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  • How to overcome an apparent REST vs. DRY dilemma in rails?

    - by Chris
    A rails app I'm working on features examples of quadratic equations. Obviously, these are all of a common structure: ax^2 + bx + c = 0. I don't want to store every single example of these. I'd rather generate them from a template. Storing hundreds of possible versions of this structure seems highly wasteful and un-DRY. On the other hand, if I generate them, I can't access them again reliably as I could if they were simply multiple database objects. I'm sure there must be a way to overcome this, but I'm still learning rails and I'm obviously not grasping something here. Thanks.

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  • Completing install of ruby 1.9.3 with Ruby for for Mac OS X 10.7.5 Leopard, Xcode 4.5.2 -- problems with rvm pkg install openssl

    - by user1848361
    First, many thanks in advance for any help. I'm a complete novice with programming and I'm trying to get started with this Ruby on Rails tutorial (http://ruby.railstutorial.org/ruby-on-rails-tutorial-book?version=3.2) I have been trying figure this out for about 7 hours now and since I don't have any hair left to pull out I'm turning to these hallowed pages. I have searched for solutions here again and again. System: Mac OS X 10.7.5 Leopard, Xcode 4.5.2 I installed homebrew and have updated it multiple times I used homebrew to install rvm and have updated it multiple times I installed git The standard ruby on the system (checking with $ ruby -v) is 1.8.7 My problem is that every time I try to use rvm to install a new version of Ruby ($ rvm install 1.9.3) I get the following error: Ruby (and needed base gems) for your selection will be installed shortly. Before it happens, please read and execute the instructions below. Please use a separate terminal to execute any additional commands. Notes for Mac OS X 10.7.5, Xcode 4.5.2. For JRuby: Install the JDK. See http://developer.apple.com/java/download/ # Current Java version "1.6.0_26" For IronRuby: Install Mono >= 2.6 For Ruby 1.9.3: Install libksba # If using Homebrew, 'brew install libksba' For Opal: Install Nodejs with NPM. See http://nodejs.org/download/ To use an RVM installed Ruby as default, instead of the system ruby: rvm install 1.8.7 # installs patch 357: closest supported version rvm system ; rvm gemset export system.gems ; rvm 1.8.7 ; rvm gemset import system.gems # migrate your gems rvm alias create default 1.8.7 And reopen your terminal windows. Xcode and gcc: : I have performed $ brew install libksba and when I try to do it again it tells me that libksba is installed already. When I type "$ rvm requirements" I get: Notes for Mac OS X 10.7.5, Xcode 4.5.2. For JRuby: Install the JDK. See http://developer.apple.com/java/download/ # Current Java version "1.6.0_26" For IronRuby: Install Mono >= 2.6 For Ruby 1.9.3: Install libksba # If using Homebrew, 'brew install libksba' For Opal: Install Nodejs with NPM. See http://nodejs.org/download/ To use an RVM installed Ruby as default, instead of the system ruby: rvm install 1.8.7 # installs patch 357: closest supported version rvm system ; rvm gemset export system.gems ; rvm 1.8.7 ; rvm gemset import system.gems # migrate your gems rvm alias create default 1.8.7 And reopen your terminal windows. Xcode and gcc: Right now Ruby requires gcc to compile, but Xcode 4.2 and later no longer ship with gcc. Instead they ship with llvm-gcc (to which gcc is a symlink) and clang, neither of which are supported for building Ruby. Xcode 4.1 was the last version to ship gcc, which was /usr/bin/gcc-4.2. Xcode 4.1 and earlier: - Ruby will build fine. Xcode 4.2 and later (including Command Line Tools for Xcode): - If you have gcc-4.2 (and friends) from an earlier Xcode version, Ruby will build fine. - If you don't have gcc-4.2, you have two options to get it: * Install apple-gcc42 from Homebrew * Install osx-gcc-installer Homebrew: If you are using Homebrew, you can install the apple-gcc42 and required libraries from homebrew/dupes: brew update brew tap homebrew/dupes brew install autoconf automake apple-gcc42 rvm pkg install openssl Xcode 4.2+ install or/and Command Line Tools for Xcode is required to provide make and other tools. osx-gcc-installer: If you don't use Homebrew, you can download and install osx-gcc-installer: https://github.com/kennethreitz/osx-gcc-installer. Warning: Installing osx-gcc-installer on top of a recent Xcode is known to cause problems, so you must uninstall Xcode before installing osx-gcc-installer. Afterwards you may install Xcode 4.2+ or Command Line Tools for Xcode if you desire. ** NOTE: Currently, Node.js is having issues building with osx-gcc-installer. The only fix is to install Xcode over osx-gcc-installer. So I assume I have to do something with brew update brew tap homebrew/dupes brew install autoconf automake apple-gcc42 rvm pkg install openssl Everything seemed to work fine until "$ rvm pkg install openssl", which returns: Fetching openssl-1.0.1c.tar.gz to /Users/thierinvestmentservices/.rvm/archives Extracting openssl to /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c Configuring openssl in /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c. Compiling openssl in /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c. Error running 'make', please read /Users/thierinvestmentservices/.rvm/log/openssl/make.log Please note that it's required to reinstall all rubies: rvm reinstall all --force Updating openssl certificates Error running 'update_openssl_certs', please read /Users/thierinvestmentservices/.rvm/log/openssl.certs.log Johns-MacBook-Pro:~ thierinvestmentservices$ rvm pkg install openssl Fetching openssl-1.0.1c.tar.gz to /Users/thierinvestmentservices/.rvm/archives Extracting openssl to /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c Configuring openssl in /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c. Compiling openssl in /Users/thierinvestmentservices/.rvm/src/openssl-1.0.1c. Error running 'make', please read /Users/thierinvestmentservices/.rvm/log/openssl/make.log Please note that it's required to reinstall all rubies: rvm reinstall all --force Updating openssl certificates Error running 'update_openssl_certs', please read /Users/thierinvestmentservices/.rvm/log/openssl.certs.log make.log reads "[2012-11-23 13:15:28] make /Users/thierinvestmentservices/.rvm/scripts/functions/utility: line 116: make: command not found" and openssl.certs.log reads "[2012-11-23 14:04:04] update_openssl_certs update_openssl_certs () { ( chpwd_functions="" builtin cd $rvm_usr_path/ssl && command curl -O http://curl.haxx.se/ca/cacert.pem && mv cacert.pem cert.pem ) } current path: /Users/thierinvestmentservices command(1): update_openssl_certs /Users/thierinvestmentservices/.rvm/scripts/functions/pkg: line 205: cd: /Users/thierinvestmentservices/.rvm/usr/ssl: No such file or directory" At this point the letters might as well be wingdings I have no idea what is going on. I have tried to install rvm make with something I saw on one forum post but I got a bunch of warnings. If anyone has any suggestions I would be deeply grateful, I am completely in over my head,

