Search Results

Search found 30780 results on 1232 pages for 'object oriented modeling'.

Page 63/1232 | < Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >

  • [PHP] Making a good singleton registry class structure which hold your objects

    - by Saif Bechan
    I am working on a web application in PHP. I have a singleton class called registry. This class will hold all the objects i need throughout my application, such as loader classes, template classes, database, classes, etc. When an object of the registry class is created I send it an array with the classes it need to load: // Create the registry $registry = registry::singleton(); // Store those core objects $registry->storeObjects(Array('session','db','page','template','errors')); In this example I only put some of the classes, to get the basic idea. Now I have some classes in the registry that use each other. For example the 'errors' object uses the 'page' object. Now I was wondering if it is a good practice to make an instance of the registry object in the errors object. Like this; class errors{ private $registry; public function __construct(){ $this->registry = registry::singleton(); } } So there is an instance of the registry object, inside an object of the registry object. This does not sound like a good idea to me. Anyone have a suggestion how to model such a thing?

    Read the article

  • Javascript "this" variable confusion

    - by Assaf M
    Hi I am currently reading the book "Javascript: The Good Parts" and was playing with Functions. I produced a test script to test some properties and I am somewhat confused by the results. Here is the code: <h3>Object</h3> <div style="padding-left: 10px;"> <script type="text/javascript"> function outterF() { document.writeln("outterF.this = " + this + "<br>"); function innerF() { document.writeln("innerF.this = " + this + "<br>"); return this; }; var inner = innerF(); return this; } document.writeln("<b>From Inside:</b><br>"); var outF = outterF(); var inF = outF.inner; document.writeln("<br>"); document.writeln("<b>From Outside:</b><br>"); document.writeln("outterF.this = " + outF + "<br>"); document.writeln("innerF.this = " + inF + "<br>"); </script> </div> Result is: Object From Inside: outterF.this = [object Window] innerF.this = [object Window] From Outside: outterF.this = [object Window] innerF.this = undefined Notice that outF.inner returns "undefined", is that some kind of a language bug? Obviously, outF.inner points to Window object that has nothing to do with my object but shouldn't it be at least pointing to a Function object instead? Thanks -Assaf

    Read the article

  • C# - Calling ToString() on a Reference Type

    - by nfplee
    Given two object arrays I need to compare the differences between the two (when converted to a string). I've reduced the code to the following and the problem still exists: public void Compare(object[] array1, object[] array2) { for (var i = 0; i < array1.Length; i++) { var value1 = GetStringValue(array1[i]); var value2 = GetStringValue(array2[i]); } } public string GetStringValue(object value) { return value != null && value.ToString() != string.Empty ? value.ToString() : ""; } The code executes fine no matter what object arrays I throw at it. However if one of the items in the array is a reference type then somehow the reference is updated. This causes issues later. It appears that this happens when calling ToString() against the object reference. I have updated the GetStringValue method to the following (which makes sure the object is either a value type or string) and the problem goes away. public string GetStringValue(object value) { return value != null && (value.GetType().IsValueType || value is string) && value.ToString() != string.Empty ? value.ToString() : ""; } However this is just a temporary hack as I'd like to be able to override the ToString() method on my reference types and compare them as well. I'd appreciate it if someone could explain why this is happening and offer a potential solution. Thanks

    Read the article

  • Java: Comparing a class with another within that class using a my own .equals

    - by user1670252
    I am making a method .equals replacing the equals method used. It accepts a object. I want it to check if that object equals the class that runs the .equals class. I know I want to compare all the private methods I have to that object. Is there a way to do this without making another private class to get the private variables from the object? How do I do this to compare equality not identity? I am stuck on this. Do i have to use == to compare? Also looking online i see others use recursion. If this is the way i have to do it can you show and explain it to me? so an example i have public boolean equals(Object o) { this is in a class we will call bobtheBuilder (first thing to pop in my head) I want to check if the object o is equal to the class he has private object array and a private int. I assume I want to check if the array and int of this class equal the array and int of the object.

