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  • [C#][XNA] Draw() 20,000 32 by 32 Textures or 1 Large Texture 20,000 Times

    - by Rudi
    The title may be confusing - sorry about that, it's a poor summary. Here's my dilemma. I'm programming in C# using the .NET Framework 4, and aiming to make a tile-based game with XNA. I have one large texture (256 pixels by 4096 pixels). Remember this is a tile-based game, so this texture is so massive only because it contains many tiles, which are each 32 pixels by 32 pixels. I think the experts will definitely know what a tile-based game is like. The orientation is orthogonal (like a chess board), not isometric. In the Game.Draw() method, I have two choices, one of which will be incredibly more efficient than the other. Choice/Method #1: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { SpriteBatch.Draw( MyLargeTexture, // One large 256 x 4096 texture new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(x, y, 32, 32), // Notice the source rectangle 'cuts out' 32 by 32 squares from the texture corresponding to the loop Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the first method is referencing one large texture many many times, each time using a small rectangle of this large texture to draw the appropriate tile image. Choice/Method #2: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { Texture2D tileTexture = map.GetTileTexture(x, y); // Getting a small 32 by 32 texture (different each iteration of the loop) SpriteBatch.Draw( tileTexture, new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(0, 0, tileTexture.Width, tileTexture.Height), // Notice the source rectangle uses the entire texture, because the entire texture IS 32 by 32 Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the second method is drawing many small textures many times. The Question: Which method and why? Personally, I would think it would be incredibly more efficient to use the first method. If you think about what that means for the tile array in a map (think of a large map with 2000 by 2000 tiles, let's say), each Tile object would only have to contain 2 integers, for the X and Y positions of the source rectangle in the one large texture - 8 bytes. If you use method #2, however, each Tile object in the tile array of the map would have to store a 32by32 Texture - an image - which has to allocate memory for the R G B A pixels 32 by 32 times - is that 4096 bytes per tile then? So, which method and why? First priority is speed, then memory-load, then efficiency or whatever you experts believe.

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  • MySQL and INT auto_increment fields

    - by PHPguy
    Hello folks, I'm developing in LAMP (Linux+Apache+MySQL+PHP) since I remember myself. But one question was bugging me for years now. I hope you can help me to find an answer and point me into the right direction. Here is my challenge: Say, we are creating a community website, where we allow our users to register. The MySQL table where we store all users would look then like this: CREATE TABLE `users` ( `uid` int(2) unsigned NOT NULL auto_increment COMMENT 'User ID', `name` varchar(20) NOT NULL, `password` varchar(32) NOT NULL COMMENT 'Password is saved as a 32-bytes hash, never in plain text', `email` varchar(64) NOT NULL, `created` int(11) unsigned NOT NULL default '0' COMMENT 'Timestamp of registration', `updated` int(11) unsigned NOT NULL default '0' COMMENT 'Timestamp of profile update, e.g. change of email', PRIMARY KEY (`uid`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; So, from this snippet you can see that we have a unique and automatically incrementing for every new user 'uid' field. As on every good and loyal community website we need to provide users with possibility to completely delete their profile if they want to cancel their participation in our community. Here comes my problem. Let's say we have 3 registered users: Alice (uid = 1), Bob (uid = 2) and Chris (uid = 3). Now Bob want to delete his profile and stop using our community. If we delete Bob's profile from the 'users' table then his missing 'uid' will create a gap which will be never filled again. In my opinion it's a huge waste of uid's. I see 3 possible solutions here: 1) Increase the capacity of the 'uid' field in our table from SMALLINT (int(2)) to, for example, BIGINT (int(8)) and ignore the fact that some of the uid's will be wasted. 2) introduce the new field 'is_deleted', which will be used to mark deleted profiles (but keep them in the table, instead of deleting them) to re-utilize their uid's for newly registered users. The table will look then like this: CREATE TABLE `users` ( `uid` int(2) unsigned NOT NULL auto_increment COMMENT 'User ID', `name` varchar(20) NOT NULL, `password` varchar(32) NOT NULL COMMENT 'Password is saved as a 32-bytes hash, never in plain text', `email` varchar(64) NOT NULL, `is_deleted` int(1) unsigned NOT NULL default '0' COMMENT 'If equal to "1" then the profile has been deleted and will be re-used for new registrations', `created` int(11) unsigned NOT NULL default '0' COMMENT 'Timestamp of registration', `updated` int(11) unsigned NOT NULL default '0' COMMENT 'Timestamp of profile update, e.g. change of email', PRIMARY KEY (`uid`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; 3) Write a script to shift all following user records once a previous record has been deleted. E.g. in our case when Bob (uid = 2) decides to remove his profile, we would replace his record with the record of Chris (uid = 3), so that uid of Chris becomes qual to 2 and mark (is_deleted = '1') the old record of Chris as vacant for the new users. In this case we keep the chronological order of uid's according to the registration time, so that the older users have lower uid's. Please, advice me now which way is the right way to handle the gaps in the auto_increment fields. This is just one example with users, but such cases occur very often in my programming experience. Thanks in advance!

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  • Write to file depending on minSdkVersion - android

    - by Simon Rosenqvist
    Hi, I have written a filewriter for my android application. It is to function on a Galaxy Tab, so my minSdkVersion has to be at least 4, so it will fill the screen. I originally started out with SdkVersion = 2 and at that point my filewriter worked perfectly. Changing the SdkVersion to 4 introduced the problem. My filewriter doesn't work anymore! The application runs fine, but a file doesn't get created. My .java file looks like this: public class HelloAndroid extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); TextView tv = new TextView(this); tv.setText("Hello, Android"); setContentView(R.layout.main); //definerer en knap kaldet button1 og sætter en listener på denne. Button button1 = (Button)findViewById(R.id.btnClickMe); button1.setOnClickListener(btnListener); //definerer en knap kaldet button2 og sætter en listener på denne. Button button2 = (Button)findViewById(R.id.btnClickMe2); button2.setOnClickListener(btnListener2); } //en variabel af typen 'long' deklæres og kaldes tid1. public long time1; private OnClickListener btnListener = new OnClickListener() { public void onClick(View v) { //Når der klikkes på button1 gemmes et tal i variablen tid1. time1 = System.currentTimeMillis(); } }; //en variabel af typen 'long' deklæres og kaldes tid2. public long time2; // en variabel af typen 'string' deklæres og kaldes tid: public String string1 = "time:"; private OnClickListener btnListener2 = new OnClickListener() { public void onClick(View v) { //Når der klikkes på button2 gemmes et tal i variablen tid2. time2 = System.currentTimeMillis(); // Herefter oprettes en fil kaldet "file.txt". try{ File file = new File(Environment.getExternalStorageDirectory(), "file.txt"); file.createNewFile(); BufferedWriter writer = new BufferedWriter(new FileWriter(file,true)); //string1 og tid2-tid1 skrives til filen. tid2-tid1 giver den tid der går fra der er trykket på den ene knap til den anden i millisekunder. writer.write(string1 + "\t" + (time2-time1)); writer.newLine(); writer.flush(); writer.close(); } catch (IOException e) { e.printStackTrace(); } } }; } And my manifest.xml looks like this: <?xml version="1.0" encoding="utf-8"?> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".HelloAndroid" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> Why does my filewriter not work with minSdkVersion 2? Do i have to make a new filewriter? or what to do? Sorry for the messy code, i'm quite new to programming :)

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  • More localized, efficient Lowest Common Ancestor algorithm given multiple binary trees?

    - by mstksg
    I have multiple binary trees stored as an array. In each slot is either nil (or null; pick your language) or a fixed tuple storing two numbers: the indices of the two "children". No node will have only one child -- it's either none or two. Think of each slot as a binary node that only stores pointers to its children, and no inherent value. Take this system of binary trees: 0 1 / \ / \ 2 3 4 5 / \ / \ 6 7 8 9 / \ 10 11 The associated array would be: 0 1 2 3 4 5 6 7 8 9 10 11 [ [2,3] , [4,5] , [6,7] , nil , nil , [8,9] , nil , [10,11] , nil , nil , nil , nil ] I've already written simple functions to find direct parents of nodes (simply by searching from the front until there is a node that contains the child) Furthermore, let us say that at relevant times, both all trees are anywhere between a few to a few thousand levels deep. I'd like to find a function P(m,n) to find the lowest common ancestor of m and n -- to put more formally, the LCA is defined as the "lowest", or deepest node in which have m and n as descendants (children, or children of children, etc.). If there is none, a nil would be a valid return. Some examples, given our given tree: P( 6,11) # => 2 P( 3,10) # => 0 P( 8, 6) # => nil P( 2,11) # => 2 The main method I've been able to find is one that uses an Euler trace, which turns the given tree, with a node A to be the invisible parent of 0 and 1 with a depth of -1, into: A-0-2-6-2-7-10-7-11-7-2-0-3-0-A-1-4-1-5-8-5-9-5-1-A And from that, simply find the node between your given m and n that has the lowest number; For example, to find P(6,11), look for a 6 and an 11 on the trace. The number between them that is the lowest is 2, and that's your answer. If A is in between them, return nil. -- Calculating P(6,11) -- A-0-2-6-2-7-10-7-11-7-2-0-3-0-A-1-4-1-5-8-5-9-5-1-A ^ ^ ^ | | | m lowest n Unfortunately, I do believe that finding the Euler trace of a tree that can be several thousands of levels deep is a bit machine-taxing...and because my tree is constantly being changed throughout the course of the programming, every time I wanted to find the LCA, I'd have to re-calculate the Euler trace and hold it in memory every time. Is there a more memory efficient way, given the framework I'm using? One that maybe iterates upwards? One way I could think of would be the "count" the generation/depth of both nodes, and climb the lowest node until it matched the depth of the highest, and increment both until they find someone similar. But that'd involve climbing up from level, say, 3025, back to 0, twice, to count the generation, and using a terribly inefficient climbing-up algorithm in the first place, and then re-climbing back up. Are there any other better ways?

