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  • UDK - How to make sure a PhysicalMaterial mask actually works?

    - by tomacmuni
    Hello, I have been reading the documentation for UDK about physical materials and masks. I have my 1bit BMP mask, and the two physical material assets I want to shoot off in the black and white channels. I have applied my material to both a rigid body and to a skeletal mesh and neither apparently uses the mask. If I assign a regular physical material (one that doesn't use a mask) then it will work fine, but this defeats the point because it gives only one hit reaction. In the documentation it states that it is possible to extend a class on which we want to use a physical material based on the KActor class's usage. How to do that? Here is the quote: "The following properties [ie, ImpactEffect - Particle system to spawn at the point of impact + ImpactSound - Sound to play when an impact occurs] allow you to attach sounds and effects to physical collisions. These only work on classes which support them, which at the moment is only KActor. By looking at the implementation in KActor though, you can add this functionality to other classes (or you can subclass KActor)." Essentially, how to make sure a PhysicalMaterial mask actually works? What code could be added to a skeletal mesh class perhaps, to get it going? Any help appreciated.

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  • Determining whether two fast moving objects should be submitted for a collision check

    - by dreta
    I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate TOI for two fast moving objects and everything is working smoothly. My issue now is that i can't figure out how to determine whether two fast moving objects should even be checked against each other in the first place. I'm using a quad tree for spacial partitioning and for each fast moving object, i check it against objects in each cell that it passes. This works fine for determining collision with static geometry, but it means that any other fast moving object that could collide with it, but isn't in any of the cells that are checked, is never considered. The only solution to this i can think of is to either have the cells large enough and cross fingers that this is enough, or to implement some sort of a brute force algorithm. Is there a proper way of dealing with this, maybe somebody solved this issue in an efficient manner. Or maybe there's a better way of partitioning space that accounts for this?

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  • XmlSchemaElement type

    - by user305287
    Hi, I'm generating WSDL of my web service dynamically, but when I set the XmlSchemaType of my elements, the ServiceDescriptor writes the element as an element rather than message, as I need. The code looks like this: XmlSchemaElement schemaElement = new XmlSchemaElement(); XmlSchemaComplexType complexType = new XmlSchemaComplexType(); XmlSchemaSequence sequence = new XmlSchemaSequence(); foreach (XmlSchemaComplexElementParameter param in element.Parameters) { XmlSchemaElement paramElement = new XmlSchemaElement(); paramElement.Name = param.ParameterName; paramElement.SchemaTypeName = new XmlQualifiedName(param.ParameterType, "http://www.w3.org/2001/XMLSchema"); paramElement.MaxOccurs = param.MaxOccurs; paramElement.MinOccurs = param.MinOccurs; sequence.Items.Add(paramElement); } complexType.Particle = sequence; schemaElement.Name = element.MessageName; schemaElement.SchemaType = complexType; Any ideas about this?

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  • OpenGL: Textured Primitives + High Framerate

    - by James D
    Short version: What's the best practice going forward for efficiently rendering large numbers of independent texture-mapped, lighted 2D/3D primitives (circles, rects, etc.) in OpenGL? For example: a typical particle system using billboarded quads/triangles, point sprites, or whatever other technique, with blending. Because after reading this thread on the messiness of OpenGL versioning/deprecation I'm starting to have my doubts. My specific question is not the ABCs of displaying primitives in OpenGL, but rather how to do so efficiently in post-deprecation (or pre-deprecation) OpenGL, in a way that's going to be compatible with a wide range of commodity hardware and in a way that's not going to break or itself get deprecated, five years down the line. Thanks!

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  • basic question with a dtd

    - by voodoomsr
    i need an element with the characteristics <!ELEMENT section ((comment*)|definition|(comment*))> but that is ambiguous, i get the next message in visual studio Multiple definition of element 'comment' causes the content model to become ambiguous. A content model must be formed such that during validation of an element information item sequence, the particle contained directly, indirectly or implicitly therein with which to attempt to validate each item in the sequence in turn can be uniquely determined without examining the content or attributes of that item, and without any information about the items in the remainder of the sequence. So how can i write correctly that? the correct structure is one definition surrounded by possibles comments elements.