    Read the article

  • How can i return abstract class from any factory?

    - by programmerist
    using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace EfTestFactory { public abstract class _Company { public abstract List<Personel> GetPersonel(); public abstract List<Prim> GetPrim(); public abstract List<Finans> GetFinans(); } public abstract class _Radyoloji { public abstract List<string> GetRadyoloji(); } public abstract class _Satis { public abstract List<string> GetSatis(); } public abstract class _Muayene { public abstract List<string> GetMuayene(); } public class Company : _Company { public override List<Personel> GetPersonel() { throw new NotImplementedException(); } public override List<Prim> GetPrim() { throw new NotImplementedException(); } public override List<Finans> GetFinans() { throw new NotImplementedException(); } } public class Radyoloji : _Radyoloji { public override List<string> GetRadyoloji() { throw new NotImplementedException(); } } public class Satis : _Satis { public override List<string> GetSatis() { throw new NotImplementedException(); } } public class Muayene : _Muayene { public override List<string> GetMuayene() { throw new NotImplementedException(); } } public class GenoTipController { public object CreateByEnum(DataModelType modeltype) { string enumText = modeltype.ToString(); // will return for example "Company" Type classType = Type.GetType(enumText); // the Type for Company class object t = Activator.CreateInstance(classType); // create an instance of Company class return t; } } public class AntsController { static Dictionary<DataModelType, Func<object>> s_creators = new Dictionary<DataModelType, Func<object>>() { { DataModelType.Radyoloji, () => new _Radyoloji() }, { DataModelType.Company, () => new _Company() }, { DataModelType.Muayene, () => new _Muayene() }, { DataModelType.Satis, () => new _Satis() }, }; public object CreateByEnum(DataModelType modeltype) { return s_creators[modeltype](); } } public class CompanyView { public static List<Personel> GetPersonel() { GenoTipController controller = new GenoTipController(); _Company company = controller.CreateByEnum(DataModelType.Company) as _Company; return company.GetPersonel(); } } public enum DataModelType { Radyoloji, Satis, Muayene, Company } } if i write above codes i see some error: Cannot create an instance of abstract class or interface 'EfTestFactory_Company'How can i solve it? Look please below pic.

    Read the article

  • Not seeing Sync Block in Object Layout

    - by bob-bedell
    It's my understanding the all .NET object instances begin with an 8 byte 'object header': a synch block (4 byte pointer into a SynchTableEntry table), and a type handle (4 byte pointer into the types method table). I'm not seeing this in VS 2010 RC's (CLR 4.0) debugger memory windows. Here's a simple class that will generate a 16 byte instance, less the object header. class Program { short myInt = 2; // 4 bytes long myLong = 3; // 8 bytes string myString = "aString"; // 4 byte object reference // 16 byte instance static void Main(string[] args) { new Program(); return; } } An SOS object dump tells me that the total object size is 24 bytes. That makes sense. My 16 byte instance plus an 8 byte object header. !DumpObj 0205b660 Name: Offset_Test.Program MethodTable: 000d383c EEClass: 000d13f8 Size: 24(0x18) bytes File: C:\Users\Bob\Desktop\Offset_Test\Offset_Test\bin\Debug\Offset_Test.exe Fields: MT Field Offset Type VT Attr Value Name 632020fc 4000001 10 System.Int16 1 instance 2 myInt 632050d8 4000002 4 System.Int64 1 instance 3 myLong 631fd2b8 4000003 c System.String 0 instance 0205b678 myString Here's the raw memory: 0x0205B660 000d383c 00000003 00000000 0205b678 00000002 ... And here are some annotations: offset 0 000d383c ;TypeHandle (pointer to MethodTable), 4 bytes offset 4 00000003 00000000 ;myLong, 8 bytes offset 12 0205b678 ;myString, 4 byte reference to address of "myString" on GC Heap offset 16 00000002 ;myInt, 4 bytes My object begins a address 0x0205B660. But I can only account for 20 bytes of it, the type handle and the instance fields. There is no sign of a synch block pointer. The object size is reported as 24 bytes, but the debugger is showing that it only occupies 20 bytes of memory. I'm reading Drill Into .NET Framework Internals to See How the CLR Creates Runtime Objects, and expected the first 4 bytes of my object to be a zeroed synch block pointer, as shown in Figure 8 of that article. Granted, this is an article about CLR 1.1. I'm just wondering if the difference between what I'm seeing and what this early article reports is a change in either the debugger's display of object layout, or in the way the CLR lays out objects in versions later than 1.1. Anyway, can anyone account for my 4 missing bytes?