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  • iphone web service access

    - by malleswar
    Hi, I have .net webservice methods login and summary. After getting the result from login, I need to show second view and need to call summary method. I am following this tutorial. http://icodeblog.com/2008/11/03/iphone-programming-tutorial-intro-to-soap-web-services/ I created two new classes loginaccess.h and loginaccess.m. @implementation LoginAccess @synthesize ResultString,webData, soapResults, xmlParser; -(NSString*)LoginCheck:(NSString*)userName:(NSString*)pwd { NSString *soapMessage = [NSString stringWithFormat: @"\n" "\n" "\n" "\n" "%@" "%@" "" "\n" "\n",userName,pwd ]; NSLog(soapMessage); NSURL *url = [NSURL URLWithString:@"http://www.XXXXXXXXX.com/service.asmx"]; NSMutableURLRequest *theRequest = [NSMutableURLRequest requestWithURL:url]; NSString *msgLength = [NSString stringWithFormat:@"%d", [soapMessage length]]; [theRequest addValue: @"text/xml; charset=utf-8" forHTTPHeaderField:@"Content-Type"]; [theRequest addValue: @"http://XXXXXXXXm/Login" forHTTPHeaderField:@"SOAPAction"]; [theRequest addValue: msgLength forHTTPHeaderField:@"Content-Length"]; [theRequest setHTTPMethod:@"POST"]; [theRequest setHTTPBody: [soapMessage dataUsingEncoding:NSUTF8StringEncoding]]; NSURLConnection *theConnection = [[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; if( theConnection ) { webData = [[NSMutableData data] retain]; } else { NSLog(@"theConnection is NULL"); } //[nameInput resignFirstResponder]; return ResultString; } -(void)connection:(NSURLConnection *)connection didReceiveResponse:(NSURLResponse *)response { [webData setLength: 0]; } -(void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { [webData appendData:data]; } -(void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { NSLog(@"ERROR with theConenction"); [connection release]; [webData release]; } -(void)connectionDidFinishLoading:(NSURLConnection *)connection { NSLog(@"DONE. Received Bytes: %d", [webData length]); NSString *theXML = [[NSString alloc] initWithBytes: [webData mutableBytes] length:[webData length] encoding:NSUTF8StringEncoding]; NSLog(theXML); [theXML release]; if( xmlParser ) { [xmlParser release]; } xmlParser = [[NSXMLParser alloc] initWithData: webData]; [xmlParser setDelegate: self]; [xmlParser setShouldResolveExternalEntities: YES]; [xmlParser parse]; [connection release]; [webData release]; } -(void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *) namespaceURI qualifiedName:(NSString *)qName attributes: (NSDictionary *)attributeDict { if( [elementName isEqualToString:@"LoginResult"]) { if(!soapResults) { soapResults = [[NSMutableString alloc] init]; } recordResults = TRUE; } } -(void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if( recordResults ) { [soapResults appendString: string]; } } -(void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if( [elementName isEqualToString:@"LoginResult"]) { recordResults = FALSE; ResultString = soapResults; NSLog(@"Login"); [VariableStore setStr:ResultString]; NSLog(soapResults); [soapResults release]; soapResults = nil; } } @end I am calling LoginCheck method and based on result I want to show the second view. Here after finishing of the button touch down event, it enter into did end element, so I am always getting nil value. If I use the same code controller it works fine as I push second view controller in didendelement. Please give me some samples to place the web service calls in differnt class and how to call them in viewcontrollers. Regards, Malleswar

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  • GCC error with variadic templates: "Sorry, unimplemented: cannot expand 'Identifier...' into a fixe

    - by Dennis
    While doing variadic template programming in C++0x on GCC, once in a while I get an error that says "Sorry, unimplemented: cannot expand 'Identifier...' into a fixed-length arugment list." If I remove the "..." in the code then I get a different error: "error: parameter packs not expanded with '...'". So if I have the "..." in, GCC calls that an error, and if I take the "..." out, GCC calls that an error too. The only way I have been able to deal with this is to completely rewrite the template metaprogram from scratch using a different approach, and (with luck) I eventually come up with code that doesn't cause the error. But I would really like to know what I was doing wrong. Despite Googling for it and despite much experimentation, I can't pin down what it is that I'm doing differently between variadic template code that does produce this error, and code that does not have the error. The wording of the error message seems to imply that the code should work according the C++0x standard, but that GCC doesn't support it yet. Or perhaps it is a compiler bug? Here's some code that produces the error. Note: I don't need you to write a correct implementation for me, but rather just to point out what is about my code that is causing this specific error // Used as a container for a set of types. template <typename... Types> struct TypePack { // Given a TypePack<T1, T2, T3> and T=T4, returns TypePack<T1, T2, T3, T4> template <typename T> struct Add { typedef TypePack<Types..., T> type; }; }; // Takes the set (First, Others...) and, while N > 0, adds (First) to TPack. // TPack is a TypePack containing between 0 and N-1 types. template <int N, typename TPack, typename First, typename... Others> struct TypePackFirstN { // sorry, unimplemented: cannot expand ‘Others ...’ into a fixed-length argument list typedef typename TypePackFirstN<N-1, typename TPack::template Add<First>::type, Others...>::type type; }; // The stop condition for TypePackFirstN: when N is 0, return the TypePack that has been built up. template <typename TPack, typename... Others> struct TypePackFirstN<0, TPack, Others...> //sorry, unimplemented: cannot expand ‘Others ...’ into a fixed-length argument list { typedef TPack type; }; EDIT: I've noticed that while a partial template instantiation that looks like does incur the error: template <typename... T> struct SomeStruct<1, 2, 3, T...> {}; Rewriting it as this does not produce an error: template <typename... T> struct SomeStruct<1, 2, 3, TypePack<T...>> {}; It seems that you can declare parameters to partial specializations to be variadic; i.e. this line is OK: template <typename... T> But you cannot actually use those parameter packs in the specialization, i.e. this part is not OK: SomeStruct<1, 2, 3, T... The fact that you can make it work if you wrap the pack in some other type, i.e. like this: SomeStruct<1, 2, 3, TypePack<T...>> to me implies that the declaration of the variadic parameter to a partial template specialization was successful, and you just can't use it directly. Can anyone confirm this?

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  • python socket related question.

    - by paul
    Hello,All im totally new to socket programming in python. i was read some tutorial and manual, but i didn't found what i want to make python related socket script in manual or tutorial. i want to make socket script which can send some info to server and also receive some info from server. For example, i want to send my login information to server, and want to receive result reply from server. but i have no idea..how to send my login information(id and password) to server. i was captured with wireshark, some process to send login info to server. and i was found port number is 5300 and server ip is 58.225.56.152 and i was send id is 'aaaaaaa' and password 'bbbbbbb' and i was received 'USER NOT FOUND' result from server. how can i make this kind of process with python socket ? if anyone help me some reference or some example or anything help much appreciate! 0000 00 50 56 f2 c8 cc 00 0c 29 a8 f8 c0 08 00 45 00 .PV.....).....E. 0010 00 e2 2a 19 40 00 80 06 d0 55 c0 a8 cb 85 3a e1 ..*[email protected]....:. 0020 38 98 05 f3 15 9a b9 86 62 7b 0d ab 0f ba 50 18 8.......b{....P. 0030 fa f0 26 14 00 00 50 54 3f 09 a2 91 7f 13 00 00 ..&...PT?....... 0040 00 1f 14 00 02 00 00 00 00 00 00 00 07 00 00 00 ................ 0050 61 61 61 61 61 61 61 50 54 3f 09 a2 91 7f 8b 00 aaaaaaaPT?...... 0060 00 00 1f 15 00 08 00 00 00 07 00 00 00 61 61 61 .............aaa 0070 61 61 61 61 07 00 00 00 62 62 62 62 62 62 62 01 aaaa....bbbbbbb. 0080 00 00 00 31 02 00 00 00 4b 52 0f 00 00 00 31 39 ...1....KR....19 0090 32 2e 31 36 38 2e 32 30 33 2e 31 33 33 30 00 00 2.168.203.1330.. 00a0 00 4d 69 63 72 6f 73 6f 66 74 20 57 69 6e 64 6f .Microsoft Windo 00b0 77 73 20 58 50 20 50 72 6f 66 65 73 73 69 6f 6e ws XP Profession 00c0 61 6c 20 53 65 72 76 69 63 65 20 50 61 63 6b 20 al Service Pack 00d0 32 14 00 00 00 31 30 30 31 33 30 30 35 33 31 35 2....10013005315 00e0 37 38 33 37 32 30 31 32 33 03 00 00 00 34 37 30 783720123....470 0000 00 0c 29 a8 f8 c0 00 50 56 f2 c8 cc 08 00 45 00 ..)....PV.....E. 0010 00 28 ae 37 00 00 80 06 8c f1 3a e1 38 98 c0 a8 .(.7......:.8... 0020 cb 85 15 9a 05 f3 0d ab 0f ba b9 86 63 35 50 10 ............c5P. 0030 fa f0 5f 8e 00 00 00 00 00 00 00 00 .._......... 0000 00 0c 29 a8 f8 c0 00 50 56 f2 c8 cc 08 00 45 00 ..)....PV.....E. 0010 00 4c ae 38 00 00 80 06 8c cc 3a e1 38 98 c0 a8 .L.8......:.8... 0020 cb 85 15 9a 05 f3 0d ab 0f ba b9 86 63 35 50 18 ............c5P. 0030 fa f0 3e 75 00 00 50 54 3f 09 a2 91 7f 16 00 00 ..>u..PT?....... 0040 00 1f 18 00 01 00 00 00 0e 00 00 00 55 73 65 72 ............User 0050 20 4e 6f 74 20 46 6f 75 6e 64 Not Found

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  • linux script, standard directory locations.