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  • best method of turning millions of x,y,z positions of particles into visualisation

    - by Griff
    I'm interested in different algorithms people use to visualise millions of particles in a box. I know you can use Cloud-In-Cell, adaptive mesh, Kernel smoothing, nearest grid point methods etc to reduce the load in memory but there is very little documentation on how to do these things online. i.e. I have array with: x,y,z 1,2,3 4,5,6 6,7,8 xi,yi,zi for i = 100 million for example. I don't want a package like Mayavi/Paraview to do it, I want to code this myself then load the decomposed matrix into Mayavi (rather than on-the-fly rendering) My poor 8Gb Macbook explodes if I try and use the particle positions. Any tutorials would be appreciated.

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  • Gnome screensaver

    - by BParker
    Hi, After many years of Windows development in C/C++ i've decided to make a move to linux, and see if i can put together a simple screen saver. The code is an SDL based OpenGL particle engine affair, nothing too complex. I've got the code running ok as a stand-alone app, but i have been having some trouble finding out how to build a screen saver app. I'm running ubuntu 10.04 if that makes much difference, but i was wondering if anyone can point me in the direction of a decent tutorial on building basic gnome screen savers. Thanks

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  • How do i tint an image with HTML5 Canvas ?

    - by djdolber
    My question is, what is the best way to tint an image that is drawn using the drawImage method. The target useage for this is advanced 2d particle-effects (game development) where particles change colors over time etc. I am not asking how to tint the whole canvas, only the current image i am about to draw. I have concluded that the globalAlpha parameter affects the current image that is drawn. //works with drawImage() canvas2d.globalAlpha = 0.5; But how do i tint each image with an arbitrary color value ? It would be awesome if there was some kind of globalFillStyle or globalColor or that kind of thing...

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • matlab: simple matrix filtering - group size

    - by Art
    I have a huuuge matrix storing information about X and Y coordinates of multiple particle trajectories , which in simplified version looks like that: col 1- track number; col 2- frame number; col 2- coordinate X; col 3- coordinate Y for example: A = 1 1 5.14832 3.36128 1 2 5.02768 3.60944 1 3 4.85856 3.81616 1 4 5.17424 4.08384 2 1 2.02928 18.47536 2 2 2.064 18.5464 3 1 8.19648 5.31056 3 2 8.04848 5.33568 3 3 7.82016 5.29088 3 4 7.80464 5.31632 3 5 7.68256 5.4624 3 6 7.62592 5.572 Now I want to filter out trajectories shorter than lets say 2 and keep remaining stuff like (note renumbering of trajectories): B = 1 1 5.14832 3.36128 1 2 5.02768 3.60944 1 3 4.85856 3.81616 1 4 5.17424 4.08384 2 1 8.19648 5.31056 2 2 8.04848 5.33568 2 3 7.82016 5.29088 2 4 7.80464 5.31632 2 5 7.68256 5.4624 2 6 7.62592 5.572 How to do it efficiently? I can think about some ideas using for loop and vertcat, but its the slowest solution ever :/ Thanks!

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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Drawing random smooth lines contained in a square [migrated]