    Read the article

  • Core Data managed object context thread synchronisation

    - by Ben Reeves
    I'm have an issue where i'm updating a many-to-many relationship in a background thread, which works fine in that threa, but when I send the object back to the main thread the changes do not show. If I close the app and reopen the data is saved fine and the changes show on the main thread. Also using [context lock] instead of a different managed object context works fine. I have tried NSManagedObjectContext: - (BOOL)save:(NSError **)error; - (void)refreshObject:(NSManagedObject *)object mergeChanges:(BOOL)flag; at different stages throughout the process but it doesn't seem to help. My core data code uses the following getter to ensure any operations are thread safe: - (NSManagedObjectContext *) managedObjectContext { NSThread * thisThread = [NSThread currentThread]; if (thisThread == [NSThread mainThread]) { //Main thread just return default context return managedObjectContext; } else { //Thread safe trickery NSManagedObjectContext * threadManagedObjectContext = [[thisThread threadDictionary] objectForKey:CONTEXT_KEY]; if (threadManagedObjectContext == nil) { threadManagedObjectContext = [[[NSManagedObjectContext alloc] init] autorelease]; [threadManagedObjectContext setPersistentStoreCoordinator: [self persistentStoreCoordinator]]; [[thisThread threadDictionary] setObject:threadManagedObjectContext forKey:CONTEXT_KEY]; } return threadManagedObjectContext; } } and when I pass object between threads i'm using -(NSManagedObject*)makeSafe:(NSManagedObject*)object { if ([object managedObjectContext] != [self managedObjectContext]) { NSError * error = nil; object = [[self managedObjectContext] existingObjectWithID:[object objectID] error:&error]; if (error) { NSLog(@"Error makeSafe: %@", error); } } return object; } Any help appreciated

    Read the article

  • Html.DropDownListFor<> and complex object in ASP.NET MVC2

    - by dagda1
    Hi, I am looking at ASP.NET MVC2 and trying to post a complex object using the new EditorFor syntax. I have a FraudDto object that has a FraudCategory child object and I want to set this object from the values that are posted from the form. Posting a simple object is not a problem but I am struggling with how to handle complex objects with child objects. I have the following parent FraudDto object whcih I am binding to on the form: public class FraudDto { public FraudCategoryDto FraudCategory { get; set; } public List<FraudCategoryDto> FraudCategories { get; private set; } public IEnumerable<SelectListItem> FraudCategoryList { get { return FraudCategories.Select(t => new SelectListItem { Text = t.Name, Value = t.Id.ToString() }); } The child FraudCategoryDto object looks like this: public class FraudCategoryDto { public int Id { get; set; } public string Name { get; set; } } On the form, I have the following code where I want to bind the FraudCategoryDto to the dropdown. The view is of type ViewPage: <td class="tac"> <strong>Category:</strong> </td> <td> <%= Html.DropDownListFor(x => x.FraudCategory, Model.FraudTypeList)%> </td> I then have the following controller code: [HttpPost] public virtual ViewResult SaveOrUpdate(FraudDto fraudDto) { return View(fraudDto); } When the form is posted to the server, the FraudCategory property of the Fraud object is null. Are there any additional steps I need to hook up this complex object? Cheers Paul