    - by Thingomy
    I am trying to write a bash script to do a task, I have done pretty well so far, and have it working to an extent, but I want to set it up so it's distributable to other people, and will be opening it up as open source, so I want to start doing things the "conventional" way. Unfortunately I'm not all that sure what the conventional way is. Ideally I want a link to an in depth online resource that discusses this and surrounding topics in depth, but I'm having difficulty finding keywords that will locate this on google. At the start of my script I set a bunch of global variables that store the names of the dirs that it will be accessing, this means that I can modify the dir's quickly, but this is programming shortcuts, not user shortcuts, I can't tell the users that they have to fiddle with this stuff. Also, I need for individual users' settings not to get wiped out on every upgrade. Questions: Name of settings folder: ~/.foo/ -- this is well and good, but how do I keep my working copy and my development copy separate? tweek the reference in the source of the dev version? If my program needs to maintain and update library of data (gps tracklog data in this case) where should this directory be? the user will need to access some of this data, but it's mostly for internal use. I personally work in cygwin, and I like to keep this data on separate drive, so the path is wierd, I suspect many users could find this. for a default however I'm thinking ~/gpsdata/ -- would this be normal, or should I hard code a system that ask the user at first run where to put it, and stores this in the settings folder? whatever happens I'm going ot have to store the directory reference in a file in the settings folder. The program needs a data "inbox" that is a folder that the user can dump files, then run the script to process these files. I was thinking ~/gpsdata/in/ ?? though there will always be an option to add a file or folder to the command line to use that as well (it processed files all locations listed, including the "inbox") Where should the script its self go? it's already smart enough that it can create all of it's ancillary/settings files (once I figure out the "correct" directory) if run with "./foo --setup" I could shove it in /usr/bin/ or /bin or ~/.foo/bin (and add that to the path) what's normal? I need to store login details for a web service that it will connect to (using curl -u if it matters) plan on including a setting whereby it asks for a username and password every execution, but it currently stores it plane text in a file in ~/.foo/ -- I know, this is not good. The webservice (osm.org) does support oauth, but I have no idea how to get curl to use it -- getting curl to speak to the service in the first place was a hack. Is there a simple way to do a really basic encryption on a file like this to deter idiots armed with notepad? Sorry for the list of questions, I believe they are closely related enough for a single post. This is all stuff that stabbing at, but would like clarification/confirmation over.

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  • How you remember by default functionality/class name etc of the platform

    - by piemesons
    Hello everyone, I am 8 months experienced guy, (B.tech in computer science) In my college time i used to create simple programs in c/c++/java. Simple programs like creating linked list/binary trees programs. frankly saying those college bullshit exercise.(I am from India so Engg colleges in india sucks except few like IIT's etc). In my college time apart from my college exercises i created some better programs/games like arachnoid, snake. We had 6 months internship in our college curriculum. I worked on asp.net. Basically the work was to create a website with some random functionality. After that in my job i worked on php and successfully deployed 4 projects. All having lot of functionality and i was the only team member in all the projects. Now i am learning ruby on rails as i switched to a new firm. I also have to work on android or iphone depending upon on what mobile technology i want to choose or i can work on both of the technologies. My project manager says take your time to learn things. we are not in hurry to place you in any project. Work on things by your self. take 3 4 months to learn. But i am not getting good pace. I am quite confident with php/asp etc but i dont able to grasp things in android. Although my c/c++ background is quite good, having a good logical mind. But i am not able to grasp the things in android. Even learning some basics of rails i found it wtf. Why i have make model name singular and table name plural.By default that action name and name of the file in view is same I just hate the word MAGIC mentioned more than 100 times in the book. (agile-web-development-with-rails) (I am talking about default functionality, I can over ride them that i know, so please dont debate on that) I not saying i am not getting the things. My point is remembering the default functionality is a pissing me off. Lots of classes. Lots of files . specify this thing here. That thing there. All these things (remember which class does what) require some time or i am missing something. For my point of view i am having all these problems cause previously i never used object oriented programming approach in php. (I NEVER USED, I AM NOT SAYING THET ARE NOT) How you people explain it. How you people suggest me to do. I am looking suggestions from some seniors.From seniors in my office.They says you good dude. But i dont know i am not geting confidence in the things. When they ask me anythings about the topics i cover. I give them good answers. So when i discuss this problem with them they says there is no problem just keep on working. And sorry for my poor english.

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  • The best JSF coding pattern for editing JPA entities using @RequestScoped only

    - by AlanObject
    I am in a project where I will write a lot of pages like this, so I want to use the most efficient (to write) coding pattern. Background: In the past I have used CODI's @ViewAccessScoped to preserve state between requests, and more recently I have started using flash scoped objects to save state. I can't use JSF @ViewScoped because I use CDI and they don't play well together. So I want to see if I can do this with only @RequestScoped backing beans. The page is designed like this (the p namespace is Primefaces): <f:metadata> <f:viewParam name="ID" value="#{backing.id}" /> </f:metadata> .... <h1>Edit Object Page</h1> <h:form id="formObj" rendered="#{backing.accessOK}"> <p:panelGrid columns="2"> <h:outputLabel value="Field #1:"/> <p:inputText value="#{backing.record.field1}" /> (more input fields) <h:outputLabel value="Action:" /> <h:panelGroup> <p:commandButton value="Save" action="#{backing.save}" /> <p:commandButton value="Cancel" action="backing.cancel" /> </h:panelGroup> </p:panelGrid> <p:messages showDetail="true" showSummary="true" /> </h:form> If the page is requested, the method accessOK() has the ability to keep the h:form from being rendered. Instead, the p:messages is shown with whatever FacesMessage(s) the accessOK() method cares to set. The pattern for the bean backing looks like this: @Named @RequestScoped public class Backing { private long id; private SomeJPAEntity record; private Boolean accessOK; public long getId() { return id; } public void setId(long value) { id = value; } public boolean accessOK() { if (accessOK != null) return accessOK; if (getRecord() == null) { // add a FacesMessage that explains the record // does not exist return accessOK = false; // note single = } // do any other access checks, such as write permissions return accessOK = true; } public SomeJPAEntity getRecord() { if (record != null) return record; if (getId() > 0) record = // get the record from DB else record = new SomeJPAEntity(); return record; } public String execute() { if (!accessOK()) return null; // bad edit // do other integrity checks here. If fail, set FacesMessages // and return null; if (getId() > 0) // merge the record back into the data base else // persist the record } } Here is what goes wrong with this model. When the Save button is clicked, a new instance of Backing is built, and then there are a lot of calls to the getRecord() getter before the setID() setter is called. So the logic in getRecord() breaks because it cannot rely on the id property being valid when it is called. When this was a @ViewAccessScoped (or ViewScoped) backing bean, then both the id and record properties are already set when the form is processed with the commandButton. Alternatively you can save those properties in flash storage but that has its own problems I want to avoid. So is there a way to make this programming model work within the specification?

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  • making an array controller the target of a button