    - by Doug Mercer
    I'm trying to write a matlab function that creates random, smooth trajectories in a square of finite side length. Here is my current attempt at such a procedure: function [] = drawroutes( SideLength, v, t) %DRAWROUTES Summary of this function goes here % Detailed explanation goes here %Some parameters intended to help help keep the particles in the box RandAccel=.01; ConservAccel=0; speedlimit=.1; G=10^(-8); % %Initialize Matrices Ax=zeros(v,10*t); Ay=Ax; vx=Ax; vy=Ax; x=Ax; y=Ax; sx=zeros(v,1); sy=zeros(v,1); % %Define initial position in square x(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); y(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); % for i=2:10*t %Measure minimum particle distance component wise from boundary %for each vehicle BorderGravX=[abs(SideLength*ones(v,1)-x(:,i-1)),abs(x(:,i-1))]'; BorderGravY=[abs(SideLength*ones(v,1)-y(:,i-1)),abs(y(:,i-1))]'; rx=min(BorderGravX)'; ry=min(BorderGravY)'; % %Set the sign of the repulsive force for k=1:v if x(k,i)<.5*SideLength sx(k)=1; else sx(k)=-1; end if y(k,i)<.5*SideLength sy(k)=1; else sy(k)=-1; end end % %Calculate Acceleration w/ random "nudge" and repulive force Ax(:,i)=ConservAccel*Ax(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sx*G./rx.^2; Ay(:,i)=ConservAccel*Ay(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sy*G./ry.^2; % %Ad hoc method of trying to slow down particles from jumping outside of %feasible region for h=1:v if abs(vx(h,i-1)+Ax(h,i))<speedlimit vx(h,i)=vx(h,i-1)+Ax(h,i); elseif (vx(h,i-1)+Ax(h,i))<-speedlimit vx(h,i)=-speedlimit; else vx(h,i)=speedlimit; end end for h=1:v if abs(vy(h,i-1)+Ay(h,i))<speedlimit vy(h,i)=vy(h,i-1)+Ay(h,i); elseif (vy(h,i-1)+Ay(h,i))<-speedlimit vy(h,i)=-speedlimit; else vy(h,i)=speedlimit; end end % %Update position x(:,i)=x(:,i-1)+(vx(:,i-1)+vx(:,i))/2; y(:,i)=y(:,i-1)+(vy(:,i-1)+vy(:,1))/2; % end %Plot position clf; hold on; axis([-100,SideLength+100,-100,SideLength+100]); cc=hsv(v); for j=1:v plot(x(j,1),y(j,1),'ko') plot(x(j,:),y(j,:),'color',cc(j,:)) end hold off; % end My original plan was to place particles within a square, and move them around by allowing their acceleration in the x and y direction to be governed by a uniformly distributed random variable. To keep the particles within the square, I tried to create a repulsive force that would push the particles away from the boundaries of the square. In practice, the particles tend to leave the desired "feasible" region after a relatively small number of time steps (say, 1000)." I'd love to hear your suggestions on either modifying my existing code or considering the problem from another perspective. When reading the code, please don't feel the need to get hung up on any of the ad hoc parameters at the very beginning of the script. They seem to help, but I don't believe any beside the "G" constant should truly be necessary to make this system work. Here is an example of the current output: Many of the vehicles have found their way outside of the desired square region, [0,400] X [0,400].

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  • Come up with a real-world problem in which only the best solution will do (a problem from Introduction to algorithms) [closed]