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  • please help me in this query

    - by testkhan
    I have three tables (user, friends, posts) and two users (user1 and user2). When user1 adds user2 as friend then user1 can see the posts of user2 just like on Facebook. But only the posts after the date when user1 added user2 as friend. My query is like this: $sql = mysql_query("SELECT * FROM posts p JOIN friends f ON p.currentuserid = f.friendid AND p.time >= f.friend_since OR p.currentuserid='user1id' WHERE f.myid='user1id' ORDER BY p.postid DESC LIMIT 20"); it is working all the way fine but with a little problem.....!! it displays user2, user3 (all the users as friends of user1) posts for single time but shows user1 posts multiple.......i.e user2. hi user1. userssfsfsfsfsdf user1. userssfsfsfsfsdf user3. dddddddd user1. sdfsdsdfsdsfsf user1. sdfsdsdfsdsfsf but i in database it is single entry/post why it is happening........!! How can I fix it?

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  • Softrware Licensing / Registration component/framework?

    - by Clay Nichols
    We use a home-grown Registration System for our software but I'd like to update it fixing a number of things including adding the ability to remotely activate/deactivate it (to facilitate Saas). Feel free to suggest any good (in your opinion) VB6- compatible option. I can check out whether it meets our other criteria below. Required Features: Activate multiple programs (Ok if it generates a separate code for each one) Works with VB6 and VB.net. A VB6-compatible DLL should be fine. Still supported (nice to have but not absolutely required Compatible with Windows 2000 through 7. Nice-to-have features (but not required) * Work without internet access * Works through a firewall (this may be a tough one) Any suggestions?