    - by ian
    I am working through a chapter of COCOA PROGRAMMING FOR MAC OS X (3RD EDITION) on NSArrayController and it tells me to: Control-Drag to make the array controller become the target of the Add New Employee button. Set the action to add: However when I drag over the array controller it does not highlight so I get no target options. How do I do this correctly in the new XCode full size image document.h: // // Document.h // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import <Cocoa/Cocoa.h> @interface Document : NSDocument { NSMutableArray *employees; } @end document.m: // // Document.m // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import "Document.h" @implementation Document - (id)init { self = [super init]; if (self) { employees = [[NSMutableArray alloc] init]; } return self; } - (void)dealloc { [self setEmployees:nil]; [super dealloc]; } -(void)setEmployees:(NSMutableArray *)a { //this is an unusual setter method we are goign to ad a lot of smarts in the next chapter if (a == employees) return; [a retain]; [employees release]; employees = a; } - (NSString *)windowNibName { // Override returning the nib file name of the document // If you need to use a subclass of NSWindowController or if your document supports multiple NSWindowControllers, you should remove this method and override -makeWindowControllers instead. return @"Document"; } - (void)windowControllerDidLoadNib:(NSWindowController *)aController { [super windowControllerDidLoadNib:aController]; // Add any code here that needs to be executed once the windowController has loaded the document's window. } - (NSData *)dataOfType:(NSString *)typeName error:(NSError **)outError { /* Insert code here to write your document to data of the specified type. If outError != NULL, ensure that you create and set an appropriate error when returning nil. You can also choose to override -fileWrapperOfType:error:, -writeToURL:ofType:error:, or -writeToURL:ofType:forSaveOperation:originalContentsURL:error: instead. */ NSException *exception = [NSException exceptionWithName:@"UnimplementedMethod" reason:[NSString stringWithFormat:@"%@ is unimplemented", NSStringFromSelector(_cmd)] userInfo:nil]; @throw exception; return nil; } - (BOOL)readFromData:(NSData *)data ofType:(NSString *)typeName error:(NSError **)outError { /* Insert code here to read your document from the given data of the specified type. If outError != NULL, ensure that you create and set an appropriate error when returning NO. You can also choose to override -readFromFileWrapper:ofType:error: or -readFromURL:ofType:error: instead. If you override either of these, you should also override -isEntireFileLoaded to return NO if the contents are lazily loaded. */ NSException *exception = [NSException exceptionWithName:@"UnimplementedMethod" reason:[NSString stringWithFormat:@"%@ is unimplemented", NSStringFromSelector(_cmd)] userInfo:nil]; @throw exception; return YES; } + (BOOL)autosavesInPlace { return YES; } - (void)setEmployees:(NSMutableArray *)a; @end person.h: // // Person.h // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> @interface Person : NSObject { NSString *personName; float expectedRaise; } @property (readwrite, copy) NSString *personName; @property (readwrite) float expectedRaise; @end person.m: // // Person.m // RaiseMan // // Created by user on 11/12/11. // Copyright (c) 2011 __MyCompanyName__. All rights reserved. // #import "Person.h" @implementation Person - (id) init { self = [super init]; expectedRaise = 5.0; personName = @"New Person"; return self; } - (void)dealloc { [personName release]; [super dealloc]; } @synthesize personName; @synthesize expectedRaise; @end

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  • hello-1.mod.c:14: warning: missing initializer (near initialization for '__this_module.arch.unw_sec_init')

    - by Sompom
    I am trying to write a module for an sbc1651. Since the device is ARM, this requires a cross-compile. As a start, I am trying to compile the "Hello Kernel" module found here. This compiles fine on my x86 development system, but when I try to cross-compile I get the below error. /home/developer/HelloKernel/hello-1.mod.c:14: warning: missing initializer /home/developer/HelloKernel/hello-1.mod.c:14: warning: (near initialization for '__this_module.arch.unw_sec_init') Since this is in the .mod.c file, which is autogenerated I have no idea what's going on. The mod.c file seems to be generated by the module.h file. As far as I can tell, the relevant parts are the same between my x86 system's module.h and the arm kernel header's module.h. Adding to my confusion, this problem is either not googleable (by me...) or hasn't happened to anyone before. Or I'm just doing something clueless that anyone with any sense wouldn't do. The cross-compiler I'm using was supplied by Freescale (I think). I suppose it could be a problem with the compiler. Would it be worth trying to build the toolchain myself? Obviously, since this is a warning, I could ignore it, but since it's so strange, I am worried about it, and would like to at least know the cause... Thanks very much, Sompom Here are the source files hello-1.mod.c #include <linux/module.h> #include <linux/vermagic.h> #include <linux/compiler.h> MODULE_INFO(vermagic, VERMAGIC_STRING); struct module __this_module __attribute__((section(".gnu.linkonce.this_module"))) = { .name = KBUILD_MODNAME, .init = init_module, #ifdef CONFIG_MODULE_UNLOAD .exit = cleanup_module, #endif .arch = MODULE_ARCH_INIT, }; static const struct modversion_info ____versions[] __used __attribute__((section("__versions"))) = { { 0x3972220f, "module_layout" }, { 0xefd6cf06, "__aeabi_unwind_cpp_pr0" }, { 0xea147363, "printk" }, }; static const char __module_depends[] __used __attribute__((section(".modinfo"))) = "depends="; hello-1.c (modified slightly from the given link) /* hello-1.c - The simplest kernel module. * * Copyright (C) 2001 by Peter Jay Salzman * * 08/02/2006 - Updated by Rodrigo Rubira Branco <[email protected]> */ /* Kernel Programming */ #ifndef MODULE #define MODULE #endif #ifndef LINUX #define LINUX #endif #ifndef __KERNEL__ #define __KERNEL__ #endif #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_ALERT */ static int hello_init_module(void) { printk(KERN_ALERT "Hello world 1.\n"); /* A non 0 return means init_module failed; module can't be loaded.*/ return 0; } static void hello_cleanup_module(void) { printk(KERN_ALERT "Goodbye world 1.\n"); } module_init(hello_init_module); module_exit(hello_cleanup_module); MODULE_LICENSE("GPL"); Makefile export ARCH:=arm export CCPREFIX:=/opt/freescale/usr/local/gcc-4.4.4-glibc-2.11.1-multilib-1.0/arm-fsl-linux-gnueabi/bin/arm-linux- export CROSS_COMPILE:=${CCPREFIX} TARGET := hello-1 WARN := -W -Wall -Wstrict-prototypes -Wmissing-prototypes -Wno-sign-compare -Wno-unused -Werror UNUSED_FLAGS := -std=c99 -pedantic EXTRA_CFLAGS := -O2 -DMODULE -D__KERNEL__ ${WARN} ${INCLUDE} KDIR ?= /home/developer/src/ltib-microsys/ltib/rpm/BUILD/linux-2.6.35.3 ifneq ($(KERNELRELEASE),) # kbuild part of makefile obj-m := $(TARGET).o else # normal makefile default: clean $(MAKE) -C $(KDIR) M=$$PWD .PHONY: clean clean: -rm built-in.o -rm $(TARGET).ko -rm $(TARGET).ko.unsigned -rm $(TARGET).mod.c -rm $(TARGET).mod.o -rm $(TARGET).o -rm modules.order -rm Module.symvers endif

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  • how to add multiple filters to pagination?

    - by ClarkSKent
    Hey, I am trying to allow multiple filters to be selected for my pagination script. So in my pagination, when a user clicks the 'marketing' button(link) it queries the database just for the category that = marketing. The same goes for the other 2 filter buttons as seen in the script below. (automotive, sports). The problem is, I want to be able to select multiple filters like only marketing and auomotive or automotive and sports, for example if I click the marketing filter and then the automotive, it would display the categories that equal marketing, and automotive. I have no idea how to accomplish this, so I have come to the experts to help me out. This is the script I am working on (I am very new to PHP and programming in general): <h3>Filter results by:</h3> <a href='pagi_test.php?category=marketing'>marketing</a> <a href='pagi_test.php?category=automotive'>automotive</a> <a href='pagi_test.php?category=sports'>sports</a> <br /> <h3>Results:</h3> <?php //connecting to the database $error = "Could not connect to the database"; mysql_connect('localhost','root','root') or die($error); mysql_select_db('ajax_demo') or die($error); //max displayed per page $per_page = 3; //get start variable $start = $_GET['start']; $category = mysql_real_escape_string($_GET['category']); //count records $record_count = mysql_num_rows(mysql_query("SELECT * FROM explore WHERE category='$category'")); //count max pages $max_pages = $record_count / $per_page; //may come out as decimal if (!$start) $start = 0; //display data $get = mysql_query("SELECT * FROM explore WHERE category='$category' LIMIT $start, $per_page"); ?> <table width="800px"> <?php while ($row = mysql_fetch_assoc($get)) { // get data $id = $row['id']; $site_name = $row['site_name']; $site_description = $row['site_description']; ?> <tr> <td><?php echo $id; ?></td> <td><?php echo $site_name; ?></td> <td><?php echo $site_description; ?></td> </tr> <?php } //setup prev and next variables $prev = $start - $per_page; $next = $start + $per_page; //show prev button if (!($start<=0)) echo "<a href='pagi_test.php?category=$category&start=$prev'>Prev</a> "; //show page numbers //set variable for first page $i=1; for ($x=0;$x<$record_count;$x=$x+$per_page) { if ($start!=$x) echo " <a href='pagi_test.php?category=$category&start=$x'>$i</a> "; else echo " <a href='pagi_test.php?category=$category&start=$x'><b>$i</b></a> "; $i++; } //show next button if (!($start>=$record_count-$per_page)) echo " <a href='pagi_test.php?category=$category&start=$next'>Next</a>"; ?>

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  • What am I doing wrong?, linking in C++