    - by Mike
    EDITED (I realized that the question certainly needs a context) The problem 1.1-5 in the book of Thomas Cormen et al Introduction to algorithms is: "Come up with a real-world problem in which only the best solution will do. Then come up with one in which a solution that is “approximately” the best is good enough." I'm interested in its first statement. And (from my understanding) it is asked to name a real-world problem where only the exact solution will work as opposed to a real-world problem where good-enough solution will be ok. So what is the difference between the exact and good enough solution. Consider some physics problem for example the simulation of the fulid flow in the permeable medium. To make this simulation happen some simplyfing assumptions have to be made when deriving a mathematical model. Otherwise the model becomes at least complex and unsolvable. Virtually any particle in the universe has its influence on the fluid flow. But not all particles are equal. Those that form the permeable medium are much more influental than the ones located light years away. Then when the mathematical model needs to be solved an exact solution can rarely be found unless the mathematical model is simple enough (wich probably means the model isn't close to reality). We take an approximate numerical method and after hours of coding and days of verification come up with the program or algorithm which is a solution. And if the model and an algorithm give results close to a real problem by some degree that is good enough soultion. Its worth noting the difference between exact solution algorithm and exact computation result. When considering real-world problems and real-world computation machines I believe all physical problems solutions where any calculations are taken can not be exact because universal physical constants are represented approximately in the computer. Any numbers are represented with the limited precision, at least limited by amount of memory available to computing machine. I can imagine plenty of problems where good-enough, good to some degree solution will work, like train scheduling, automated trading, satellite orbit calculation, health care expert systems. In that cases exact solutions can't be derived due to constraints on computation time, limitations in computer memory or due to the nature of problems. I googled this question and like what this guy suggests: there're kinds of mathematical problems that need exact solutions (little note here: because the question is taken from the book "Introduction to algorithms" the term "solution" means an algorithm or a program, which in this case gives exact answer on each input). But that's probably more of theoretical interest. So I would like to narrow down the question to: What are the real-world practical problems where only the best (exact) solution algorithm or program will do (but not the good-enough solution)? There are problems like breaking of cryptographic ciphers where only exact solution matters in practice and again in practice the process of deciphering without knowing a secret should take reasonable amount of time. Returning to the original question this is the problem where good-enough (fast-enough) solution will do there's no practical need in instant crack though it's desired. So the quality of "best" can be understood in any sense: exact, fastest, requiring least memory, having minimal possible network traffic etc. And still I want this question to be theoretical if possible. In a sense that there may be example of computer X that has limited resource R of amount Y where the best solution to problem P is the one that takes not more than available Y for inputs of size N*Y. But that's the problem of finding solution for P on computer X which is... well, good enough. My final thought that we live in a world where it is required from programming solutions to practical purposes to be good enough. In rare cases really very very good but still not the best ones. Isn't it? :) If it's not can you provide an example? Or can you name any such unsolved problem of practical interest?

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  • Boost.MultiIndex: Are there way to share object between two processes?

    - by Arman
    Hello, I have a Boost.MultiIndex big array about 10Gb. In order to reduce the reading I thought there should be a way to keep the data in the memory and another client programs will be able to read and analyse it. What is the proper way to organize it? The array looks like: struct particleID { int ID;// real ID for particle from Gadget2 file "ID" block unsigned int IDf;// postition in the file particleID(int id,const unsigned int idf):ID(id),IDf(idf){} bool operator<(const particleID& p)const { return ID<p.ID;} unsigned int getByGID()const {return (ID&0x0FFF);}; }; struct ID{}; struct IDf{}; struct IDg{}; typedef multi_index_container< particleID, indexed_by< ordered_unique< tag<IDf>, BOOST_MULTI_INDEX_MEMBER(particleID,unsigned int,IDf)>, ordered_non_unique< tag<ID>,BOOST_MULTI_INDEX_MEMBER(particleID,int,ID)>, ordered_non_unique< tag<IDg>,BOOST_MULTI_INDEX_CONST_MEM_FUN(particleID,unsigned int,getByGID)> > > particlesID_set; Any ideas are welcome. kind regards Arman.

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  • how can I write a schema that produce an unordered xml with extension

    - by ekeren
    In the following schema I am trying to make an unordered xml that extends simpleConfigurationObject: <xs:complexType name="forTestingConfigurationObjectCreator"> <xs:complexContent> <xs:extension base="simpleConfigurationObject"> <xs:all> <xs:element name="a" type="xs:string"/> <xs:element name="b" type="xs:string" minOccurs="0"/> </xs:all> </xs:extension> </xs:complexContent> </xs:complexType> <xs:complexType name="simpleConfigurationObject"> <xs:all> <xs:element name="base" type="xs:string" minOccurs="0"/> </xs:all> </xs:complexType> But I get the following error on the xs:all "all is not the only particle in the group, or is being used as an extension" (which is correct) Off-course if put the base element inside the xs:all and not use xs:extension at all I will get an unordered schema restriction. (but that is not what I want) The question is: how can I produce unordered schema with the extension? Thanks

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  • Can ElementTree be told to preserve the order of attributes?