    Read the article

  • XAML Binding to complex value objects

    - by Gus
    I have a complex value object class that has 1) a number or read-only properties; 2) a private constructor; and 3) a number of static singleton instance properties [so the properties of a ComplexValueObject never change and an individual value is instantiated once in the application's lifecycle]. public class ComplexValueClass { /* A number of read only properties */ private readonly string _propertyOne; public string PropertyOne { get { return _propertyOne; } } private readonly string _propertyTwo; public string PropertyTwo { get { return _propertyTwo; } } /* a private constructor */ private ComplexValueClass(string propertyOne, string propertyTwo) { _propertyOne = propertyOne; _propertyTwo = PropertyTwo; } /* a number of singleton instances */ private static ComplexValueClass _complexValueObjectOne; public static ComplexValueClass ComplexValueObjectOne { get { if (_complexValueObjectOne == null) { _complexValueObjectOne = new ComplexValueClass("string one", "string two"); } return _complexValueObjectOne; } } private static ComplexValueClass _complexValueObjectTwo; public static ComplexValueClass ComplexValueObjectTwo { get { if (_complexValueObjectTwo == null) { _complexValueObjectTwo = new ComplexValueClass("string three", "string four"); } return _complexValueObjectTwo; } } } I have a data context class that looks something like this: public class DataContextClass : INotifyPropertyChanged { private ComplexValueClass _complexValueClass; public ComplexValueClass ComplexValueObject { get { return _complexValueClass; } set { _complexValueClass = value; PropertyChanged(this, new PropertyChangedEventArgs("ComplexValueObject")); } } } I would like to write a XAML binding statement to a property on my complex value object that updates the UI whenever the entire complex value object changes. What is the best and/or most concise way of doing this? I have something like: <Object Value="{Binding ComplexValueObject.PropertyOne}" /> but the UI does not update when ComplexValueObject as a whole changes.

    Read the article

  • Managing inverse relationships without CoreData

    - by Nathaniel Martin
    This is a question for Objective-J/Cappuccino, but I added the cocoa tag since the frameworks are so similar. One of the downsides of Cappuccino is that CoreData hasn't been ported over yet, so you have to make all your model objects manually. In CoreData, your inverse relationships get managed automatically for you... if you add an object to a to-many relationship in another object, you can traverse the graph in both directions. Without CoreData, is there any clean way to setup those inverse relationships automatically? For a more concrete example, let's take the typical Department and Employees example. To use rails terminology, a Department object has-many Employees, and an Employee belongs-to a Department. So our Department model has an NSMutableSet (or CPMutableSet ) "employees" that contains a set of Employees, and our Employee model has a variable "department" that points back to the Department model that owns it. Is there an easy way to make it so that, when I add a new Employee model into the set, the inverse relationship (employee.department) automatically gets set? Or the reverse: If I set the department model of an employee, then it automatically gets added to that department's employee set? Right know I'm making an object, "ValidatedModel" that all my models subclass, which adds a few methods that setup the inverse relationships, using KVO. But I'm afraid that I'm doing a lot of pointless work, and that there's already an easier way to do this. Can someone put my concerns to rest?

    Read the article

  • C++ Program Flow: Sockets in an Object and the Main Function

    - by jfm429
    I have a rather tricky problem regarding C++ program flow using sockets. Basically what I have is this: a simple command-line socket server program that listens on a socket and accepts one connection at a time. When that connection is lost it opens up for further connections. That socket communication system is contained in a class. The class is fully capable of receiving the connections and mirroring the data received to the client. However, the class uses UNIX sockets, which are not object-oriented. My problem is that in my main() function, I have one line - the one that creates an instance of that object. The object then initializes and waits. But as soon as a connection is gained, the object's initialization function returns, and when that happens, the program quits. How do I somehow wait until this object is deleted before the program quits? Summary: main() creates instance of object Object listens Connection received Object's initialization function returns main() exits (!) What I want is for main() to somehow delay until that object is finished with what it's doing (aka it will delete itself) before it quits. Any thoughts?