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  • Constants by another name

    - by Dave DeLong
    First off, I've seen this question and understand why the following code doesn't work. That is not my question. I have a constant, which is declared like; //Constants.h extern NSString * const MyConstant; //Constants.m NSString * const MyConstant = @"MyConstant"; However, in certain contexts, it's more useful to have this constant have a much more descriptive name, like MyReallySpecificConstant. I was hoping to do: //SpecificConstants.h extern NSString * const MyReallySpecificConstant; //SpecificConstants.m #import "Constants.h" NSString * const MyReallySpecificConstant = MyConstant; Obviously I cannot do this (which is explained in the linked question above). My question is: How else (besides something like #define MyReallySpecificConstant MyConstant) can I provide a single constant under multiple names?

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  • Choosing MooTools over Google closure?

    - by Shekhar
    I am in a process to select javascript library for our new web application. This app is not very UI heavy but has forms, reports, search, calendars, tabs and target multiple countries like most web apps. We are a tiny team. Biggest concern is maintainability and readability of the code. We are Python programmers. After evaluating many other javascript frameworks we have narrowed down to mootools and google-closure. We loved mootools syntax. It took us no time to learn. It's like Python. On other hand we were stumped seeing private/public in google closure. It's tempting to go for mootools however, I would love to hear from you about specific advantages these frameworks offer over each other.

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  • Database table copying

    - by vbNewbie
    I am trying to rectify a previous database creation with tables that contains data that needs to be saved. Instead of recreating a completely new database since some of the tables are still reusable, I need to split a table that exists into 2 new tables which I have done. Now I am trying to insert the data into the 2 new tables and because of duplicate data in the old table I am having a hard time doing this. Old table structure: ClientProjects clientId PK clientName clientProj hashkey MD5 (clientname and clientProj) new table structures: client clientId PK clientName projects queryId PK clientId PK projectName I hope this makes sense. The problem is that in the old table for example you have clients with multiple clientIds.

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  • nHibernate: Query tree nodes where self or ancestor matches condition

    - by Famous Nerd
    I have see a lot of competing theories about hierarchical queries in fluent-nHibernate or even basic nHibernate and how they're a difficult beast. Does anyone have any knowledge of good resources on the subject. I find myself needing to do queries similar to: (using a file system analog) select folderObjects from folders where folder.Permissions includes :myPermissionLevel or [any of my ancestors] includes :myPermissionLevel This is a one to many tree, no node has multiple parents. I'm not sure how to describe this in nHibernate specific terms or, even sql-terms. I've seen the phrase "nested sets" mentioned, is this applicable? I'm not sure. Can anyone offer any advice on approaches to writing this sort of nHibernate query?

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  • Is it possible that __doPostBack() would ever send a GET request?

    - by Galilyou
    I'm having a problem with telerik RadGrid, I want to enable multiple row selection. I also want to go to the server whenever a row is selected or deselected. I created a javascript function to handle the Grid's client side events (OnRowSelected, and OnRowDeSelected). The functions look like this: function onOperationRowSelected(sender, eventArgs) { __doPostBack("<%=myControl.ClientID %>", "rowSelected:" + eventArgs.get_itemIndexHierarchical()); } The other function is very similar, the only difference is that it sends the string "rowDeselcted" instead of "rowSelected". On Page_Load I check to see if the request is a Post request using "IsPostBack" and if so, I check to see if it's a rowSelected or rowdeselected. My problem is when I select a first raw on my grid, a Post request happens (which is expected), however, when I select the second row, a GET request is issued, which (obviously) will result in IsPostBack returning false. What am I missing here?

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  • Why isn't multi-touch working for my imagebuttons?

    - by Droidy
    I'm using imagebuttons that play sounds using SoundPool. Here is example code of one of the imagebuttons: ImageButton Button1 = (ImageButton)findViewById(R.id.sound); Button1.setOnTouchListener(new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN ) { mSoundManager.playSound(1); return false; } return false; } }); For some reason, it doesn't allow you to click multiple buttons at the same time. Is it because I'm building for 1.6 SDK? Thanks!

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  • Must all Concurrent Data Store (CDB) locks be explicitly released when closing a Berkeley DB?