    - by dmckee
    I've written a fairly simple filter in python using ElementTree to munge the contexts of some xml files. And it works, more or less. But it reorders the attributes of various tags, and I'd like it to not do that. Does anyone know a switch I can throw to make it keep them in specified order? Context for this I'm working with and on a particle physics tool that has a complex, but oddly limited configuration system based on xml files. Among the many things setup that way are the paths to various static data files. These paths are hardcoded into the existing xml and there are no facilities for setting or varying them based on environment variables, and in our local installation they are necessarily in a different place. This isn't a disaster because the combined source- and build-control tool we're using allows us to shadow certain files with local copies. But even thought the data fields are static the xml isn't, so I've written a script for fixing the paths, but with the attribute rearrangement diffs between the local and master versions are harder to read than necessary. This is my first time taking ElementTree for a spin (and only my fifth or sixth python project) so maybe I'm just doing it wrong. Abstracted for simplicity the code looks like this: tree = elementtree.ElementTree.parse(inputfile) i = tree.getiterator() for e in i: e.text = filter(e.text) tree.write(outputfile) Reasonable or dumb? Related links: How can I get the order of an element attribute list using Python xml.sax? Preserve order of attributes when modifying with minidom

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  • XSD any element

    - by ofer shwartz
    HI! I'm trying to create a list that some of the elements are defined and some are not, without priority to order. I tried it this way, with an any element: <?xml version="1.0"?> <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema"> <xs:complexType name="object" mixed="true"> <xs:choice> <xs:element name="value" minOccurs="1" maxOccurs="1"> <xs:simpleType> <xs:restriction base="xs:integer"> <xs:enumeration value="1"/> </xs:restriction> </xs:simpleType> </xs:element> <xs:any namespace="##any" processContents="skip"/> </xs:choice> </xs:complexType> <xs:element name="object" type="object"/> </xs:schema> And it tells me this error: :0:0: error: complex type 'object' violates the unique particle attribution rule in its components 'value' and '##any' Can someone help me out solve the problem? Ofer

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  • Making Javascript and HTML5 games

    - by Jeff Meatball Yang
    A long time ago (Netscape 4-era), I wrote Javascript-based games: Pong, Minesweeper, and John Conway's Life among them. I'm getting back into it, and want to get my hands even dirtier. I have a few games in mind: Axis & Allies clone, with rugged maps and complex rules. Tetris clone, possibly with real-time player-vs-player or player-vs-computer mode Breakout clone, with a couple weapons and particle velocities In all of these, I have only a few objectives: Use JavaScript and HTML 5 - it should run on Chrome, Safari, or maybe an iPad. Start small and simple, then build-up features. Learn something new about game design and implementation. So my questions are: How would you implement these games? Do you have any technology recommendations? If you've written these games, what was the hardest part? N.B. I also want to start from first-principles - if you recommend a framework/library, I would appreciate some theory or implementation details behind it. These games are different enough that I should learn something new from each one.

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  • How to use symbols/punctuation characters in discriminated unions