    - by Facon
    I'm trying to code a simple base64 encoder/decoder (to test my programming skill). I can compile it, but it doesn't link, I've this message error: C:\Documents and Settings\Facon\Escritoriog++ base64.o main.o -o prueba.exe main.o:main.cpp:(.text+0x24a): undefined reference to `Base64Encode(std::vector const&)' collect2: ld returned 1 exit status Compiler & Linker: Mingw32 3.4.5 SO: Windows XP This is my source code: base64.h: #ifndef BASE64_H #define BASE64_H #include <iostream> #include <vector> typedef unsigned char byte; std::string Base64Encode(const std::vector<byte> &array); std::vector<byte> Base64Decode(const std::string &array); #endif base64.cpp: #include "base64.h" std::string Base64Encode(std::vector<byte> &array) { const char *base64_table = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; const unsigned int size = array.size(); std::string output; for (unsigned int i = 0; (i < size); i++) { if ((size - i) > 3) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x03) << 4) | ((array[i] & 0xF0) >> 4)])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x0F) << 2) | ((array[i] & 0xC0) >> 4)])); output.push_back(static_cast<char>(base64_table[array[i] & 0x3F])); } else if ((size - i) == 3) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[((array[i++] & 0x03) << 4) | ((array[i] & 0xF0) >> 4)])); output.push_back(static_cast<char>(base64_table[(array[i] & 0x0F) << 2])); output.push_back(static_cast<char>('=')); } else if ((size - i) == 2) { output.push_back(static_cast<char>(base64_table[array[i] >> 2])); output.push_back(static_cast<char>(base64_table[(array[i] & 0x03) << 4])); output.push_back('='); output.push_back('='); } } return output; } std::vector<byte> Base64Decode(const std::string &array) // TODO { const char *base64_table = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; } main.cpp: #include <iostream> #include <vector> #include "base64.h" using namespace std; int main(int argc, char *argv[]) { const char* prueba = "sure."; vector<byte> texto; string codificado; for (unsigned int i = 0; (prueba[i] != 0); i++) { texto.push_back(prueba[i]); } codificado = Base64Encode(texto); cout << codificado; return 0; } PD: Sorry for my bad knowledge of English :P

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  • Facelet components layouts and javascript

    - by Java Drinker
    Hi all, I have a question regarding the placement of javascript within facelet components. This is more regarding best practice/style than a programming issue, but I feel like all the solutions I have thought of have been hacks at best. Ok here is my scenario: I have a facelet template like so (my faces, and apache Trinidad)... <ui:composition> <f:view locale="#{myLocale}"> <ui:insert name="messageBundles" /><!--Here we add load bundle tags--> <tr:document mode="strict" styleClass="coolStyleDoc"> <f:facet name="metaContainer"> <!--This trinidad defined facet is added to HTML head--> <tr:group> <!-- blah bal my own styles and js common to all --> <ui:insert name="metaData" /> </tr:group> </f:facet> <tr:form usesUpload="#{empty usesUpload ? 'false' : usesUpload}"> <div id="formTemplateHeader"> <ui:insert name="contentHeader" /> </div> <div id="formTemplateContentContainer"> <div id="formTemplateContent"> <ui:insert name="contentBody" /> </div> </div> <div id="formTemplateFooter"> <ui:insert name="contentFooter"> </ui:insert> </div> </tr:form> <!-- etc...---> Now, a facelet that wants to use this template would look like the following: <ui:composition template="/path/to/my/template.jspx"> <ui:define name="bundles"> <custom:loadBundle basename="messagesStuff" var="bundle" /> </ui:define> <ui:define name="metaData"> <script> <!-- cool javascript stuff goes here--> </script> </ui:define> <ui:define name="contentHeader"> <!-- MY HEADING!--> </ui:define> <ui:define name="contentBody"> <!-- MY Body!--> </ui:define> <ui:define name="contentFooter"> <!-- Copyright/footer stuff!--> </ui:define> </ui:composition> All this works quite well, but the problem I have is when I want to use a facelet component inside this page. If the facelet component has its own javascript code (jQuery stuff etc), how can I make it so that that javascript code is included in the header section of the generated html? Any help would be appreciated. Please let me know if this is not clear or something... thanks in advance

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  • The program is executing properly on dev C++ but is giving problem in Linux.The movement is becoming

    - by srinija
    #include<stdio.h> #include<GL/glut.h> GLfloat v[3][24]={{100.0,300.0,350.0,50.0,100.0,120.0,120.0,100.0,260.0,280.0, 280.0,260.0,140.0,160.0,160.0,140.0,180.0,200.0,200.0,180.0, 220.0,240.0,240.0,220.0},{100.0,100.0,200.0,200.0,160.0, 160.0,180.0,180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0, 180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0,180.0}, {1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat v1[3][16]={{50.0,350.0,350.0,50.0,100.0,300.0,300.0,100.0,125.0,175.0, 175.0,125.0,225.0,275.0,275.0,225.0},{200.0,200.0,210.0, 210.0,210.0,210.0,240.0,240.0,240.0,240.0,310.0,310.0,240.0, 240.0,310.0,310.0},{1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat colors[4][3]={{0.0,0.0,1.0},{0.9961,0.9961,0.65625},{1.0,0.0,1.0}, {1.0,.0,1.0}}; static float q,w,e; static float fq,fw,fe; static GLfloat wa=0,wb=0,wc=0,ba,bb,bc; int flag; void myinit(void) { glClearColor(0.506,.7,1,0.0); glPointSize(2.0); glLoadIdentity(); glOrtho(0.0,499.0,0.0,499.0,-300.0,300.0); } void draw_top_boxes(GLint i,GLint j) { glColor3f(1.0,0.0,0.0); glBegin(GL_POLYGON); glColor3fv(colors[j]); // to draw the boat glVertex2f(v1[0][i+0],v1[1][i+0]); glColor3fv(colors[j+1]); glVertex2f(v1[0][i+1],v1[1][i+1]); glColor3fv(colors[j+2]); glVertex2f(v1[0][i+2],v1[1][i+2]); glColor3fv(colors[j+3]); glVertex2f(v1[0][i+3],v1[1][i+3]); glEnd(); } void draw_polygon(GLint i) { glBegin(GL_POLYGON); // to draw the boat glColor3f(0.0,0.0,0.0); glColor3fv(colors[0]); glVertex2f(v[0][i+0],v[1][i+0]); glColor3fv(colors[1]); glVertex2f(v[0][i+1],v[1][i+1]); glColor3fv(colors[2]); glVertex2f(v[0][i+2],v[1][i+2]); glColor3fv(colors[3]); glVertex2f(v[0][i+3],v[1][i+3]); glEnd(); } void draw_boat() { draw_polygon(0); draw_polygon(4); draw_polygon(8); draw_polygon(12); draw_polygon(16); draw_polygon(20); draw_top_boxes(0,0); draw_top_boxes(4,0); draw_top_boxes(8,0); draw_top_boxes(12,0); glFlush(); glPopMatrix(); glPopMatrix(); } void draw_water() { GLfloat i; GLfloat x=0,y=103,j=0; GLfloat k; glPushMatrix(); glTranslatef(wa,wb,wc); glPushMatrix(); glColor3f(0,0,1); for(k=y;k>0;k-=6) { for(i=1;i<30;i++) { glBegin(GL_LINES); glVertex2f(j,k); glVertex2f(j+10,k); glEnd(); j=j+20; } j=0; } glPopMatrix(); glPopMatrix(); } void draw_fishes() { glPushMatrix(); glTranslatef(fq,12.0,fe); glPushMatrix(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,80); glVertex2f(100,60); glVertex2f(85,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,70); glVertex2f(110,75); glVertex2f(110,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(90,71); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,80); glVertex2f(200,60); glVertex2f(185,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,70); glVertex2f(210,75); glVertex2f(210,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(190,71); glEnd(); glPopMatrix(); glPopMatrix(); glFlush(); } void draw_cloud() { GLfloat m=100,n=400,o=10; for(int i=0;i<7;i++) { glPushMatrix(); glColor3f(1.0,1.0,1.0); if(i==1) glTranslated(125,415,10); else if(i==3||i==5) glTranslated(m,n+5,o); else glTranslated(m,n,o); glutSolidSphere(20.0,5000,150); glPopMatrix(); m+=10; } } void draw_square() { glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,300); glVertex2f(1000,300); glEnd(); glFlush(); } void draw_brotate() { glPushMatrix(); glColor3f(0.96,0.5,0.25); //to draw body of the bird glTranslated(300,400,10); glScalef(3,1,1); glutSolidSphere(6,50000,15); glPopMatrix(); glPushMatrix(); glTranslated(323,400,10); glutSolidSphere(5,50000,15); glPopMatrix(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(325,401); glEnd(); glColor3f(0.96,0.5,0.25); //to draw wings glBegin(GL_LINES); glVertex2f(294,394); glVertex2f(286,389); glEnd(); glBegin(GL_LINES); glVertex2f(286,389); glVertex2f(295,391); glEnd(); glBegin(GL_LINES); glVertex2f(295,391); glVertex2f(285,385); glEnd(); glBegin(GL_LINES); glVertex2f(285,385); glVertex2f(309,395); glEnd(); glBegin(GL_LINES); glVertex2f(294,406); glVertex2f(286,411); glEnd(); glBegin(GL_LINES); glVertex2f(286,411); glVertex2f(295,409); glEnd(); glBegin(GL_LINES); glVertex2f(295,409); glVertex2f(285,415); glEnd(); glBegin(GL_LINES); glVertex2f(285,415); glVertex2f(309,406); glEnd(); glColor3f(0.96,0.5,0.25); } void draw_bird() { GLfloat x=200,y=400,z=10; draw_brotate(); glBegin(GL_LINES); //draw legs of the bird glVertex2f(285,402); glVertex2f(275,402); glEnd(); glBegin(GL_LINES); glVertex2f(285,398); glVertex2f(275,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,405); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(273,400); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(270,395); glEnd(); glBegin(GL_LINES); glVertex2f(323,405); glVertex2f(323,407); glEnd(); glPushMatrix(); glTranslatef(323,409,10); glutSolidSphere(2,200,20); glPopMatrix(); glBegin(GL_TRIANGLES); glVertex2f(328,400); glVertex2f(331,397); glVertex2f(327,398.5); glEnd(); glFlush(); } void drawstars() { glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glVertex3f(200,400.0,10.0); glVertex3f(150,450.0,10.0); glVertex3f(100,470.0,10.0); glVertex3f(50,450.0,10.0); glVertex3f(50,350.0,10.0); glVertex3f(90,365.0,10.0); glVertex3f(350,450.0,10.0); glVertex3f(275,470.0,10.0); glVertex3f(280,430.0,10.0); glVertex3f(250,400.0,10.0); glVertex3f(450,450.0,10.0); glVertex3f(430,430.0,10.0); glVertex3f(430,470.0,10.0); glVertex3f(300,450.0,10.0); glVertex3f(265,380.0,10.0); glVertex3f(235,450.0,10.0); glEnd(); } void draw_all() { glClear(GL_COLOR_BUFFER_BIT); if(flag==0) { glDisable(GL_LIGHTING); //immp one draw_square(); draw_cloud(); glClearColor(0.506,.7,1,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,5000,150); glPopMatrix(); } if(flag==1) { glDisable(GL_LIGHTING); //imp one draw_square(); draw_cloud(); glClearColor(0.9960,0.7070,0.3164,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); } if(flag==2) { // just try and change values in these arrays, specially the position array drawstars(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // GLfloat emission[]={0.1,0.1,0.1,0.0}; GLfloat diffuse[] = { 0.40, 0.40,0.40, 1.0 }; GLfloat ambiance[] = { 0.5, 0.5,0.5, 1.0 }; GLfloat specular[] = { 1.3, 1.3,.3, 1.0 }; GLfloat intensity[]={500.0}; GLfloat position[] = { 10,30,-30,1.0 }; glLightfv (GL_LIGHT0, GL_POSITION, position); glLightfv (GL_LIGHT0, GL_DIFFUSE,diffuse); glLightfv (GL_LIGHT0, GL_AMBIENT,ambiance); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); glLightfv (GL_LIGHT0, GL_SPECULAR,specular); glLightfv (GL_LIGHT0, GL_INTENSITY,intensity); glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,150); glVertex2f(1000,150); glEnd(); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); draw_cloud(); glClearColor(0.0,0.0,0.0,0.0); glPushMatrix(); glColor3f(1.0,1.0,1.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glEnd(); } glPushMatrix(); glTranslatef(ba,bb,bc); glPushMatrix(); draw_bird(); glPopMatrix(); glPopMatrix(); GLfloat i; glPushMatrix(); GLfloat x=0,y=100,j=0; int k; //draw_water(); Sleep(60); q+=5; fq-=3.5; if(q>=440.0) //470 q=-390.0; //400 if(fq<=-300) //500 fq=400.0; //400 wa-=1; if(wa<=(-20)) wa=-0.5; ba+=6; if(ba>=500) ba=-400; glFlush(); glutSwapBuffers(); } void display(void) { draw_all(); } void color_menu(int id) { switch(id) { case 1: flag=0;break; case 2: flag=1;break; case 3: flag=2;break; case 4: exit(0); break; } glutPostRedisplay(); } void main_menu(int id) { switch(id) { case 1: break; case 2:exit(0);break; glutPostRedisplay(); } } int main(int argc,char **argv) { int sub_menu; glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(1000,1000); glutInitWindowPosition(0,0); glutCreateWindow("Ship"); sub_menu=glutCreateMenu(color_menu); glutAddMenuEntry("Morning",1); glutAddMenuEntry("Evening",2); glutAddMenuEntry("Night",3); glutAddMenuEntry("Quit",4); glutCreateMenu(main_menu); glutAddSubMenu("View",sub_menu); glutAddMenuEntry("Quit",2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutDisplayFunc(display); glutIdleFunc(display); myinit(); glutMainLoop(); glFlush(); }