    - by Steve Emmerson
    I have an application that comprises multiple processes each accessing a single Berkeley DB Concurrent Data Store (CDB) database. Each process is single-threaded and does no explicit locking of the database. When each process terminates normally, it calls DB-close() and DB_ENV-close(). When all processes have terminated, there should be no locks on the database. Episodically, however, the database behaves as if some process was holding a write-lock on it even though all processes have terminated normally. Does each process need to explicitly release all locks before calling DB_ENV-close()? If so, how does the process obtain the "locker" parameter for the call to DB_ENV-loc_vec()?

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  • question about select() and range of for loop to read sockets

    - by Fantastic Fourier
    Just a quick question about using select(). I'm using select() to read from multiple sockets. When I looked up examples on how to use select(), a lot of tutorials showed going through for loops and checking for FD_ISSET. The problem I have with those tutorials is that the for loop starts from i = 0. and checks if the bit has been set for the file descriptor i using FD_ISSET. Couldn't the for loop start from say your minfd (just like how you would keep track of maxfd)?? Or am I missing something?? Following link is an example of such for loop (look at the fourth example that he gives) http://www.developerweb.net/forum/showthread.php?t=2933 If that was the only example out there that used such for loop, I might understand it was a mistake or bad coding but I've seen several examples of such for loop of uselessly going through literally thousands of sockets and I'm convinced I'm missing something. Any comments or inputs are appreciated.

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  • How do I inhibit "note C6311" in Microsoft C compiler?

    - by piCookie
    In this maximally clipped source example, the manifest constant FOOBAR is being redefined. This is deliberate, and there is extra code in the live case to make use of each definition. The pragma was added to get rid of a warning message, but then a note appeared, and I don't seem to find a way to get rid of the note. I've been able to modify this particular source to #undef between the #define, but I would like to know if there's a way to inhibit the note without requiring #undef, since there are multiple constants being handled the same way. #pragma warning( disable : 4005 ) // 'identifier' : macro redefinition #define FOOBAR FOO #define FOOBAR BAR The compiler banner and output are as follows Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 12.00.8804 for 80x86 Copyright (C) Microsoft Corp 1984-1998. All rights reserved. message.c message.c(3) : note C6311: message.c(2) : see previous definition of 'FOOBAR'

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  • GWT : Type of Container

    - by moorsu
    I see that there are two ways of transferring objects from server to client Use the same domain object (Contact.java) as used in the service layer. (I do not use hibernate) Use the HashMap to send the domain object field values in the form of Map with the help of BeanUtilsBean class. For multiple objects, use the List. Similary, use the Map to submit form values from client to server Is there any performance advantage for option 1 over 2?. Is there a way to hide the classname/package name that is sent to the browser if we use option 1?. thanks!.

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  • FLVParser problem

    - by mujer-esponja
    Hi! I am using apache tika 7.0, one of the classes, called FLVParser, which is used to extrac metadata from videos. But, when i try to use one of the methos in the class, i get this error in Eclipse: Multiple markers at this line Syntax error on token "parse", Identifier expected after this token Syntax error on token(s), misplaced construct(s) I don't know exactly the meaning of this, and i don't know how to continue. I add the poiece of code also: FLVParser VideoParser = new FLVParser(); VideoParser.parse(); //Here is the error message Any ideas, please?? I made the imports in the right way and the mave dependencies are right aswell. Thanks in advance!

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  • Can Ruby Fibers be Concurrent?

    - by Jesse J
    I'm trying to get some speed up in my program and I've been told that Ruby Fibers are faster than threads and can take advantage of multiple cores. I've looked around, but I just can't find how to actually run different fibers concurrently. With threads you can dO this: threads = [] threads << Thread.new {Do something} threads << Thread.new {Do something} threads.each {|thread| thread.join} I can't see how to do something like this with fibers. All I can find is yield and resume which seems like just a bunch of starting and stopping between the fibers. Is there a way to do true concurrency with fibers?