    - by user343550
    I'm trying to create a discriminated union for part of speech tags and other labels returned by a natural language parser. It's common to use either strings or enums for these in C#/Java, but discriminated unions seem more appropriate in F# because these are distinct, read-only values. In the language reference, I found that this symbol ``...`` can be used to delimit keywords/reserved words. This works for type ArgumentType = | A0 // subject | A1 // indirect object | A2 // direct object | A3 // | A4 // | A5 // | AA // | ``AM-ADV`` However, the tags contain symbols like $, e.g. type PosTag = | CC // Coordinating conjunction | CD // Cardinal Number | DT // Determiner | EX // Existential there | FW // Foreign Word | IN // Preposision or subordinating conjunction | JJ // Adjective | JJR // Adjective, comparative | JJS // Adjective, superlative | LS // List Item Marker | MD // Modal | NN // Noun, singular or mass | NNP // Proper Noun, singular | NNPS // Proper Noun, plural | NNS // Noun, plural | PDT // Predeterminer | POS // Possessive Ending | PRP // Personal Pronoun | PRP$ //$ Possessive Pronoun | RB // Adverb | RBR // Adverb, comparative | RBS // Adverb, superlative | RP // Particle | SYM // Symbol | TO // to | UH // Interjection | VB // Verb, base form | VBD // Verb, past tense | VBG // Verb, gerund or persent participle | VBN // Verb, past participle | VBP // Verb, non-3rd person singular present | VBZ // Verb, 3rd person singular present | WDT // Wh-determiner | WP // Wh-pronoun | WP$ //$ Possessive wh-pronoun | WRB // Wh-adverb | ``#`` | ``$`` | ``''`` | ``(`` | ``)`` | ``,`` | ``.`` | ``:`` | `` //not sure how to escape/delimit this ``...`` isn't working for WP$ or symbols like ( Also, I have the interesting problem that the parser returns `` as a meaningful symbol, so I need to escape it as well. Is there some other way to do this, or is this just not possible with a discriminated union? Right now I'm getting errors like Invalid namespace, module, type or union case name Discriminated union cases and exception labels must be uppercase identifiers I suppose I could somehow override toString for these goofy cases and replace the symbols with some alphanumeric equivalent?

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  • Problem validating an XSD file: The content type of a derived type and that of its base must both be mixed or both be element-only

    - by Paulo Tavares
    Hi, I have following XML schema: <?xml version="1.0" encoding="UTF-8"?> <schema xmlns:netconf="urn:ietf:params:xml:ns:netconf:base:1.0" targetNamespace="urn:ietf:params:xml:ns:netconf:base:1.0" ... <complexType name="dataInlineType"> <xs:complexContent> <xs:extension base="xs:anyType"/> </xs:complexContent> </complexType> <complexType name="get-config_output_type__" > <complexContent> <extension base="netconf:dataInlineType"> <sequence> <element name="data"> <complexType> <sequence> <element name="__.get-config.output.data.A__" minOccurs="0" maxOccurs="unbounded" /> </sequence> </complexType> </element> <element name="__.get-config.A__" minOccurs="0" maxOccurs="unbounded"/> </sequence> </extension> </complexContent> And I getting the folling error: cos-ct-extends.1.4.3.2.2.1.a: The content type of a derived type and that of its base must both be mixed or both be element-only. Type 'get-config_output_type__' is element only, but its base type is not. If I put both elements mixed="true" I get another error: cos-nonambig: WC[##any] and "urn:ietf:params:xml:ns:netconf:base:1.0":data (or elements from their substitution group) violate "Unique Particle Attribution". During validation against this schema, ambiguity would be created for those two particles. I using the Eclipse to validate my schema, so what can I do?

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  • Looking for a Software to harden Windows machines

    - by MosheH
    I'm a network administrator of a small/medium network. I'm looking for a software (Free or Not) which can harden Windows Computers (XP And Win7) for the propose of hardening standalone desktop computers (not in domain network). Note: The computers are completely isolated (standalone), so i can't use active directory group policy. moreover, there are too many restriction that i need to apply, so it is not particle to set it up manual (one by one). Basically what I’m looking for is a software that can restrict and disable access for specific user accounts on the system. For Example: User john can only open one application and nothing else -- He don’t see no icon on the desktop or start menu, except for one or two applications which i want to allow. He can't Right click on the desktop, the task-bar icons are not shown, there is no folder options, etc... User marry can open a specific application and copy data to one folder on D drive. User Dan, have access to all drives but cannot install software, and so on... So far ,I've found only the following solutions, but they all seems to miss one or more feature: Desktop restriction Software 1. Faronics WINSelect The application seems to answer most of our needs except one feature which is very important to us but seems to be missing from WINSelect, which is "restriction per profile". WINSelect only allow to set up restrictions which are applied system-wide. If I have multiple user accounts on the system and want to apply different restrictions for each user, I cant. Deskman (No Restriction per user)- Same thing, no restriction per profile. Desktop Security Rx - not relevant, No Win7 Support. The only software that I've found which is offering a restriction per profile is " 1st Security Agent ". but its GUI is very complicated and not very intuitive. It's worth to mention that I'm not looking for "Internet Kiosk software" although they share some features with the one I need. All I need is a software (like http://www.faronics.com/standard/winselect/) that is offering a way to restrict Windows user interface. So IF anybody know an Hardening software which allows to set-up user restrictions on Windows systems, It will be a big, big, big help for me! Thanks to you all