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  • What version-control system is most trivial to set up and use for toy projects?

    - by Norman Ramsey
    I teach the third required intro course in a CS department. One of my homework assignments asks students to speed up code they have written for a previous assignment. Factor-of-ten speedups are routine; factors of 100 or 1000 are not unheard of. (For a factor of 1000 speedup you have to have made rookie mistakes with malloc().) Programs are improved by a sequence is small changes. I ask students to record and describe each change and the resulting improvement. While you're improving a program it is also possible to break it. Wouldn't it be nice to back out? You can see where I'm going with this: my students would benefit enormously from version control. But there are some caveats: Our computing environment is locked down. Anything that depends on a central repository is suspect. Our students are incredibly overloaded. Not just classes but jobs, sports, music, you name it. For them to use a new tool it has to be incredibly easy and have obvious benefits. Our students do most work in pairs. Getting bits back and forth between accounts is problematic. Could this problem also be solved by distributed version control? Complexity is the enemy. I know setting up a CVS repository is too baffling---I myself still have trouble because I only do it once a year. I'm told SVN is even harder. Here are my comments on existing systems: I think central version control (CVS or SVN) is ruled out because our students don't have the administrative privileges needed to make a repository that they can share with one other student. (We are stuck with Unix file permissions.) Also, setup on CVS or SVN is too hard. darcs is way easy to set up, but it's not obvious how you share things. darcs send (to send patches by email) seems promising but it's not clear how to set it up. The introductory documentation for git is not for beginners. Like CVS setup, it's something I myself have trouble with. I'm soliciting suggestions for what source-control to use with beginning students. I suspect we can find resources to put a thin veneer over an existing system and to simplify existing documentation. We probably don't have resources to write new documentation. So, what's really easy to setup, commit, revert, and share changes with a partner but does not have to be easy to merge or to work at scale? A key constraint is that programming pairs have to be able to share work with each other and only each other, and pairs change every week. Our infrastructure is Linux, Solaris, and Windows with a netapp filer. I doubt my IT staff wants to create a Unix group for each pair of students. Is there an easier solution I've overlooked? (Thanks for the accepted answer, which beats the others on account of its excellent reference to Git Magic as well as the helpful comments.)

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  • How to make a character jump, both on objects and just normal jump.

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

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  • How do you make a character jump, both on objects and just normal jump?

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

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  • iOS: Interpreted code - where do they draw the line?

    - by d7samurai
    Apple's iOS developer guidelines state: 3.3.2 — An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Assuming that downloading data - like XML and images (or a game level description), for example - at run-time is allowed (as is my impression), I am wondering where they draw the line between "data" and "code". Picture the scenario of an app that delivers interactive "presentations" to users (like a survey, for instance). Presentations are added continuously to the server and different presentations are made available to different users, so they cannot be part of the initial app download (this is the whole point). They are described in XML format, but being interactive, they might contain conditional branching of this sort (shown in pseudo form to exemplify): <options id="Gender"> <option value="1">Male</option> <option value="2">Female</option> </options> <branches id="Gender"> <branch value="1"> <image src="Man" /> </branch> <branch value="2"> <image src="Woman" /> </branch> </branches> When the presentation is "played" within the app, the above would be presented in two steps. First a selection screen where the user can click on either of the two choices presented ("Male" or "Female"). Next, an image will be [downloaded dynamically] and displayed based on the choice made in the previous step. Now, it's easy to imagine additional tags describing further logic still. For example, a containing tag could be added: <loop count="3"> <options... /> <branches... /> </loop> The result here being that the selection screen / image screen pair would be sequentially presented three times over, of course. Or imagine some description of a level in a game. It's easy to view that as passive "data", but if it includes, say, several doorways that the user can go through and with various triggers, traps and points attached to them etc - isn't that the same as using a script - or, indeed, interpreted code - to describe options and their conditional responses? Assuming that the interpretation engine for this XML data is already present in the app and that such presentations can only be consumed (not created or edited) in the app, how would this fare against Apple's iOS guidelines? Doesn't XML basically constitute a scripting language (couldn't any interpreted programming language simply be described by XML) in this sense? Would it be OK if the proprietary scripting language (ref the XML used above) was strictly sandboxed (how can they tell?) and not given access to the operating system in any way (but able to download content dynamically - and upload results to the authoring server)? Where does the line go?

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  • C++ Serial Port Question

    - by Pfeffer
    Problem: I have a hand held device that scans those graphic color barcodes on all packaging. There is a track device that I can use that will slide the device automatically. This track device functions by taking ascii code through a serial port. I need to get this thing to work in FileMaker on a Mac. So no terminal programs, etc... What I've got so far: I bought a Keyspan USB/Serial adapter. Using a program called ZTerm I was successful in sending commands to the device. Example: "C,7^M^J" I was also able to do the same thing in Terminal using this command: screen /dev/tty.KeySerial1 57600 and then type in the same command above(but when I typed in I just hit Control-M and Control-J for the carriage return and line feed) Now I'm writing a plug-in for FileMaker(in C++ of course). I want to get what I did above happen in C++ so when I install that plug-in in FileMaker I can just call one of those functions and have the whole process take place right there. I'm able to connect to the device, but I can't talk to it. It is not responding to anything. I've tried connecting to the device(successfully) using these: FILE *comport; if ((comport = fopen("/dev/tty.KeySerial1", "w")) == NULL){...} and int fd; fd = open("/dev/tty.KeySerial1", O_RDWR | O_NOCTTY | O_NDELAY); This is what I've tried so far in way of talking to the device: fputs ("C,7^M^J",comport); or fprintf(comport,"C,7^M^J"); or char buffer[] = { 'C' , ',' , '7' , '^' , 'M' , '^' , 'J' }; fwrite (buffer , 1 , sizeof(buffer) , comport ); or fwrite('C,7^M^J', 1, 1, comport); Questions: When I connected to the device from Terminal and using ZTerm, I was able to set my baud rate of 57600. I think that may be why it isn't responding here. But I don't know how to do it here.... Does any one know how to do that? I tried this, but it didn't work: comport->BaudRate = 57600; There are a lot of class solutions out there but they all call these include files like termios.h and stdio.h. I don't have these and, for whatever reason, I can't find them to download. I've downloaded a few examples but there are like 20 files in them and they're all calling other files I can't find(like the ones listed above). Do I need to find these and if so where? I just don't know enough about C++ Is there a website where I can download libraries?? Another solution might be to put those terminal commands in C++. Is there a way to do that? So this has been driving me crazy. I'm not a C++ guy, I only know basic programming concepts. Is anyone out there a C++ expert? I ideally I'd like this to just work using functions I already have, like those fwrite, fputs stuff. Thanks!

