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  • Proper Usage of Arrays and Functions [closed]

    - by Ssegawa Victor
    Can some one help me write a C code that solves the following problem. PROBLEM Consider the faculty registrar who has to process results for 1st year 1st semester students. Students offer five courses CSC 1100, CSK 1101, CSC 1104, CSC 1105 and CSC 1106. The courses have credit units 4,4,4,3 and 3 respectively. Lecturers provide course work and exam marks. For each course, course work constitutes 40% of the final mark while the exam constitutes 60% of the final mark. The role of the registrar is to Compute the final mark for each student for each course. The final mark must be a whole number Compute the grade and grade point of the students for each course they offered. According to senate regulations, grades and grade points are awarded to final marks according to the following criteria Range Grade Grade Point 90 – 100 A+ 5.0 80 – 89 A 5.0 75 – 79 B+ 4.5 70 – 74 B 4.0 65 – 69 C+ 3.5 60 – 64 C 3.0 55 – 59 D+ 2.5 50 – 54 D 2.0 45 – 49 E 1.5 40 – 44 E- 1.0 0 – 39 F 0.0 Put a comment ‘Retake’ to a student for every course where the Grade Point is less than 2.0 Compute the cumulative grade point average CGPA for each student. The senate formula for CGPA is GGPA =(?_(i=1)^(i=N)¦?CU _i×GP _i ?)/(?_(i=1)^(i=N)¦CU i) Put a comment “Progress” for any student whose GGPA is greater than 2 and “Stay Put” on a student whose CGPA is less than 2 You are required to create a c program that considers a class of 25 students and: 1.Initializes an array ‘student’ which stores student names 2.Initializes arrays for course work and exam for each course. ‘cw_csc_1100’ and ‘ex_csc_1100’ store course work and exam marks (respectively) for CSC 1100. The same approach is considered for all other courses 3.Initializes the coursework and exam marks arrays with marks between 0 and 99 4.Write appropriate functions that will generate the final marks, generate grades, generate grade points, generate cumulative grade points, generate comments for students and comments for courses per student 5.Create appropriate arrays for final marks and insert the data there using the appropriate functions 6.Without having to create any extra arrays, use the functions created to generate a report per student that looks like the one bellow. Student Name: Ngubiri Course Unit Final mark Grade Grade Point Course Comment CSC 1100 43 E- 1.0 Retake CSK 1101 50 D 2.0 CSC 1104 59 D+ 2.5 CSC 1105 70 B 4.0 CSC 1106 65 C+ 3.5 CGPA 2.47 Overall Comment Progress NB It is advisable that the indices are used to identify the owners. Eg if student[x] is John, then cs_csc_100[x] should be a mark for John since the index is the same

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • Savable in Widget Lookup on Move Action

    - by Geertjan
    Possible from 7.3 onwards, since Widget now implements Lookup.Provider for the first time: import java.awt.Point; import java.io.IOException; import org.netbeans.api.visual.action.ActionFactory; import org.netbeans.api.visual.action.MoveProvider; import org.netbeans.api.visual.widget.LabelWidget; import org.netbeans.api.visual.widget.Scene; import org.netbeans.api.visual.widget.Widget; import org.netbeans.spi.actions.AbstractSavable; import org.openide.util.Lookup; import org.openide.util.lookup.AbstractLookup; import org.openide.util.lookup.InstanceContent; import org.openide.windows.TopComponent; public class MyWidget extends LabelWidget { private MySavable mySavable; private Lookup lookup; private TopComponent tc; private InstanceContent ic; public MyWidget(Scene scene, String label, TopComponent tc) { super(scene, label); this.tc = tc; ic = new InstanceContent(); getActions().addAction(ActionFactory.createMoveAction(null, new MoveStrategyProvider())); } @Override public Lookup getLookup() { if (lookup == null) { lookup = new AbstractLookup(ic); } return lookup; } private class MoveStrategyProvider implements MoveProvider { @Override public void movementStarted(Widget widget) { } @Override public void movementFinished(Widget widget) { modify(); } @Override public Point getOriginalLocation(Widget widget) { return ActionFactory.createDefaultMoveProvider().getOriginalLocation(widget); } @Override public void setNewLocation(Widget widget, Point point) { ActionFactory.createDefaultMoveProvider().setNewLocation(widget, point); } } private void modify() { if (getLookup().lookup(MySavable.class) == null) { ic.add(mySavable = new MySavable()); } } private class MySavable extends AbstractSavable { public MySavable() { register(); } TopComponent tc() { return tc; } @Override protected String findDisplayName() { return getLabel(); } @Override protected void handleSave() throws IOException { ic.remove(mySavable); unregister(); } @Override public boolean equals(Object obj) { if (obj instanceof MySavable) { MySavable m = (MySavable) obj; return tc() == m.tc(); } return false; } @Override public int hashCode() { return tc().hashCode(); } } }

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  • Why does the interpreted order seem different from what I expect?