    Read the article

  • Structuring database for multi-object "activity" and "following" functionalities

    - by romaninsh
    I am working on a web application which operate with different types of objects such as user, profiles, pages etc. All objects have unique object_id. When objects interact it may produce "activity", such as user posting on the page or profile. Activity may be related to multiple objects through their object_id. Users may also follow "objects" and they need to be able to see stream of relevant activity. Could you provide me with some data structure suggestions which would be efficient and scalable? My goal is to show activity limited to the objects which user is following I am not limited by relational databases. Update As I'm getting advices on ORM and how index things, I'd like to again, stress my question. According to my current design model the database structure looks like this: As you can see - it's quite easy to implement database like that. Activity and Follower tables do contain much larger amount of records than the upper level but it's tolerable. But when it comes for me to create a "timeline" table, it becomes a nightmare. For every user I need to reference all the object activities which he follows. In terms of records it easily gets out of control. Please suggest me how to change this structure to avoid timeline creation and also be abel to quickly retrieve activity for any given user. Thanks.

    Read the article

  • Rotating object along bezier curve: not rotating enough?

    - by Paul
    I tried to follow the instructions from the threads on the forum (Cocos2d rotating sprite while moving with CCBezierBy) with Unity, in order to rotate my object as it moves along a bezier curve. But it does not rotate enough, the angle is too low, it goes up to 6 instead of 90 for example, as you can see on this image (the y eulerAngle is at 6, I would expect it to be around 90 with this curve) : Would you know why it does this? And how to make the rotation toward the next point? Here is the code (in c# with Unity) : (I am comparing x and z to get the angle, and adding the angle to eulerAngles.y so that it rotates around the y axis) void Update () { if ( Input.GetKey("d") ) start = true; if ( start ){ myTime = Time.time; start = false; } float theTime = (Time.time - myTime) *0.5f; if ( theTime < 1 ) { car.position = Spline.Interp( myArray, theTime );//creates the bezier curve counterBezier += Time.deltaTime; //compare 2 positions after 0.1f if ( counterBezier > 0.1f ){ counterBezier = 0; cbDone = false; newpos = car.position; float angle = Mathf.Atan2(newpos.z - oldpos.z, newpos.x - oldpos.x); angle += car.eulerAngles.y; car.eulerAngles = new Vector3(0,angle,0); } else if ( counterBezier > 0 && !cbDone ){ oldpos = car.position; cbDone = true; } Thanks

    Read the article

  • Box Collider isn't rotating with Game Object

    - by pek
    I have a method that creates a room by instantiating a prefab, places it in a grid and the re-sizes the collider based on a room definition (location in grid, rotation, width and height). Here is the method: public void CreateRoom(RoomAction action) { GameObject roomGameObject = Instantiate(this.roomPrefab, Vector3.zero, action.RoomPrefab.transform.rotation) as GameObject; roomGameObject.transform.parent = this.transform; roomGameObject.transform.localPosition = new Vector3(action.MansionOffsetX, 0, -action.MansionOffsetY) * this.blockSize; roomGameObject.transform.localPosition += new Vector3((action.Room.Width * this.blockSize) / 2, 0, -((action.Room.Height * this.blockSize) / 2)); BoxCollider roomCollider = roomGameObject.GetComponent<BoxCollider>(); roomCollider.isTrigger = true; roomCollider.center = new Vector3(0, this.height / 2, 0); roomCollider.size = new Vector3(action.Room.Width * this.blockSize, this.height, action.Room.Height * this.blockSize); roomGameObject.transform.RotateAroundLocal(roomGameObject.transform.up, Mathf.Deg2Rad * -90 * action.Rotation); } The problem I'm having is that, while the room rotates correctly, but for some reason, the collider isn't rotating with the game object. Here is a screenshot: Any idea on what am I doing wrong?