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  • Create Views for object properties in model in MVC 3 application?

    - by Anders Svensson
    I have an Asp.Net MVC 3 application with a database "Consultants", accessed by EF. Now, the Consultant table in the db has a one-to-many relationship to several other tables for CV type information (work experience, etc). So a user should be able to fill in their name etc once, but should be able to add a number of "work experiences", and so on. But these foreign key tables are complex objects in the model, and when creating the Create View I only get the simple properties as editor fields. How do I go about designing the View or Views so that the complex objects can be filled in as well? I picture a View in my mind where the simple properties are simple fields, and then some sort of control where you can click "add work experience", and as many as needed would be added. But how would I do that and still utilize the model binding? In fact, I don't know how to go about it at all. (BTW, Program and Language stand for things like software experience in general, and natural language competence, not programming languages, in case you're wondering about the relationships there). Any ideas greatly appreciated! Here's the Create View created by the add View command by default: @{ ViewBag.Title = "Create"; } <h2>Create</h2> <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script> @using (Html.BeginForm()) { @Html.ValidationSummary(true) <fieldset> <legend>Consultant</legend> <div class="editor-label"> @Html.LabelFor(model => model.FirstName) </div> <div class="editor-field"> @Html.EditorFor(model => model.FirstName) @Html.ValidationMessageFor(model => model.FirstName) </div> <div class="editor-label"> @Html.LabelFor(model => model.LastName) </div> <div class="editor-field"> @Html.EditorFor(model => model.LastName) @Html.ValidationMessageFor(model => model.LastName) </div> <div class="editor-label"> @Html.LabelFor(model => model.UserName) </div> <div class="editor-field"> @Html.EditorFor(model => model.UserName) @Html.ValidationMessageFor(model => model.UserName) </div> <div class="editor-label"> @Html.LabelFor(model => model.Description) </div> <div class="editor-field"> @Html.EditorFor(model => model.Description) @Html.ValidationMessageFor(model => model.Description) </div> <p> <input type="submit" value="Create" /> </p> </fieldset> } <div> @Html.ActionLink("Back to List", "Index") </div> And here's the EF database diagram:

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  • This code is working properly in Dev C++ .But on Linux platform it is giving problem with the moveme

    - by srinija
    #include<stdio.h> #include<GL/glut.h> #include<stdlib.h> GLfloat v[3][24]={{100.0,300.0,350.0,50.0,100.0,120.0,120.0,100.0,260.0,280.0, 280.0,260.0,140.0,160.0,160.0,140.0,180.0,200.0,200.0,180.0, 220.0,240.0,240.0,220.0},{100.0,100.0,200.0,200.0,160.0, 160.0,180.0,180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0, 180.0,160.0,160.0,180.0,180.0,160.0,160.0,180.0,180.0}, {1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat v1[3][16]={{50.0,350.0,350.0,50.0,100.0,300.0,300.0,100.0,125.0,175.0, 175.0,125.0,225.0,275.0,275.0,225.0},{200.0,200.0,210.0, 210.0,210.0,210.0,240.0,240.0,240.0,240.0,310.0,310.0,240.0, 240.0,310.0,310.0},{1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0, 1.0,1.0,1.0,1.0,1.0,1.0}}; GLfloat colors[4][3]={{0.0,0.0,1.0},{0.9961,0.9961,0.65625},{1.0,0.0,1.0}, {1.0,.0,1.0}}; static float q,w,e; static float fq,fw,fe; static GLfloat wa=0,wb=0,wc=0,ba,bb,bc; int flag; void myinit(void) { glClearColor(0.506,.7,1,0.0); glPointSize(2.0); glLoadIdentity(); glOrtho(0.0,499.0,0.0,499.0,-300.0,300.0); } void draw_top_boxes(GLint i,GLint j) { glColor3f(1.0,0.0,0.0); glBegin(GL_POLYGON); glColor3fv(colors[j]); // to draw the boat glVertex2f(v1[0][i+0],v1[1][i+0]); glColor3fv(colors[j+1]); glVertex2f(v1[0][i+1],v1[1][i+1]); glColor3fv(colors[j+2]); glVertex2f(v1[0][i+2],v1[1][i+2]); glColor3fv(colors[j+3]); glVertex2f(v1[0][i+3],v1[1][i+3]); glEnd(); } void draw_polygon(GLint i) { glBegin(GL_POLYGON); // to draw the boat glColor3f(0.0,0.0,0.0); glColor3fv(colors[0]); glVertex2f(v[0][i+0],v[1][i+0]); glColor3fv(colors[1]); glVertex2f(v[0][i+1],v[1][i+1]); glColor3fv(colors[2]); glVertex2f(v[0][i+2],v[1][i+2]); glColor3fv(colors[3]); glVertex2f(v[0][i+3],v[1][i+3]); glEnd(); } void draw_boat() { draw_polygon(0); draw_polygon(4); draw_polygon(8); draw_polygon(12); draw_polygon(16); draw_polygon(20); draw_top_boxes(0,0); draw_top_boxes(4,0); draw_top_boxes(8,0); draw_top_boxes(12,0); glFlush(); glPopMatrix(); glPopMatrix(); } void draw_water() { GLfloat i; GLfloat x=0,y=103,j=0; GLfloat k; glPushMatrix(); glTranslatef(wa,wb,wc); glPushMatrix(); glColor3f(0,0,1); for(k=y;k>0;k-=6) { for(i=1;i<30;i++) { glBegin(GL_LINES); glVertex2f(j,k); glVertex2f(j+10,k); glEnd(); j=j+20; } j=0; } glPopMatrix(); glPopMatrix(); } void draw_fishes() { glPushMatrix(); glTranslatef(fq,12.0,fe); glPushMatrix(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,80); glVertex2f(100,60); glVertex2f(85,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(100,70); glVertex2f(110,75); glVertex2f(110,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(90,71); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,80); glVertex2f(200,60); glVertex2f(185,70); glEnd(); glColor3f(.99609375,0.2578125,0.2578125); glBegin(GL_TRIANGLES); glVertex2f(200,70); glVertex2f(210,75); glVertex2f(210,65); glEnd(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(190,71); glEnd(); glPopMatrix(); glPopMatrix(); glFlush(); } void draw_cloud() { GLfloat m=100,n=400,o=10; for(int i=0;i<7;i++) { glPushMatrix(); glColor3f(1.0,1.0,1.0); if(i==1) glTranslated(125,415,10); else if(i==3||i==5) glTranslated(m,n+5,o); else glTranslated(m,n,o); glutSolidSphere(20.0,5000,150); glPopMatrix(); m+=10; } } void draw_square() { glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,300); glVertex2f(1000,300); glEnd(); glFlush(); } void draw_brotate() { glPushMatrix(); glColor3f(0.96,0.5,0.25); //to draw body of the bird glTranslated(300,400,10); glScalef(3,1,1); glutSolidSphere(6,50000,15); glPopMatrix(); glPushMatrix(); glTranslated(323,400,10); glutSolidSphere(5,50000,15); glPopMatrix(); glColor3f(0,0,0); glBegin(GL_POINTS); glVertex2f(325,401); glEnd(); glColor3f(0.96,0.5,0.25); //to draw wings glBegin(GL_LINES); glVertex2f(294,394); glVertex2f(286,389); glEnd(); glBegin(GL_LINES); glVertex2f(286,389); glVertex2f(295,391); glEnd(); glBegin(GL_LINES); glVertex2f(295,391); glVertex2f(285,385); glEnd(); glBegin(GL_LINES); glVertex2f(285,385); glVertex2f(309,395); glEnd(); glBegin(GL_LINES); glVertex2f(294,406); glVertex2f(286,411); glEnd(); glBegin(GL_LINES); glVertex2f(286,411); glVertex2f(295,409); glEnd(); glBegin(GL_LINES); glVertex2f(295,409); glVertex2f(285,415); glEnd(); glBegin(GL_LINES); glVertex2f(285,415); glVertex2f(309,406); glEnd(); glColor3f(0.96,0.5,0.25); } void draw_bird() { GLfloat x=200,y=400,z=10; draw_brotate(); glBegin(GL_LINES); //draw legs of the bird glVertex2f(285,402); glVertex2f(275,402); glEnd(); glBegin(GL_LINES); glVertex2f(285,398); glVertex2f(275,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,405); glEnd(); glBegin(GL_LINES); glVertex2f(275,402); glVertex2f(270,398); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(273,400); glEnd(); glBegin(GL_LINES); glVertex2f(275,398); glVertex2f(270,395); glEnd(); glBegin(GL_LINES); glVertex2f(323,405); glVertex2f(323,407); glEnd(); glPushMatrix(); glTranslatef(323,409,10); glutSolidSphere(2,200,20); glPopMatrix(); glBegin(GL_TRIANGLES); glVertex2f(328,400); glVertex2f(331,397); glVertex2f(327,398.5); glEnd(); glFlush(); } void drawstars() { glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glVertex3f(200,400.0,10.0); glVertex3f(150,450.0,10.0); glVertex3f(100,470.0,10.0); glVertex3f(50,450.0,10.0); glVertex3f(50,350.0,10.0); glVertex3f(90,365.0,10.0); glVertex3f(350,450.0,10.0); glVertex3f(275,470.0,10.0); glVertex3f(280,430.0,10.0); glVertex3f(250,400.0,10.0); glVertex3f(450,450.0,10.0); glVertex3f(430,430.0,10.0); glVertex3f(430,470.0,10.0); glVertex3f(300,450.0,10.0); glVertex3f(265,380.0,10.0); glVertex3f(235,450.0,10.0); glEnd(); } void draw_all() { glClear(GL_COLOR_BUFFER_BIT); if(flag==0) { glDisable(GL_LIGHTING); //immp one draw_square(); draw_cloud(); glClearColor(0.506,.7,1,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,5000,150); glPopMatrix(); } if(flag==1) { glDisable(GL_LIGHTING); //imp one draw_square(); draw_cloud(); glClearColor(0.9960,0.7070,0.3164,0.0); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glPushMatrix(); glColor3f(1.0,1.0,0.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); } if(flag==2) { // just try and change values in these arrays, specially the position array drawstars(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // GLfloat emission[]={0.1,0.1,0.1,0.0}; GLfloat diffuse[] = { 0.40, 0.40,0.40, 1.0 }; GLfloat ambiance[] = { 0.5, 0.5,0.5, 1.0 }; GLfloat specular[] = { 1.3, 1.3,.3, 1.0 }; GLfloat intensity[]={500.0}; GLfloat position[] = { 10,30,-30,1.0 }; glLightfv (GL_LIGHT0, GL_POSITION, position); glLightfv (GL_LIGHT0, GL_DIFFUSE,diffuse); glLightfv (GL_LIGHT0, GL_AMBIENT,ambiance); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); glLightfv (GL_LIGHT0, GL_SPECULAR,specular); glLightfv (GL_LIGHT0, GL_INTENSITY,intensity); glColor3f(0,0.5,0.996); glBegin(GL_POLYGON); glVertex2f(0,0); glVertex2f(1000,0); glVertex2f(0,150); glVertex2f(1000,150); glEnd(); glTranslatef(q,w,e); glPushMatrix(); glColor3f(1.0,0.0,0.0); draw_boat(); draw_fishes(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); draw_cloud(); glClearColor(0.0,0.0,0.0,0.0); glPushMatrix(); glColor3f(1.0,1.0,1.0); glTranslated(400,400,10); glutSolidSphere(20.0,500,100); glPopMatrix(); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex3f(300.0,400.0,10.0); glEnd(); } glPushMatrix(); glTranslatef(ba,bb,bc); glPushMatrix(); draw_bird(); glPopMatrix(); glPopMatrix(); GLfloat i; glPushMatrix(); GLfloat x=0,y=100,j=0; int k; //draw_water(); q+=25; fq-=3.5; if(q>=440.0) //470 q=-390.0; //400 if(fq<=-300) //500 fq=400.0; //400 wa-=1; if(wa<=(-20)) wa=-0.5; ba+=6; if(ba>=500) ba=-400; glFlush(); glutSwapBuffers(); } void display(void) { draw_all(); } void color_menu(int id) { switch(id) { case 1: flag=0;break; case 2: flag=1;break; case 3: flag=2;break; case 4: exit(0); break; } glutPostRedisplay(); } void main_menu(int id) { switch(id) { case 1: break; case 2:exit(0);break; glutPostRedisplay(); } } int main(int argc,char **argv) { int sub_menu; glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE); glutInitWindowSize(1000,1000); glutInitWindowPosition(0,0); glutCreateWindow("Ship"); sub_menu=glutCreateMenu(color_menu); glutAddMenuEntry("Morning",1); glutAddMenuEntry("Evening",2); glutAddMenuEntry("Night",3); glutAddMenuEntry("Quit",4); glutCreateMenu(main_menu); glutAddSubMenu("View",sub_menu); glutAddMenuEntry("Quit",2); glutAttachMenu(GLUT_RIGHT_BUTTON); glutDisplayFunc(display); glutIdleFunc(display); myinit(); glutMainLoop(); glFlush(); }

