Search Results

Search found 22879 results on 916 pages for 'case studies'.

Page 67/916 | < Previous Page | 63 64 65 66 67 68 69 70 71 72 73 74  | Next Page >

  • Why do programmers seem to be such bad spellers?

    - by Joel Etherton
    Programming languages are very precise tools based on explicit grammars. They're very picky, and when being used they require an exacting amount of detail. C#, for instance, is case sensitive so even getting the case of an argument wrong will cause an error. Questions asked all over the StackExchange are replete with misspellings, grammatical errors, and other problems that seem to indicate a lack of attention to detail when it comes to the language itself. Now, I understand there are a lot of programmers out there whose native language is not English, and I am not directing this question (rant one might say) at them. I'm referring to the individuals who are clearly from an English speaking background who refuse to pay attention to these simple details. I am not perfect by any means, but I try to use the language correctly so that my meaning will be understood correctly. I find programmers misspelling variable names, classes, and all manner of words in any kind of technical documentation they might write. I have had to withstand code where I am repeatedly referring to the subit[sic] button or HttpWebResponse reponse. The general complaint about bad spelling is one thing, and it will always be there. I accept that. But my question/comment is about the proclivity of bad spelling within the programming community. I would think that people who deal with such exacting tools to be more naturally predisposed towards proper spelling. Yet this doesn't seem to be the case.