    Read the article

  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

    Read the article

  • SQL SERVER – Get Schema Name from Object ID using OBJECT_SCHEMA_NAME

    - by pinaldave
    Sometime a simple solution have even simpler solutions but we often do not practice it as we do not see value in it or find it useful. Well, today’s blog post is also about something which I have seen not practiced much in codes. We are so much comfortable with alternative usage that we do not feel like switching how we query the data. I was going over forums and I noticed that at one place user has used following code to get Schema Name from ObjectID. USE AdventureWorks2012 GO SELECT s.name AS SchemaName, t.name AS TableName, s.schema_id, t.OBJECT_ID FROM sys.Tables t INNER JOIN sys.schemas s ON s.schema_id = t.schema_id WHERE t.name = OBJECT_NAME(46623209) GO Before I continue let me say I do not see anything wrong with this script. It is just fine and one of the way to get SchemaName from Object ID. However, I have been using function OBJECT_SCHEMA_NAME to get the schema name. If I have to write the same code from the beginning I would have written the same code as following. SELECT OBJECT_SCHEMA_NAME(46623209) AS SchemaName, t.name AS TableName, t.schema_id, t.OBJECT_ID FROM sys.tables t WHERE t.name = OBJECT_NAME(46623209) GO Now, both of the above code give you exact same result. If you remove the WHERE condition it will give you information of all the tables of the database. Now the question is which one is better – honestly – it is not about one is better than other. Use the one which you prefer to use. I prefer to use second one as it requires less typing. Let me ask you the same question to you – which method to get schema name do yo use? and Why? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL System Table, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

    Read the article

  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

    Read the article

  • Java's Object.wait method with nanoseconds: Is this a joke or am I missing something

    - by Krumia
    I was checking out the Java API source code (Java 8) just out of curiosity. And I found this in java/lang/Object.java. There are three methods named wait: public final native void wait(long timeout): This is the core of all wait methods, which has a native implementation. public final void wait(): Just calls wait(0). And then there is public final void wait(long timeout, int nanos). The JavaDoc for the particular method tells me that, This method is similar to the wait method of one argument, but it allows finer control over the amount of time to wait for a notification before giving up. The amount of real time, measured in nanoseconds, is given by: 1000000*timeout+nanos But this is how the methods achieves "finer control over the amount of time to wait": if (nanos >= 500000 || (nanos != 0 && timeout == 0)) { timeout++; } wait(timeout); So this method basically does a crude rounding up of nanoseconds to milliseconds. Not to mention that anything below 500000ns/0.5ms will be ignored. Is this piece of code bad/unnecessary code, or am I missing some unseen virtue of declaring this method, and it's no argument cousin as the way they are?

    Read the article

  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

    Read the article

  • CSOM (Client Side Object Model) - What's new with SharePoint 2013

    - by KunaalKapoor
    SharePoint CSOMThe Client-Side Object Model or CSOM came out with SharePoint 2010. CSOM is accessible through client.svc but all client.svc calls must go through supported WFC entry points (supported entry points are .NET, Silverlight and JavaScript). So a developer would need to use client side proxy objects exposed by either a .NET assembly or a JavaScript library. Changes with SharePoint 2013REST Capabilities - Direct access to client.svcNew APIs - App ModelREST CapabilitiesOne of the most important changes to the CSOM with SharePoint 2013 is that the web service entry point of client.svc has been extended to allow direct access  via REST-Based web service calls. This is a really critical change since its going to make the SharePoint platform accessible to any other platform, opening the horizons of integration and collaboration with other REST based platforms and devices. OData (a really popular standard data access API for HTTP-based clients) is supported similar to 2010 but will be a more important aspect of SharePoint 2013 development.New API'sCSOM for SharePoint 2013 has been buffed up with several new APIs for not only SharePoint server functionality but also an API for Windows Phone applications. For a SharePoint 2010 farm most of the new APIs mentioned below are available only via server side APIs:SearchTaxonomyPublishingWorkflowUser ProfilesE-DiscoveryAnalyticsBusiness DataIRMFeedsSharePoint 2013 remote APIs being accessible through both CSOM and REST is very important to the new app model where developers can no longer run code in a SharePoint environment nor can they access the server-side APIs. So CSOM plays the savior here.Also, you can now substitute the alias '_api' in order to reference '_vti_bin/client.svc'.

    Read the article

  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

    Read the article

< Previous Page | 59 60 61 62 63 64 65 66 67 68 69 70  | Next Page >