    - by inspectorG4dget
    I have a problem that I have not faced before: It seems that the order of interpretation in my program is somehow different from what I expect. I have written a small Twitter client. It takes a few seconds for my program to actually post a tweet after I click the "GO" button (which can also be activated by hitting ENTER on the keyboard). I don't want to click multiple times within this time period thinking that I hadn't clicked it the first time. Therefore, when the button is clicked, I would like the label text to display something that tells me that the button has been clicked. I have implemented this message by altering the label text before I send the tweet across. However, for some reason, the message does not display until the tweet has been attempted. But since I have a confirmation message after the tweet, I never get to see this message and my original problem goes unsolved. I would really appreciate any help. Here is the relevant code: class SimpleTextBoxForm(Form): def __init__(self): # set window properties self.Text = "Tweeter" self.Width = 235 self.Height = 250 #tweet away self.label = Label() self.label.Text = "Tweet Away..." self.label.Location = Point(10, 10) self.label.Height = 25 self.label.Width = 200 #get the tweet self.tweetBox = TextBox() self.tweetBox.Location = Point(10, 45) self.tweetBox.Width = 200 self.tweetBox.Height = 60 self.tweetBox.Multiline = True self.tweetBox.WordWrap = True self.tweetBox.MaxLength = 140; #ask for the login ID self.askLogin = Label() self.askLogin.Text = "Login:" self.askLogin.Location = Point(10, 120) self.askLogin.Height = 20 self.askLogin.Width = 60 self.login = TextBox() self.login.Text= "" self.login.Location = Point(80, 120) self.login.Height = 40 self.login.Width = 100 #ask for the password self.askPass = Label() self.askPass.Text = "Password:" self.askPass.Location = Point(10, 150) self.askPass.Height = 20 self.askPass.Width = 60 # display password box with character hiding self.password = TextBox() self.password.Location = Point(80, 150) self.password.PasswordChar = "x" self.password.Height = 40 self.password.Width = 100 #submit button self.button1 = Button() self.button1.Text = 'Tweet' self.button1.Location = Point(10, 180) self.button1.Click += self.update self.AcceptButton = self.button1 #pack all the elements of the form self.Controls.Add(self.label) self.Controls.Add(self.tweetBox) self.Controls.Add(self.askLogin) self.Controls.Add(self.login) self.Controls.Add(self.askPass) self.Controls.Add(self.password) self.Controls.Add(self.button1) def update(self, sender, event): if not self.password.Text: self.label.Text = "You forgot to enter your password..." else: self.tweet(self.tweetBox.Text, self.login.Text, self.password.Text) def tweet(self, msg, login, password): self.label.Text = "Attempting Tweet..." # this should be executed before sending the tweet is attempted. But this seems to be executed only after the try block try: success = 'Tweet successfully completed... yay!\n' + 'At: ' + time.asctime().split()[3] ServicePointManager.Expect100Continue = False Twitter().UpdateAsXML(login, password, msg) except: error = 'Unhandled Exception. Tweet unsuccessful' self.label.Text = error else: self.label.Text = success self.tweetBox.Text = ""

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  • Why does the interpretted order seem different from what I expect?