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  • Searching For a Desktop Security Software to harden Windows machines, anybody?

    - by MosheH
    I'm a network administrator of a small/medium network. I'm looking for a software (Free or Not) which can harden Windows Computers (XP And Win7) for the propose of hardening standalone desktop computers (not in domain network). Note: The computers are completely isolated (standalone), so i can't use active directory group policy. moreover, there are too many restriction that i need to apply, so it is not particle to set it up manual (one by one). Basically what I’m looking for is a software that can restrict and disable access for specific user accounts on the system. For Example: User john can only open one application and nothing else -- He don’t see no icon on the desktop or start menu, except for one or two applications which i want to allow. He can't Right click on the desktop, the task-bar icons are not shown, there is no folder options, etc... User marry can open a specific application and copy data to one folder on D drive. User Dan, have access to all drives but cannot install software, and so on... So far ,I've found only the following solutions, but they all seems to miss one or more feature: Desktop restriction Software 1. Faronics WINSelect The application seems to answer most of our needs except one feature which is very important to us but seems to be missing from WINSelect, which is "restriction per profile". WINSelect only allow to set up restrictions which are applied system-wide. If I have multiple user accounts on the system and want to apply different restrictions for each user, I cant. Deskman (No Restriction per user)- Same thing, no restriction per profile. Desktop Security Rx - not relevant, No Win7 Support. The only software that I've found which is offering a restriction per profile is " 1st Security Agent ". but its GUI is very complicated and not very intuitive. It's worth to mention that I'm not looking for "Internet Kiosk software" although they share some features with the one I need. All I need is a software (like http://www.faronics.com/standard/winselect/) that is offering a way to restrict Windows user interface. So if anybody know an Hardening software which allows to set-up user restrictions on Windows systems, It will be a big, big, big help for me! Thanks to you all

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  • Choosing parts for a high-spec custom PC - feedback required [closed]

    - by James
    I'm looking to build a high-spec PC costing under ~£800 (bearing in mind I can get the CPU half price). This is my first time doing this so I have plenty of questions! I have been doing lots of research and this is what I have come up with: http://pcpartpicker.com/uk/p/j4lE Usage: I will be using it for Adobe CS6, rendering in 3DS Max, particle simulations in Realflow and for playing games like GTA IV (and V when it comes out), Crysis 1/2, Saints Row The Third, Deus Ex HR, etc. Questions: Can you see any obvious problem areas with the current setup? Will it be sufficient for the above usage? I won't be doing any overclocking initially. Is it worth buying the H60 liquid cooler, or will the fan that comes with the CPU be sufficient? Is water cooling generally quieter? Is the chosen motherboard good for the current components? And is it future-proof? I read that the HDD is often the bottleneck when it comes to gaming. I presume this is true to other high-end applications? If so, is my selection good? I keep changing my mind about the GPU; first the 560, now the 660. Can anyone shed some light on how to choose? I read mixed opinions about matching the GPU to the CPU. Will the 560 or the 660 be sufficient for my required usage? Atm I'm basing my choice on the PassMark benchmarks and how much they cost. The specs on the GeForce website state that the 560 and the 660 both require 450W. Is this a good figure to base the wattage of my PSU on? If so, how do you decide? Do I really need 750W? The latest GTX 690 requires 650W. Is it a good idea to buy a 750W PSU now to future-proof myself?

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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