Changing rights on ”/C/Users/test-user/.xsession-errors”: Operation not permitted Would it help get rid of that chmod, which has no effect? How do I? If I use the second approach, I need the Ext2fsd driver, which seems to work, but I am not sure if Windows maps the Ext2 system that early. Here is my fstab proc /proc proc nodev,noexec,nosuid 0 0 UUID=e7cef061-ed8d-4a82-b708-0c8f4c6f297f / ext3 errors=remount-ro 0 1 UUID=2CDCEB43DCEB0644 /C ntfs defaults,umask=007,gid=46 0 0 UUID=b087b5c0-b4bd-47e7-8d34-48ad9b192328 none swap sw 0 0 Update: I found something here: http://www.tuxera.com/community/ntfs-3g-advanced/ Will work if i do a correct mapping between NT users and Linux users.

    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

  • 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

  • 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

  • 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

  • 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

  • Why do my websites have a first page rank on Bing and Yahoo but not Google? [closed]

    - by Linda Cullum
    I have 3 websites suffering from a drop in ranking with Google and hence a huge drop in traffic. The instant drop ocurred in September and I have not been able to remedy it. For the past 6-10 years my main website http://LearnToSail.Net has ranked from #3 to #1 on the 1st page of Google and all the other engines with the search term "learn to sail" Now it shows on the 1st page of Bing and Yahoo but does not show up on ANY pages of Google. The only way it does come up is if I add "cd" to the "learn to sail" phrase. We sell a sailing cd on that website. The other websites are http://LearnToSailOnLine.com ..search terms are "learn to sail online" or learntosailonline and historyofthepilgrims.com search terms are "history of the pilgrims" "historyofthepilgrims" I get the same result. Gone on Google but 1st pages for Bing and Yahoo. I have researched, edited,updated blogs, made sitemaps, prayed to the universe and use Google Webmaster tools but nothing is changing and I have lost alot of business. I host with 1and1.com and have been back and forth with them but to no avail and no change in traffic. I thought maybe some DNS mapping was off. I used to have alot of traffic now I have hardly any. Any advice would be greatly appreciated. I am still in the process of working on the issue of course! This is a really great website here and I am glad I came across it. Thank you, LS Cullum Little Pines Multimedia

    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

  • 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

  • Need advice concerning Feature Based Development when knowledge DB is involved

    - by voroninp
    We develop BackOffice application which is used to edit our knowledge DB. Now our main product's development team is shifting to the feature based development and we need to support several DB's with not identical data schemes. (DS changes slightly from DB to DB) The information from knowledge Db is extracted by the script and then is distributed to the clients. We also need to support merging these DB's. We now analyze pros and cons of different approaches. We discuss this one: One working DB (WDB) with one DB for each feature branch (FDB). The approved data is moved from WDB to FDB. So we need to support only one script for each branch. This script will extract data from corresponding FDB. Nevertheless we are to code the differences between FDBs and WDB manually. May be some automatic mapping tools exist? I also wish to know whether classic solutions to the alike problems already exist. Can anyone share the best practices for this case?

    Read the article

  • the requested resource is not available [closed]