    - by inspectorG4dget
    I have a problem that I have not faced before: It seems that the order of interpretation in my program is somehow different from what I expect. I have written a small Twitter client. It takes a few seconds for my program to actually post a tweet after I click the "GO" button (which can also be activated by hitting ENTER on the keyboard). I don't want to click multiple times within this time period thinking that I hadn't clicked it the first time. Therefore, when the button is clicked, I would like the label text to display something that tells me that the button has been clicked. I have implemented this message by altering the label text before I send the tweet across. However, for some reason, the message does not display until the tweet has been attempted. But since I have a confirmation message after the tweet, I never get to see this message and my original problem goes unsolved. I would really appreciate any help. Here is the relevant code: class SimpleTextBoxForm(Form): def init(self): # set window properties self.Text = "Tweeter" self.Width = 235 self.Height = 250 #tweet away self.label = Label() self.label.Text = "Tweet Away..." self.label.Location = Point(10, 10) self.label.Height = 25 self.label.Width = 200 #get the tweet self.tweetBox = TextBox() self.tweetBox.Location = Point(10, 45) self.tweetBox.Width = 200 self.tweetBox.Height = 60 self.tweetBox.Multiline = True self.tweetBox.WordWrap = True self.tweetBox.MaxLength = 140; #ask for the login ID self.askLogin = Label() self.askLogin.Text = "Login:" self.askLogin.Location = Point(10, 120) self.askLogin.Height = 20 self.askLogin.Width = 60 self.login = TextBox() self.login.Text= "" self.login.Location = Point(80, 120) self.login.Height = 40 self.login.Width = 100 #ask for the password self.askPass = Label() self.askPass.Text = "Password:" self.askPass.Location = Point(10, 150) self.askPass.Height = 20 self.askPass.Width = 60 # display password box with character hiding self.password = TextBox() self.password.Location = Point(80, 150) self.password.PasswordChar = "x" self.password.Height = 40 self.password.Width = 100 #submit button self.button1 = Button() self.button1.Text = 'Tweet' self.button1.Location = Point(10, 180) self.button1.Click += self.update self.AcceptButton = self.button1 #pack all the elements of the form self.Controls.Add(self.label) self.Controls.Add(self.tweetBox) self.Controls.Add(self.askLogin) self.Controls.Add(self.login) self.Controls.Add(self.askPass) self.Controls.Add(self.password) self.Controls.Add(self.button1) def update(self, sender, event): if not self.password.Text: self.label.Text = "You forgot to enter your password..." else: self.tweet(self.tweetBox.Text, self.login.Text, self.password.Text) def tweet(self, msg, login, password): self.label.Text = "Attempting Tweet..." # this should be executed before sending the tweet is attempted. But this seems to be executed only after the try block try: success = 'Tweet successfully completed... yay!\n' + 'At: ' + time.asctime().split()[3] ServicePointManager.Expect100Continue = False Twitter().UpdateAsXML(login, password, msg) except: error = 'Unhandled Exception. Tweet unsuccessful' self.label.Text = error else: self.label.Text = success self.tweetBox.Text = ""

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  • Updating / refreshing a live geojson layer | JSON & JS Variable

    - by Ozaki
    TLDR I am trying to get my geoJSON layer to update, currently it will 1. Create the vector mark, 2. Remove the vector mark, 3. Set the JS variable for lat and lon, 4. Unset the variable??? :S Hey S O. I have a geojson layer set up as follows: //GeoJSON Layer// var layer1 = new OpenLayers.Layer.GML("My GeoJSON Layer", "coordinates", {format: OpenLayers.Format.GeoJSON, styleMap: style_red}); My features are set up as follows: var latitude = 0.0; // as 0.0 it will draw the point in. var longitude = 0.0; // as 0.0 it will draw the point in. //var longitude = getlongitude; where getlongitude = JSON string of longitude. var point = new OpenLayers.Geometry.Point(longitude, latitude); pointFeature = new OpenLayers.Feature.Vector(point, null, style_red); var style_red = OpenLayers.Util.extend({}, layer_style); style_red.strokeColor = "red"; style_red.fillColor = "black"; style_red.fillOpacity = 0.5; style_red.graphicName = "circle"; style_red.pointRadius = 3.8; style_red.strokeWidth = 2; style_red.strokeLinecap = "butt"; and my layer updating function: function UpdateLayer(){ var p = new OpenLayers.Format.GeoJSON({ 'internalProjection': new OpenLayers.Projection("EPSG:900913"), 'externalProjection': new OpenLayers.Projection("EPSG:4326") }); var url = "coordinates"; OpenLayers.loadURL(url, {}, null, function(r) { var f = p.read(r.responseText); map.layers[2].destroyFeatures(); map.layers[2].addFeatures(pointFeature); }); setTimeout("UpdateLayer()",1000) } Any idea what I am doing wrong or what I am missing? Edit1 It now removes the feature (was map.layers[1]) previously... But will not add the new feature.. Edit2 I managed to get it to redraw a point but not with live data. It should draw the point at what (latitude) & (longitude) are equal to. I am trying to set latitude & longitude to some JSON string but every time straight after it sets the variable it changes it back to "undefined" as soon as it passes the line after var latitude? (using firebug & firequery to debug)

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  • How to create an NFS proxy by using kernel server & client?

    - by Martin C. Martin
    I have a file server that exports as NFS. On an Ubuntu machine I mount that, then try to export it as an NFS volume. When I go to export it, I get the message: exportfs: /test/nfs-mount-point does not support NFS export How can I get this to work, or at least get more information as to what the problem is? Exact steps: Unbuntu 12.04 mount -f nfs myfileserver.com:/server-dir /test/nfs-mount-point [Works fine, I can read & write files] /etc/exports contains: /test/nfs-mount-point *(rw,no_subtree_check) sudo /etc/init.d/nfs-kernel-server restart Stopping NFS kernel daemon [ OK ] Unexporting directories for NFS kernel daemon... [ OK ] Exporting directories for NFS kernel daemon... exportfs: /test/nfs-mount-point does not support NFS export [ OK ] Starting NFS kernel daemon [ OK ]

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  • Crashplan Is Offering Free Yearly Plans [Black Friday]

    - by Jason Fitzpatrick
    Even if you’re eschewing Black Friday and all the shopping that goes with it, we’ve got a deal for you that’s too good to pass up: a free year of remote backup from CrashPlan. CrashPlan is running a fantastic Black Friday promotion. Starting at 6AM EST they’re offering all their plans for 100% off–we just picked up a family plan, normally $119 a year, for $0. Every two hours they’ll be incrementally decreasing the discount until Monday evening when the sale ends (even if you miss the early part of the sale the discount will still be 42% off come Monday). This is an absolute fantastic deal on a service everyone can use. If you followed along with our guide to using CrashPlan to backup your data at a friend’s house for free, this is a perfect time to add in a year of backup service to add another player to your backup routine. CrashPlan Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Overriding GetHashCode in a mutable struct - What NOT to do?