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  • Using CreateSourceQuery in CTP4 Code First

    - by Adam Rackis
    I'm guessing this is impossible, but I'll throw it out there anyway. Is it possible to use CreateSourceQuery when programming with the EF4 CodeFirst API, in CTP4? I'd like to eagerly load properties attached to a collection of properties, like this: var sourceQuery = this.CurrentInvoice.PropertyInvoices.CreateSourceQuery(); sourceQuery.Include("Property").ToList(); But of course CreateSourceQuery is defined on EntityCollection<T>, whereas CodeFirst uses plain old ICollection (obviously). Is there some way to convert? I've gotten the below to work, but it's not quite what I'm looking for. Anyone know how to go from what's below to what's above (code below is from a class that inherits DbContext)? ObjectSet<Person> OSPeople = base.ObjectContext.CreateObjectSet<Person>(); OSPeople.Include(Pinner => Pinner.Books).ToList(); Thanks! EDIT: here's my version of the solution posted by zeeshanhirani - who's book by the way is amazing! dynamic result; if (invoice.PropertyInvoices is EntityCollection<PropertyInvoice>) result = (invoices.PropertyInvoices as EntityCollection<PropertyInvoice>).CreateSourceQuery().Yadda.Yadda.Yadda else //must be a unit test! result = invoices.PropertyInvoices; return result.ToList(); EDIT2: Ok, I just realized that you can't dispatch extension methods whilst using dynamic. So I guess we're not quite as dynamic as Ruby, but the example above is easily modifiable to comport with this restriction EDIT3: As mentioned in zeeshanhirani's blog post, this only works if (and only if) you have change-enabled proxies, which will get created if all of your properties are declared virtual. Here's another version of what the method might look like to use CreateSourceQuery with POCOs public class Person { public virtual int ID { get; set; } public virtual string FName { get; set; } public virtual string LName { get; set; } public virtual double Weight { get; set; } public virtual ICollection<Book> Books { get; set; } } public class Book { public virtual int ID { get; set; } public virtual string Title { get; set; } public virtual int Pages { get; set; } public virtual int OwnerID { get; set; } public virtual ICollection<Genre> Genres { get; set; } public virtual Person Owner { get; set; } } public class Genre { public virtual int ID { get; set; } public virtual string Name { get; set; } public virtual Genre ParentGenre { get; set; } public virtual ICollection<Book> Books { get; set; } } public class BookContext : DbContext { public void PrimeBooksCollectionToIncludeGenres(Person P) { if (P.Books is EntityCollection<Book>) (P.Books as EntityCollection<Book>).CreateSourceQuery().Include(b => b.Genres).ToList(); }

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  • What's the fastest lookup algorithm for a pair data structure (i.e, a map)?

    - by truncheon
    In the following example a std::map structure is filled with 26 values from A - Z (for key) and 0 – 26 for value. The time taken (on my system) to lookup the last entry (10000000 times) is roughly 250 ms for the vector, and 125 ms for the map. (I compiled using release mode, with O3 option turned on for g++ 4.4) But if for some odd reason I wanted better performance than the std::map, what data structures and functions would I need to consider using? I apologize if the answer seems obvious to you, but I haven't had much experience in the performance critical aspects of C++ programming. UPDATE: This example is rather trivial and hides the true complexity of what I'm trying to achieve. My real world project is a simple scripting language that uses a parser, data tree, and interpreter (instead of a VM stack system). I need to use some kind of data structure (perhaps map) to store the variables names created by script programmers. These are likely to be pretty randomly named, so I need a lookup method that can quickly find a particular key within a (probably) fairly large list of names. #include <ctime> #include <map> #include <vector> #include <iostream> struct mystruct { char key; int value; mystruct(char k = 0, int v = 0) : key(k), value(v) { } }; int find(const std::vector<mystruct>& ref, char key) { for (std::vector<mystruct>::const_iterator i = ref.begin(); i != ref.end(); ++i) if (i->key == key) return i->value; return -1; } int main() { std::map<char, int> mymap; std::vector<mystruct> myvec; for (int i = 'a'; i < 'a' + 26; ++i) { mymap[i] = i - 'a'; myvec.push_back(mystruct(i, i - 'a')); } int pre = clock(); for (int i = 0; i < 10000000; ++i) { find(myvec, 'z'); } std::cout << "linear scan: milli " << clock() - pre << "\n"; pre = clock(); for (int i = 0; i < 10000000; ++i) { mymap['z']; } std::cout << "map scan: milli " << clock() - pre << "\n"; return 0; }

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