    Read the article

  • unexpected EOF and end of document

    - by WASasquatch
    I have been fiddling with this code for a few days. Mind you I am a beginner. I just want to get my script to be able to download a remote file, and scan MineCraft plugins. I got the scan plugins to work, but I'm having two other issues. One, I can't get the mc_addplugin to work correctly, and I get a Unexpected EOF and unexpected end of document when running any other command besides mc_scanplugins or mc_start bash: -c: line 0: unexpected EOF while looking for matching `"' bash: -c: line 1: syntax error: unexpected end of file Help would be so much appreciated! Thanks in advance. #!/bin/bash # /etc/init.d/craftbukkit # version 0.9.1 2012-07-06 (YYYY-MM-DD) ### BEGIN INIT INFO # Provides: craftbukkit # Required-Start: $local_fs $remote_fs # Required-Stop: $local_fs $remote_fs # Should-Start: $network # Should-Stop: $network # Default-Start: 2 3 4 5 # Default-Stop: 0 1 6 # Short-Description: Starts craftbukkit server # Description: Starts and controls the craftbukkit server ### END INIT INFO # SETTINGS SERVICE='craftbukkit-1.2.5-R1.0.jar' OPTIONS='nogui' USERNAME='smith' # LIST ALL THE WORLDS IN YOUR CRAFTBUKKIT SERVER FOLDER WORLDS[1]='world' WORLDS[2]='world_nether' WORLDS[3]='world_the_end' WORLDS[4]='flat_world' MCPATH='/var/www/servers/Foundation' PLUGINSPATH='/var/www/servers/Foundation/plugins' TEMPPLUGINS='/var/www/servers/Foundationplugins/temp_plugins' BACKUPPATH='/var/www/servers/Foundation/backup' CPU_COUNT=2 INVOCATION="java -Xmx2024M -Xms2024M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=$CPU_COUNT -XX:+AggressiveOpts -jar $SERVICE $OPTIONS" ME=`whoami` as_user() { if [ $ME == $USERNAME ] ; then bash -c "$1" else su - $USERNAME -c "$1" fi } mc_start() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is already running!" else echo "Starting $SERVICE..." cd $MCPATH as_user "cd $MCPATH && screen -dmS craftbukkit $INVOCATION" sleep 7 if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is now running." else echo "Error! Could not start $SERVICE!" fi fi } mc_saveoff() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running... suspending saves" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"say The server is preforming a backup. Server going to read-only mode. Do not build...\"\015'" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"save-off\"\015'" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"save-all\"\015'" sync sleep 10 else echo "$SERVICE is not running. Not suspending saves." fi } mc_save() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running... Saving worlds..." as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"save-all\"\015'" sync sleep 10 echo "Save complete!" else echo "$SERVICE is not running. Cannot save!" fi } mc_saveon() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running... re-enabling saves" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"save-on\"\015'" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"say Server backup has completed. Server going to read-write mode. You can now continue building...\"\015'" else echo "$SERVICE is not running. Not resuming saves." fi } mc_stop() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "Stopping $SERVICE" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"say $SERVERNAME is shutting down in 30 seconds! Please stop what you are doing. Check back later, we'll be back!\"\015'" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"save-all\"\015'" sleep 30 as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"stop\"\015'" sleep 7 else echo "$SERVICE was not running." fi if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "Error! $SERVICE could not be stopped." else echo "$SERVICE is stopped." fi } mc_update() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running! Will not start update." else MC_SERVER_URL=http://dl.bukkit.org/latest-rb/craftbukkit.jar as_user "cd $MCPATH && wget -q -O $MCPATH/craftbukkit_server.jar.update $MC_SERVER_URL" if [ -f $MCPATH/craftbukkit_server.jar.update ] then if `diff $MCPATH/$SERVICE $MCPATH/craftbukkit_server.jar.update >/dev/null` then echo "You are already running the latest version of $SERVICE. Update anyway? [Y/n]" select yn in "Yes" "No"; do case $yn in Yes ) as_user "mv $MCPATH/$SERVICE $MCPATH/${SERVICE}_old.jar" as_user "mv $MCPATH/craftbukkit_server.jar.update $MCPATH/$SERVICE" echo "$SERVICE updated successfully!"; break;; No ) echo "The update was not installed! Removing temporary files and exiting..." as_user "rm $MCPATH/craftbukkit_server.jar.update" exit;; esac done else as_user "mv $MCPATH/$SERVICE $MCPATH/${SERVICE}_old.jar" as_user "mv $MCPATH/craftbukkit_server.jar.update $MCPATH/$SERVICE" echo "$SERVICE updated successfully!" fi else echo "$SERVICE update could not be downloaded." fi fi } mc_addplugin() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running! Please stop the service before adding a plugin." else echo "Paste the URL to the .JAR Plugin..." read JARURL JARNAME=$(basename "$JARURL") if [ -d "$TEMPPLUGINS" ] then as_user "cd $PLUGINSPATH && wget -r -A.jar $JARURL -o temp_plugins/$JARNAME" else as_user "cd $PLUGINSPATH && mkdir $TEMPPLUGINS && wget -r -A.jar $JARURL -o temp_plugins/$JARNAME" fi if [ -f "$TMPDIR/$JARNAME" ] then if [ -f "$PLUGINSPATH/$JARNAME" ] then if `diff $PLUGINSPATH/$JARNAME $TMPDIR/$JARNAME >/dev/null` then echo "You are already running the latest version of $JARNAME." else NOW=`date "+%Y-%m-%d_%Hh%M"` echo "Are you sure you want to overwrite this plugin? [Y/n]" echo "Note: Your old plugin will be moved to the "$TEMPPLUGINS" folder with todays date." select yn in "Yes" "No"; do case $yn in Yes ) as_user "mv $PLUGINSPATH/$JARNAME $TEMPPLUGINS/${JARNAME}_${NOW} && mv $TEMPPLUGINS/$JARNAME $PLUGINSPATH/$JARNAME"; break;; No ) echo "The plugin has not been installed! Removing temporary plugin and exiting..." as_user "rm $TEMPPLUGINS/$JARNAME"; exit;; esac done echo "Would you like to start the $SERVICE now? [Y/n]" select yn in "Yes" "No"; do case $yn in Yes ) mc_start; break;; No ) "$SERVICE not running! To start the service run: /etc/init.d/craftbukkit start"; exit;; esac done fi else echo "Are you sure you want to add this new plugin? [Y/n]" select yn in "Yes" "No"; do case $yn in Yes ) as_user "mv $PLUGINSPATH/$JARNAME $TEMPPLUGINS/${JARNAME}_${NOW} && mv $TEMPPLUGINS/$JARNAME $PLUGINSPATH/$JARNAME"; break;; No ) echo "The plugin has not been installed! Removing temporary plugin and exiting..." as_user "rm $TEMPPLUGINS/$JARNAME"; exit;; esac done echo "Would you like to start the $SERVICE now? [Y/n]?" select yn in "Yes" "No"; do case $yn in Yes ) mc_start; break;; No ) "$SERVICE not running! To start the service run: /etc/init.d/craftbukkit start"; exit;; esac done fi else echo "Failed to download the plugin from the URL you specified!" exit; fi fi } mc_scanplugins() { if [ "$(ls -A $PLUGINSPATH)" ] then shopt -s nullglob PLUGINS=($PLUGINSPATH/*.jar) i=1 for f in "${PLUGINS[@]}" do echo "${i}: $f" PLUGIN[$i]=$f i=$(( $i + 1 )) done echo "Enter the ID of a plugin you want removed, or any other key to cancel." read INPUT if [ ! -z "${INPUT##*[!0-9]*}" ] then if [ -f "${PLUGIN[INPUT]}" ] then echo "Removing plugin..." JAR=$(basename ${PLUGIN[INPUT]}) JARNAME=${JAR%.jar} as_user "rm -f ${PLUGIN[INPUT]}" sleep 2 as_user "cd $PLUGINSPATH && rm -rf ./${JARNAME}" if [ -f "${PLUGINSPATH}/${JARNAME}" ] then echo "Plugin folder could not be removed..." fi echo "Plugin removed." else echo "${PLUGIN[INPUT]}" echo "Invalid plugin! Does not exist! Canceling..." exit; fi else echo "Canceling..." exit; fi else echo "You have no plugins installed." exit; fi } mc_backup() { mc_saveoff for i in "${WORLDS[@]}"; do NOW=`date "+%Y-%m-%d_%Hh%M"` BACKUP_FILE="$BACKUPPATH/${i}_${NOW}.tar" echo "Backing up world: $i..." #as_user "cd $MCPATH && cp -r $i $BACKUPPATH/${i}_`date "+%Y.%m.%d_%H.%M""` as_user "tar -C \"$MCPATH\" -cf \"$BACKUP_FILE\" $i" done echo "Backing up $SERVICE" as_user "tar -C \"$MCPATH\" -rf \"$BACKUP_FILE\" $SERVICE" #as_user "cp \"$MCPATH/$SERVICE\" \"$BACKUPPATH/craftbukkit_server_${NOW}.jar\"" mc_saveon echo "Compressing backup..." as_user "tar -cvzf $BACKUPPATH/server_backup_${NOW}.tar.gz $MCPATH" echo "Backup has completed successfully." } mc_command() { command="$1"; if pgrep -u $USERNAME -f $SERVICE > /dev/null then pre_log_len=`wc -l "$MCPATH/server.log" | awk '{print $1}'` echo "$SERVICE is running... executing command" as_user "screen -p 0 -S craftbukkit -X eval 'stuff \"$command\"\015'" sleep .1 # assumes that the command will run and print to the log file in less than .1 seconds # print output tail -n $[`wc -l "$MCPATH/server.log" | awk '{print $1}'`-$pre_log_len] "$MCPATH/server.log" fi } #Start-Stop here case "$1" in start) mc_start ;; stop) mc_stop ;; restart) mc_stop mc_start ;; save) mc_save ;; update) mc_stop mc_backup mc_update mc_start ;; scanplugins) mc_scanplugins ;; addplugin) mc_addplugin ;; backup) mc_backup ;; status) if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running." else echo "$SERVICE is not running." fi ;; command) if [ $# -gt 1 ]; then shift mc_command "$*" else echo "Must specify server command (try 'help'?)" fi ;; *) echo "Usage: $0 {start|stop|update|backup|status|restart|command \"server command\"}" exit 1 ;; esac exit 0