    - by Kyle Baran
    I am using the XNA Framework to make a learning project. It has a Point struct which exposes an X and Y value; for the purpose of optimization, it breaks the rules for proper struct design, since its a mutable struct. As Marc Gravell, John Skeet, and Eric Lippert point out in their respective posts about GetHashCode() (which Point overrides), this is a rather bad thing, since if an object's values change while its contained in a hashmap (ie, LINQ queries), it can become "lost". However, I am making my own Point3D struct, following the design of Point as a guideline. Thus, it too is a mutable struct which overrides GetHashCode(). The only difference is that mine exposes and int for X, Y, and Z values, but is fundamentally the same. The signatures are below: public struct Point3D : IEquatable<Point3D> { public int X; public int Y; public int Z; public static bool operator !=(Point3D a, Point3D b) { } public static bool operator ==(Point3D a, Point3D b) { } public Point3D Zero { get; } public override int GetHashCode() { } public override bool Equals(object obj) { } public bool Equals(Point3D other) { } public override string ToString() { } } I have tried to break my struct in the way they describe, namely by storing it in a List<Point3D>, as well as changing the value via a method using ref, but I did not encounter they behavior they warn about (maybe a pointer might allow me to break it?). Am I being too cautious in my approach, or should I be okay to use it as is?

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  • Software Engineering Practices &ndash; Different Projects should have different maturity levels