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  • Rails - building an absolute url in a model's virtual attribute without url helper

    - by Nick
    I have a model that has paperclip attachments. The model might be used in multiple rails apps I need to return a full (non-relative) url to the attachment as part of a JSON API being consumed elsewhere. I'd like to abstract the paperclip aspect and have a simple virtual attribute like this: def thumbnail_url self.photo.url(:thumb) end This however only gives me the relative path. Since it's in the model I can't use the URL helper methods, right? What would be a good approach to prepending the application root url since I don't have helper support? I would like to avoid hardcoding something or adding code to the controller method that assembles my JSON. Thank you

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • SQL: join within same table with different 'where' clause

    - by Pmarcoen
    Ok, so the problem I'm facing is this, I have a table with 3 columns : ID, Key and Value. ID | Key | Value ================ 1 | 1 | ab 1 | 2 | cd 1 | 3 | ef 2 | 1 | gh 2 | 2 | ij 2 | 3 | kl Now I want to select the value of Keys 1 & 3 for all IDs, the return should be like this ID | 1 | 2 ================ 1 | ab | ef 2 | gh | kl So per ID 1 row containing the Values for Keys 1 & 3. I tried using 'join' but since I need to use multiple where clauses I can't figure out how to get this to work ..

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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  • mysql 2 primary key onone table

    - by Bharanikumar
    CREATE TABLE Orders -> ( -> ID SMALLINT UNSIGNED NOT NULL, -> ModelID SMALLINT UNSIGNED NOT NULL, -> Descrip VARCHAR(40), -> PRIMARY KEY (ID, ModelID) -> ); Basically May i know ... Shall we create the two primary key on one table... Is it correct... Bcoz as per sql law,,, We can create N number of unque key in one table, and only one primary key only is the LAW know... Then how can my system allowing to create multiple primary key ? Please advise .... what is the general rule

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  • better way to write this

    - by ash34
    Hi, I have to create a hash of the form h[:bill] = ["Billy", "NA", 20, "PROJ_A"] by login where 20 is the cumulative number of hours reported by the login for all task transactions returned by the query where each login has multiple reported transactions. Did I do this in a bad way or this seems alright. h = Hash.new Task.find_each(:include => [:user], :joins => :user, :conditions => ["from_date >= ? AND from_date <= ? AND category = ?", Date.today - 30, Date.today + 30, 'PROJ1']) do |t| h[t.login.intern] = [t.user.name, 'NA', h[t.login.intern].nil? ? (t.hrs_per_day * t.num_days) : h[t.login.intern][2] + (t.hrs_day * t.workdays), t.category] end Also if I have to aggregate not just by login but login and category how do I accomplish this? thanks, ash

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  • checking if records exists in DB, in single step or 2 steps?

    - by Sinan
    Suppose you want to get a record from database which returns a large data and requires multiple joins. So my question would be is it better to use a single query to check if data exists and get the result if it exists. Or do a more simple query to check if data exists then id record exists, query once again to get the result knowing that it exists. Example: 3 tables a, b and ab(junction table) select * from from a, b, ab where condition and condition and condition and condition etc... or select id from a, b ab where condition then if exists do the query above. So I don't know if there is any reason to do the second. Any ideas how this affects DB performance or does it matter at all?

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  • Sanitize Content: removing markup from Amazon's content

    - by StackOverflowNewbie
    I'm using Amazon Web Service to get product descriptions of various items. The problem is that Amazon's content contains mark up that is sometimes destructive to the layout of my web page (e.g. unclosed DIVs, etc.). I want to sanitize the content I get from Amazon. My solution would be to do the following (my initial list so far): Remove unnecessary tags such as div, span, etc. while keeping tags like p, ul, ol, etc. Remove all attributes from all the tags (e.g. seems like there are style attributes in some of the tags) Remove excess white space (e.g. multiple spaces, carriage returns, new lines, tabs, etc.) Etc. Before I go off trying to build my solution, I'm wondering if anyone has a better idea (or an already existing solution). Thanks.

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  • High Throughput and Windows Workflow Foundation

    - by SometimesUseful
    Can WWF handle high throughput scenarios where several dozen records are 'actively' being processed in parallel at any one time? We want to build a workflow process which handles a few thousand records per hour. Each record takes up to a minute to process, because it makes external web service calls. We are testing Windows Workflow Foundation to do this. But our demo programs show processing of each record appear to be running in sequence not in parallel, when we use parallel activities to process several records at once within one workflow instance. Should we use multiple workflow instances or parallel activities? Are there any known patterns for high performance WWF processing?

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