    Read the article

  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

    Read the article

  • EF4 CPT5 Code First Remove Cascading Deletes

    - by Dane Morgridge
    I have been using EF4 CTP5 with code first and I really like the new code.  One issue I was having however, was cascading deletes is on by default.  This may come as a surprise as using Entity Framework with anything but code first, this is not the case.  I ran into an exception with some one-to-many relationships I had: Introducing FOREIGN KEY constraint 'ProjectAuthorization_UserProfile' on table 'ProjectAuthorizations' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. See previous errors. To get around this, you can use the fluent API and put some code in the OnModelCreating: 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Entity<UserProfile>() 4: .HasMany(u => u.ProjectAuthorizations) 5: .WithRequired(a => a.UserProfile) 6: .WillCascadeOnDelete(false); 7: } This will work to remove the cascading delete, but I have to use the fluent API and it has to be done for every one-to-many relationship that causes the problem. I am personally not a fan of cascading deletes in general (for several reasons) and I’m not a huge fan of fluent APIs.  However, there is a way to do this without using the fluent API.  You can in the OnModelCreating, remove the convention that creates the cascading deletes altogether. 1: protected override void OnModelCreating(System.Data.Entity.ModelConfiguration.ModelBuilder modelBuilder) 2: { 3: modelBuilder.Conventions.Remove<OneToManyCascadeDeleteConvention>(); 4: } Thanks to Jeff Derstadt from Microsoft for the info on removing the convention all together.  There is a way to build a custom attribute to remove it on a case by case basis and I’ll have a post on how to do this in the near future.

    Read the article

  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • ArchBeat Link-o-Rama for August 2, 2013

    - by OTN ArchBeat
    Podcast: Data Warehousing and Oracle Data Integrator - Part 2 Part to of the discussion about Data Warehousing and Oracle Data Integrator focuses on a discussion of how data warehousing is changing and the forces driving that change. Panelists for this discussion are Uli Bethke, Oracle ACE Director Cameron Lackpour, Oracle ACE Director (and guest producer) Gurcan Orhan, and Michael Rainey. Case Management In-Depth: Cases & Case Activities Part 1 – Acivity Scope | Mark Foster FMW solution architect Mark Foster kicks off a new series with a look at the decisions made on the scope of BPM process case activities. Video: Quick Intro to WebLogic Maven Plugin 12.1.2 | Mark Nelson This YouTube video by FMW solution architect Mark Nelson offers a quick introduction to the basics of installing and using the new Oracle WebLogic 12.1.2 Maven Plugin. Running the Managed Coherence Servers Example in WebLogic Server 12c | Tim Middleton FMW solution architect Tim Middleton shares the technical details on the new Managed Coherence Servers feature and outlines how you can run the sample application available with a WebLogic Server 12.1.2 install. What’s wrong with how we develop and deliver SOA Applications today? | Mark Nelson "When we arrive at the go-live day, we have a lot of fear and uncertainty," says solution architect Mark Nelson of the typical SOA practice. "We have no idea if the system is going to work in production. We have never tested it under a production-like load, and we have not really tested it for performance, longevity, etc." OTN Latin America Tour 2013 | Kai Yu Oracle ACE Director Kai Yu shares the session abstracts from his participation in the 2013 Oracle Technology Network Latin America conference tour, which made its way through OUG conferences in Ecuador, Guatemala, Panama, and Costa Rica. Webcast: Latest Security Innovations in Oracle Database 12c Oracle Database 12c includes more new security capabilities than any other release in Oracle history! In this webcast Roxana Bradescu (Director, Oracle Database Security Product Management) will discuss these capabilities and answer your questions. (Registration required.) Thought for the Day "The main goal in life career-wise should always be to try to get paid to simply be yourself." — Kevin Smith (Born August 2, 1970) Source: brainyquote.com

    Read the article

  • Fight for your rights as a video gamer.