    - by Dylan Smith
    I’ve had a lot of discussions at the office lately about the drastically different sets of software engineering practices used on our various projects, if what we are doing is appropriate, and what factors should you be considering when determining what practices are most appropriate in a given context. I wanted to write up my thoughts in a little more detail on this subject, so here we go: If you compare any two software projects (specifically comparing their codebases) you’ll often see very different levels of maturity in the software engineering practices employed. By software engineering practices, I’m specifically referring to the quality of the code and the amount of technical debt present in the project. Things such as Test Driven Development, Domain Driven Design, Behavior Driven Development, proper adherence to the SOLID principles, etc. are all practices that you would expect at the mature end of the spectrum. At the other end of the spectrum would be the quick-and-dirty solutions that are done using something like an Access Database, Excel Spreadsheet, or maybe some quick “drag-and-drop coding”. For this blog post I’m going to refer to this as the Software Engineering Maturity Spectrum (SEMS). I believe there is a time and a place for projects at every part of that SEMS. The risks and costs associated with under-engineering solutions have been written about a million times over so I won’t bother going into them again here, but there are also (unnecessary) costs with over-engineering a solution. Sometimes putting multiple layers, and IoC containers, and abstracting out the persistence, etc is complete overkill if a one-time use Access database could solve the problem perfectly well. A lot of software developers I talk to seem to automatically jump to the very right-hand side of this SEMS in everything they do. A common rationalization I hear is that it may seem like a small trivial application today, but these things always grow and stick around for many years, then you’re stuck maintaining a big ball of mud. I think this is a cop-out. Sure you can’t always anticipate how an application will be used or grow over its lifetime (can you ever??), but that doesn’t mean you can’t manage it and evolve the underlying software architecture as necessary (even if that means having to toss the code out and re-write it at some point…maybe even multiple times). My thoughts are that we should be making a conscious decision around the start of each project approximately where on the SEMS we want the project to exist. I believe this decision should be based on 3 factors: 1. Importance - How important to the business is this application? What is the impact if the application were to suddenly stop working? 2. Complexity - How complex is the application functionality? 3. Life-Expectancy - How long is this application expected to be in use? Is this a one-time use application, does it fill a short-term need, or is it more strategic and is expected to be in-use for many years to come? Of course this isn’t an exact science. You can’t say that Project X should be at the 73% mark on the SEMS and expect that to be helpful. My point is not that you need to precisely figure out what point on the SEMS the project should be at then translate that into some prescriptive set of practices and techniques you should be using. Rather my point is that we need to be aware that there is a spectrum, and that not everything is going to be (or should be) at the edges of that spectrum, indeed a large number of projects should probably fall somewhere within the middle; and different projects should adopt a different level of software engineering practices and maturity levels based on the needs of that project. To give an example of this way of thinking from my day job: Every couple of years my company plans and hosts a large event where ~400 of our customers all fly in to one location for a multi-day event with various activities. We have some staff whose job it is to organize the logistics of this event, which includes tracking which flights everybody is booked on, arranging for transportation to/from airports, arranging for hotel rooms, name tags, etc The last time we arranged this event all these various pieces of data were tracked in separate spreadsheets and reconciliation and cross-referencing of all the data was literally done by hand using printed copies of the spreadsheets and several people sitting around a table going down each list row by row. Obviously there is some room for improvement in how we are using software to manage the event’s logistics. The next time this event occurs we plan to provide the event planning staff with a more intelligent tool (either an Excel spreadsheet or probably an Access database) that can track all the information in one location and make sure that the various pieces of data are properly linked together (so for example if a person cancels you only need to delete them from one place, and not a dozen separate lists). This solution would fall at or near the very left end of the SEMS meaning that we will just quickly create something with very little attention paid to using mature software engineering practices. If we examine this project against the 3 criteria I listed above for determining it’s place within the SEMS we can see why: Importance – If this application were to stop working the business doesn’t grind to a halt, revenue doesn’t stop, and in fact our customers wouldn’t even notice since it isn’t a customer facing application. The impact would simply be more work for our event planning staff as they revert back to the previous way of doing things (assuming we don’t have any data loss). Complexity – The use cases for this project are pretty straightforward. It simply needs to manage several lists of data, and link them together appropriately. Precisely the task that access (and/or Excel) can do with minimal custom development required. Life-Expectancy – For this specific project we’re only planning to create something to be used for the one event (we only hold these events every 2 years). If it works well this may change (see below). Let’s assume we hack something out quickly and it works great when we plan the next event. We may decide that we want to make some tweaks to the tool and adopt it for planning all future events of this nature. In that case we should examine where the current application is on the SEMS, and make a conscious decision whether something needs to be done to move it further to the right based on the new objectives and goals for this application. This may mean scrapping the access database and re-writing it as an actual web or windows application. In this case, the life-expectancy changed, but let’s assume the importance and complexity didn’t change all that much. We can still probably get away with not adopting a lot of the so-called “best practices”. For example, we can probably still use some of the RAD tooling available and might have an Autonomous View style design that connects directly to the database and binds to typed datasets (we might even choose to simply leave it as an access database and continue using it; this is a decision that needs to be made on a case-by-case basis). At Anvil Digital we have aspirations to become a primarily product-based company. So let’s say we use this tool to plan a handful of events internally, and everybody loves it. Maybe a couple years down the road we decide we want to package the tool up and sell it as a product to some of our customers. In this case the project objectives/goals change quite drastically. Now the tool becomes a source of revenue, and the impact of it suddenly stopping working is significantly less acceptable. Also as we hold focus groups, and gather feedback from customers and potential customers there’s a pretty good chance the feature-set and complexity will have to grow considerably from when we were using it only internally for planning a small handful of events for one company. In this fictional scenario I would expect the target on the SEMS to jump to the far right. Depending on how we implemented the previous release we may be able to refactor and evolve the existing codebase to introduce a more layered architecture, a robust set of automated tests, introduce a proper ORM and IoC container, etc. More likely in this example the jump along the SEMS would be so large we’d probably end up scrapping the current code and re-writing. Although, if it was a slow phased roll-out to only a handful of customers, where we collected feedback, made some tweaks, and then rolled out to a couple more customers, we may be able to slowly refactor and evolve the code over time rather than tossing it out and starting from scratch. The key point I’m trying to get across is not that you should be throwing out your code and starting from scratch all the time. But rather that you should be aware of when and how the context and objectives around a project changes and periodically re-assess where the project currently falls on the SEMS and whether that needs to be adjusted based on changing needs. Note: There is also the idea of “spectrum decay”. Since our industry is rapidly evolving, what we currently accept as mature software engineering practices (the right end of the SEMS) probably won’t be the same 3 years from now. If you have a project that you were to assess at somewhere around the 80% mark on the SEMS today, but don’t touch the code for 3 years and come back and re-assess its position, it will almost certainly have changed since the right end of the SEMS will have moved farther out (maybe the project is now only around 60% due to decay). Developer Skills Another important aspect to this whole discussion is around the skill sets of your architects and lead developers. When talking about the progression of a developers skills from junior->intermediate->senior->… they generally start by only being able to write code that belongs on the left side of the SEMS and as they gain more knowledge and skill they become capable of working at a higher and higher level along the SEMS. We all realize that the learning never stops, but eventually you’ll get to the point where you can comfortably develop at the right-end of the SEMS (the exact practices and techniques that translates to is constantly changing, but that’s not the point here). A critical skill that I’d love to see more evidence of in our industry is the most senior guys not only being able to work at the right-end of the SEMS, but more importantly be able to consciously work at any point along the SEMS as project needs dictate. An even more valuable skill would be if you could make the conscious decision to move a projects code further right on the SEMS (based on changing needs) and do so in an incremental manner without having to start from scratch. An exercise that I’m planning to go through with all of our projects here at Anvil in the near future is to map out where I believe each project currently falls within this SEMS, where I believe the project *should* be on the SEMS based on the business needs, and for those that don’t match up (i.e. most of them) come up with a plan to improve the situation.