    - by James Pj
    I have written a Java servlet program and run it through local Tomcat 7, But it was showing following error : HTTP Status 404 - /skypark/registration type Status report message /skypark/registration description The requested resource is not available. Apache Tomcat/7.0.33 I don't know what was the reason for it my Html page is <html> <head> <title> User registration </title> </head> <body> <form action="registration" method="post"> <center> <h2><b>Skypark User Registration</b></h2> <table border="0"> <tr><td> First Name </td><td> <input type="text" name="fname"/></br> </td></tr><tr><td> Last Name </td><td> <input type="text" name="lname"/></br> </td></tr><tr><td> UserName </td><td> <input type="text" name="uname"></br> </td></tr><tr><td> Enter Password </td><td> <input type="password" name="pass"></br> </td></tr><tr><td> Re-Type Password </td><td> <input type="password" name="pass1"></br> </td></tr><tr><td> Enter Email ID </td><td> <input type="email" name="email1"></br> </td></tr><tr><td> Phone Number </td><td> <input type="number" name="phone"> </td></tr><tr><td> Gender<br> </td></tr><tr><td> <input type="radio" name="gender" value="Male">Male</input></br> </td></tr><tr><td> <input type="radio" name="gender" value="Female">Female</input></br> </td></tr><tr><td> Enter Your Date of Birth<br> </td><td> <Table Border=0> <tr> <td> Date </td> <td>Month</td> <td>Year</td> </tr><tr> <td> <select name="date"> <option value="1">1</option> <option value="2">2</option> <option value="3">3</option> <option value="4">4</option> <option value="5">5</option> . . . have some code . . . </table> <input type="submit" value="Submit"></br> </center> </form> </body> </html> My servlet is : package skypark; import skypark.*; import java.io.*; import javax.servlet.*; import javax.servlet.http.*; import java.sql.*; public class Registration extends HttpServlet { public static Connection prepareConnection()throws ClassNotFoundException,SQLException { String dcn="oracle.jdbc.driver.OracleDriver"; String url="jdbc:oracle:thin:@JamesPJ-PC:1521:skypark"; String usname="system"; String pass="tiger"; Class.forName(dcn); return DriverManager.getConnection(url,usname,pass); } public void doPost(HttpServletRequest req,HttpServletResponse resp)throws ServletException,IOException { resp.setContentType("text/html"); PrintWriter out=resp.getWriter(); try { String phone1,uname,fname,lname,dob,address,city,state,country,pin,email,password,gender,lang,qual,relegion,privacy,hobbies,fav; uname=req.getParameter("uname"); fname=req.getParameter("fname"); lname=req.getParameter("lname"); dob=req.getParameter("date"); address=req.getParameter("address"); city=req.getParameter("city"); state=req.getParameter("state"); country=req.getParameter("country"); pin=req.getParameter("pin"); email=req.getParameter("email1"); password=req.getParameter("password"); gender=req.getParameter("gender"); phone1=req.getParameter("phone"); lang=""; qual=""; relegion=""; privacy=""; hobbies=""; fav=""; int phone=Integer.parseInt(phone1); Connection con=prepareConnection(); String Query="Insert into regdetails values(?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)"; PreparedStatement ps=con.prepareStatement(Query); ps.setString(1,uname); ps.setString(2,fname); ps.setString(3,lname); ps.setString(4,dob); ps.setString(5,address); ps.setString(6,city); ps.setString(7,state); ps.setString(8,country); ps.setString(9,pin); ps.setString(10,lang); ps.setString(11,qual); ps.setString(12,relegion); ps.setString(13,privacy); ps.setString(14,hobbies); ps.setString(15,fav); ps.setString(16,gender); int c=ps.executeUpdate(); String query="insert into passmanager values(?,?,?,?)"; PreparedStatement ps1=con.prepareStatement(query); ps1.setString(1,uname); ps1.setString(2,password); ps1.setString(3,email); ps1.setInt(4,phone); int i=ps1.executeUpdate(); if(c==1||c==Statement.SUCCESS_NO_INFO && i==1||i==Statement.SUCCESS_NO_INFO) { out.println("<html><head><title>Login</title></head><body>"); out.println("<center><h2>Skypark.com</h2>"); out.println("<table border=0><tr>"); out.println("<td>UserName/E-Mail</td>"); out.println("<form action=login method=post"); out.println("<td><input type=text name=uname></td>"); out.println("</tr><tr><td>Password</td>"); out.println("<td><input type=password name=pass></td></tr></table>"); out.println("<input type=submit value=Login>"); out.println("</form></body></html>"); } else { out.println("<html><head><title>Error!</title></head><body>"); out.println("<center><b>Given details are incorrect</b>"); out.println(" Please try again</center></body></html>"); RequestDispatcher rd=req.getRequestDispatcher("registration.html"); rd.include(req,resp); return; } } catch(Exception e) { out.println("<html><head><title>Error!</title><body>"); out.println("<b><i>Unable to process try after some time</i></b>"); out.println("</body></html>"); RequestDispatcher rd=req.getRequestDispatcher("registration.html"); rd.include(req,resp); return; } out.flush(); out.close(); } } And the web.xml file is <?xml version="1.0" encoding="UTF-8"?> <web-app xmlns="http://java.sun.com/xml/ns/javaee" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://java.sun.com/xml/ns/javaee http://java.sun.com/xml/ns/javaee/web-app_3_0.xsd" version="3.0" metadata-complete="true"> <servlet> <servlet-name>reg</servlet-name> <servlet-class>skypark.Registration</servlet-class> </servlet> <servlet-mapping> <servlet-name>reg</servlet-name> <url-pattern>/registration</url-pattern> </servlet-mapping> This i kept in C:\Program Files\Apache Software Foundation\Tomcat 7.0\webapps\skypark\WEB_INF\web.xml and servlet class in C:\Program Files\Apache Software Foundation\Tomcat 7.0\webapps\skypark\WEB_INF\classes\skypark and registration.html in C:\Program Files\Apache Software Foundation\Tomcat 7.0\webapps\skypark\ if any mistake in this makes above error means please help me.Thanks in advance....

    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

  • 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

  • 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

  • How to get "Fn" keys to work (Asus 4830T)? (specificly, the "suspend" key)

    - by Pointy
    I've got an Asus 4830T onto which I've just re-installed 12.04 because I installed an SSD. I was running 12.04 before too, which had been upgraded over a few releases. At some point on that old install, I had gotten all the "Fn" keys to work, or at least all the ones I cared about. (Oh except I think the screen brightness keys never worked.) I have no recollection of what I did. Anyway now things are fine, and some of the Fn keys work: the one to turn of the trackpad and the one to turn off wireless (grr I hate that one). However, the "suspend" key for some reason does not work. Now the system will suspend and resume just fine, but I'm having to do it from the menu. Is there an easy (or hard) way to make those work? I'm running straight Ubuntu but with Xfce installed as my normal desktop. (In other words, it's not Xubuntu, though I doubt it matters.) I recall at some point having found some arcane mapping mechanism to bind the Fn keys to actions, but I can't find it now. (I'm perfectly OK with editing weird files; I'm a long-time Unix user.) (Very long-time.)

    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

  • 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

< Previous Page | 505 506 507 508 509 510 511 512 513 514 515 516  | Next Page >