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  • Bit by bit comparison of using Java or Python for unit testing frameworks and Selenium

    - by Anirudh
    Currently we are in the process of finalizing which language out of Java, Python should be used for Automation using selenium webdriver and a suitable unit testing frameworks. I have made use of Junit, TestNG and webdriver while using with Java and have designed frameworks without much fuss before. I am new to python though I came across pyhton's unit testing frameworks like unittest, pyunit, nose e.t.c but I have doubts if they would be as successful as testNG or Java. I would like to analyze point by point when used with selenium webdriver as below: 1)I have read that as Python is an interpreted language hence it's execution is slower, so say if I have to run 1000 test cases which take about 6 hours to run in Java, would python take considerably longer time for the same test cases like 8 hours? 2)Can the Python unit testing framework be as flexible as a Java unit testing framework like testNG in terms or Grouping the tests, parallel execution, skipping test. e.t.c 3)Also one point that I think of is that Python with selenium webdriver doeasn't have as big or learned community as we have for Java with webdriver, say if I run into trouble with something I am more likely to find an answer for Java as compared to python? 4)Somewhat related to point 3, is it safe to rely on tools, plugins or even webderiver's python's binding as a continuously well maintained? 5)One major drawback as I see while using python's unit testing framework is lack of boilerplate code or libraries for nicely illustrative HTML reports preferably historical reports with Pie charts, bar graphs and timelines as we have in case of Java like Allure, TestNG's default reports, reportNG or Junit reports with the help of ANT as shown below Allure Reports Junit Historical reports Also I would like to emphasize on the fact if there is a way for one to write the framework in java and make libraries or utilities according to out application in webdriver which can easily be called or integrated in with python code or modules? That would actually solve the problem for us as the client would be able to use the code we write in Java and make use of the same or call it from their python modules?

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  • Ignoring Robots - Or Better Yet, Counting Them Separately

    - by [email protected]
    It is quite common to have web sessions that are undesirable from the point of view of analytics. For example, when there are either internal or external robots that check the site's health, index it or just extract information from it. These robotic session do not behave like humans and if their volume is high enough they can sway the statistics and models.One easy way to deal with these sessions is to define a partitioning variable for all the models that is a flag indicating whether the session is "Normal" or "Robot". Then all the reports and the predictions can use the "Normal" partition, while the counts and statistics for Robots are still available.In order for this to work, though, it is necessary to have two conditions:1. It is possible to identify the Robotic sessions.2. No learning happens before the identification of the session as a robot.The first point is obvious, but the second may require some explanation. While the default in RTD is to learn at the end of the session, it is possible to learn in any entry point. This is a setting for each model. There are various reasons to learn in a specific entry point, for example if there is a desire to capture exactly and precisely the data in the session at the time the event happened as opposed to including changes to the end of the session.In any case, if RTD has already learned on the session before the identification of a robot was done there is no way to retract this learning.Identifying the robotic sessions can be done through the use of rules and heuristics. For example we may use some of the following:Maintain a list of known robotic IPs or domainsDetect very long sessions, lasting more than a few hours or visiting more than 500 pagesDetect "robotic" behaviors like a methodic click on all the link of every pageDetect a session with 10 pages clicked at exactly 20 second intervalsDetect extensive non-linear navigationNow, an interesting experiment would be to use the flag above as an output of a model to see if there are more subtle characteristics of robots such that a model can be used to detect robots, even if they fall through the cracks of rules and heuristics.In any case, the basic and simple technique of partitioning the models by the type of session is simple to implement and provides a lot of advantages.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • NAS + XBMC combination

    - by Hendrik
    I currently own a WD Sharespace and I am not too happy about it. It will freeze constantly and its rather slow. I've been thinking of replacing it. I also own a WD HD Live, and it works like it is supposed to, but recently I've seen XBMC in action and I was quite impressed. I've been wondering lately about the possibility of replacing both products with one new device: a fast reliable nas which I can install XBMC on and is capable of rendering video and has an HDMI out. Do any such devices exist for sale or is the only way to build one from scratch? I've seen HTPC's for sale but I've never seen any of them with a raid setup. I've also read about building your own NAS with freeNAS but those setups dont allow you to run XBMC. Does anyone have experience with this?

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  • ubuntu hardrive repartition without uninstalling ubuntu or windows 7 and losing data of hardrive

    - by user141692
    I have and asus r500v with 750 gb gpt system uefi motherboard core i7 3610qm, nvidia geforce gt, with ubuntu and w7 dual boot, I had problems installing ubuntu because of the grub but I fix it with https://bugs.launchpad.net/ubuntu/+source/grub2/+bug/807801, but I still have the problem of "warning: the partition is misaligned by 3072 bytes. this may result iin very poor performance. Repartitioning is suggested" in every linux partitioin I made and my 750 gb is not being used at the maximun capacity it only uses 698 gb. I want to make partitions so that the warning doesnt show up and I can use the maximum capacity of the HDD, as I did with another dual boot laptop (compaq presario cq40). I have the following partitions: unknown 1.0Mb: partition type: lynux Basic DAta partition, device: /dev/sda2 Usage: --, Partition flags: --, partition label:-- warning: the partition is misaligned by 3072 bytes. this may result in very poor performance. repartitioning is suggested. -system 210 Mb FAt, usage: Filesystem, partition type: EFI system Partition, Partition Flags:--, Label: system, Device: /dev/sda1, partition label: EFI system partition, Capacity 210MB, avilable:--, Mount Point: mounted at /boot/efi -134 Mb NTFS, usage: filesystem, partition type: linux basic data partition, partition flags:.--, device: /dev/sda7, partition label: --, capacity: 134MB,available:--, mount point: not mounted -OS 250 GB NTFS, usage: file system, partititon type: linux basic data partition, partition flags: --, type: NTFS, label: OS, device: /dev/sda3, partition label: basic data partition, capacity: 250 GB, available:-, mount point: not mounted -10GB FAT 32, usage: filesystem, partition type: EFI system partition, partition flags:--, type: FAT 32, label: --, device: /dev/sda4, partition label: --, capacity: 10GB, available:--, mount point: not mounted warning: the partition is misaligned by 3072 bytes. this may result in very poor performance. repartitioning is suggested. -10gb ext 4, usage: file system, partition type: linux basic data partition, partition flags:--, type: EXT4(version1) label:--, device: /dev/sda9, partition label:--, capacity: 10 GB, available:--, mount point at / warning: the partition is misaligned by 1536 bytes. this may result in very poor performance. repartitioning is suggested. -478GB ext4, usage: filesystem, partition type: linux basic data partition, partition flags:--, type: EXT4, label:--, device: /dev/sda5, partition label:--, capacity: 478gb, available:--, mount point: mounted at /home warning: the partition is misaligned by 512 bytes. this may result in very poor performance. repartitioning is suggested. -2.0gb Swap 2.0Gb, usage: swap space, partition type: linux swap partitioin, partition flags:-, device: /dev/sda6, partition label: capacity: 2.0gb warning: the partition is misaligned by 512 bytes. this may result in very poor performance. repartitioning is suggested. and as you can see it is not well organized so please help me to organize the partitions witahout uninstalling the w7, and if possible the grub2

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  • Joining two routers together, but I have no access to the second router, although I know it's IP address and Gateway

    - by JohnnyVegas
    I have temporarily moved into a rented apartment for 4 months, which has wireless. The trouble I am having is that the access points here are wifi only and no RJ45 and I need to use RJ45 to connect some equipment that I am working with. I have purchased an RT-N66U and installed Tomato (shibby ver. 1.28) and successfully replaced the existing access point, but now I want to enable the access point that I have replaced as it links wirelessly to 3 others. Can I plug in a cable from the access point to my RT-N66U and get it to access the internet via my router? I have no access to the existing wireless access point, and don't want to reset it as it's not mine. There is another router situated in the roof somewhere which I also have no access to, but it's supplying my RT-N66U internet and I most definitely have a double-nat, which although isn't the best way of doing things I am limited with what I can do. Any suggestions on routing tables, vlans etc would be helpful, but I have no experience in these fields before - but I know the tomato firmware can cater for this. My router is set to IP 10.0.1.1 and dhcp is 10.0.1.100-200 The wireless access point address was 192.168.1.2 but this was assigned by the router in the roof which has the address 192.168.1.1. There is a cable from this router going to a wall socket which I now have my RT-N66u attached to via the WAN port. I understand it's scruffy and it isn't the way to do things but I have tried to ask for the admin details but as the wireless network is looked after by a third party and nobody knows their details I am stuck with this dilemma. I could buy three wireless access points and replace the existing but this isn't what I want to do, and although I have installed plenty of DD-WRT wireless repeater bridges they simply don't work here for some unknown reason. The phone line here is very noisy too and I don't have the rights to install ADSL in a building that isn't mine, and 3G coverage isn't good enough either. Thanks for your time

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • Setting alias for DynDNS domain

    - by metalball
    Hey all, I've created DynDNS domain for testing my local sites, and i'm having trouble with pointing to root domain. From my registrar (GoDaddy) I've created a CNAME for www to point my example.dyndns.com so going to url www.example.com I'm reaching my site. But if I'm going to example.com I'm reaching to the IP of the A record. I can't set the IP for the A record to be my IP because I have dynamic IP, and it changes constatly, and I can't point the A record to domain, only IP. When trying to create CNAME record @ to point example.dyndns.com I'm getting error "A record of a different type exists for the hostname @, could not create CNAME" The only record using the '@' host are NS record, which I can't delete, and when tried to set another NS record with @ point to example.dyndns.com, I've lost connection to my site :) So what can I do to get example.com url reach my site? Thanx!

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  • 802.11N Windows XP Clients Unable to See Each Other

    - by zippy_raggle
    I am attempting to update my wireless network from 802.11g to 802.11n. When connected to the 'G' access point, the client laptops (there are 7 running Windows XP) are able to connect and browse the network for each other. When I connect them to the 'N' access point they can see the access point, but not the rest of the network. I tried swapping out the access point with a wireless router, but this did not change anything. I verified in both the AP and the router that isolation was turned off. Searching the web has not turned up any other ideas. The manuals don't show anything either. Why can't my wireless client nodes see each other on the 'N' network?

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  • Get to Know a Candidate (18 of 25): Jack Fellure&ndash;Prohibition Party

    - by Brian Lanham
    DISCLAIMER: This is not a post about “Romney” or “Obama”. This is not a post for whom I am voting.  Information sourced for Wikipedia.  NOTE:  I apologize for getting this entry out of order. Fellure (born October 3, 1931) is an American perennial political candidate and retired engineer.  Fellure has formally campaigned for President of the United States in every presidential election since 1988 as a member of the Republican Party. He asserts on his campaign website that his platform based on the 1611 Authorized King James Bible has never changed. As a candidate, he calls for the elimination of the liquor industry, abortion and pornography, and advocates the teaching of the Bible in public schools and criminalization of homosexuality. He has blamed the ills of society on those he has characterized as "atheists, Marxists, liberals, queers, liars, draft dodgers, flag burners, dope addicts, sex perverts and anti-Christians." After another run in 2008, Fellure initially ran for the Republican Party's 2012 presidential nomination. He then decided to seek the nomination of the Prohibition Party at the party's national convention in Cullman, Alabama The Prohibition Party (PRO) is a political party in the United States best known for its historic opposition to the sale or consumption of alcoholic beverages. It is the oldest existing third party in the US. The party was an integral part of the temperance movement. While never one of the leading parties in the United States, it was once an important force in the politics of the United States during the late 19th century and the early years of the 20th century. It has declined dramatically since the repeal of Prohibition in 1933. The party earned only 643 votes in the 2008 presidential election. The Prohibition Party advocates a variety of socially conservative causes, including "stronger and more vigorous enforcement of laws against the sale of alcoholic beverages and tobacco products, against gambling, illegal drugs, pornography, and commercialized vice." Fellure has Ballot Access in: LA Learn more about Jack Fellure and Prohibition Party on Wikipedia.

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • Apache2 + Php + Pthreads HowTos

    - by Drug
    04 LTS 64 bit. What I would really love to do is sudo apt-get install libapache2-mod-php5 but compile PHP with --enable-maintainer-zts so I could later install pthreads with pecl install pthreads. Sadly I understand that it is not possible. I know that the easiest way is to recompile PHP together with apache support and zts. However I really like the way the standard Ubuntu PHP package is configured and I am used to the path`s for CLI php.ini config, Apache php.ini config and other paths for modules and files that this Ubuntu package defines. So i just want to change the package source a little bit and install it. # Get the stuff necessary to build the package sudo apt-get build-dep php5-common # Get the package source sudo apt-get source php5-common At this point I am getting sources not for the php5-common package but the whole php5 package. If I would sudo make && make install at this point, would it mean that I am installing a lot of unnecessary stuff? # Add configuration options ./configure --enable-maintainer-zts Does this mean that I am appending a configuration option? Or am I generating a whole new config? Alternative at this point Is there a way of getting the config options that this package defines, so that I can grab a php source from php.net and compile it with $ ./configure --prefix=package_prefix \ // Option 1 from package --enable-embed \ // Option 2 from package --with-regex=php \ // Option 3 from package Continuing the main idea ... Solution 1 # Compile (Not compiling) sudo make && make install Will I be building PHP with EVERYTHING at this point? If I compile like this, I will not be able to remove the mess I made using sudo apt-get purge php5? Solution 2 # ReCompile the package dpkg-buildpackage -rfakeroot -uc -b This does not compile also. Please correct my steps, so I can install everything correctly.

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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