    - by Chris Williams
    Soon, the U.S. Supreme Court may decide whether to hear a case that could have a lasting impact on computer and video games. The case before the Court involves a law passed by the state of California attempting to criminalize the sale of certain computer and video games. Two previous courts rejected the California law as unconstitutional, but soon the Supreme Court could have the final say. Whatever the Court's ruling, we must be prepared to continue defending our rights now and in the future. To do so, we need a large, powerful movement of gamers to speak with one voice and show that we won't sit back while lawmakers try to score political points by scapegoating video games and treating them differently than books, movies, and music. If the Court decides to hear the case, we're going to need thousands of activists like you who can help defend computer and video games by writing letters to editors, calling into talk radio stations, and educating Americans about our passion for and appreciation of computer and video games. You can help build this movement right now by inviting all your friends and fellow gamers to join the Video Game Voters Network. Use our simple tool to send an email to everyone you know asking them to stand up for gaming rights: http://videogamevoters.org/movement You can also help spread the word through Facebook and Twitter, or you can simply forward this email to everyone you know and ask them to sign up at videogamevoters.org. Time after time, courts continue to reject politicians' efforts to restrict the sale of computer and video games. But that doesn't mean the politicians will stop trying anytime soon -- in fact, it means they're likely to ramp up their efforts even more. To stop them, we must make it clear that gamers will continue to stand up for free speech -- and that the numbers are on our side. Help make sure we're ready and able to keep fighting for our gaming rights. Spread the word about the Video Game Voters Network right now: http://videogamevoters.org/movement Thank you. -- Video Game Voters Network

    Read the article

  • How to change CapsLock key to produce "a"?

    - by Pit
    While typing I often hit the CapsLock key instead of the a key. (QWERTZU keyboard) This is quite annoying because the moment I realise that I hit the wrong key, I will have to delete multiple character/lines of text an rewrite them in the right form. I am searching for a way to prevent this. I have found a possibility to disable the CapsLock key in Keyboard Layout Options. But this would in my case mean that instead of writing an a I would write nothing. Positive - I don't have to rewrite a whole line, but only one character Negative - It's not that obvious that I hit the wrong key, as a missing character is not perceivable as an upper-case line of text. I would therefore prefer a possibility to map CapsLock to a . Thus when hitting CapsLock an a character would be written. Positive - If I hit CapsLock instead of a I get the output I actually wanted to type. Negative - If I hit CapsLock in any other context I will get an a character. As I don't ever intentionally use the CapsLock key this would not really pose a problem. (I think, or does it?) My Question: So how do I change to a ? And is there any case where this could be dangerous/provoke unwanted behaviour?

    Read the article

  • When to use http status code 404

    - by Sybiam
    I am working on a project and after arguing with people at work for about more than a hour. I decided to know what people on stack-exchange might say. We're writing an API for a system, there is a query that should return a tree of Organization or a tree of Goals. The tree of Organization is the organization in which the user is present, In other words, this tree should always exists. In the organization, a tree of goal should be always present. (that's where the argument started). In case where the tree doesn't exist, my co-worker decided that it would be right to answer response with status code 200. And then started asking me to fix my code because the application was falling apart when there is no tree. I'll try to spare flames and fury. I suggested to raise a 404 error when there is no tree. It would at least let me know that something is wrong. When using 200, I have to add special check to my response in the success callback to handle errors. I'm expecting to receive an object, but I may actually receive an empty response because nothing is found. It sounds totally fair to mark the response as a 404. And then war started and I got the message that I didn't understand HTTP status code schema. So I'm here and asking what's wrong with 404 in this case? I even got the argument "It found nothing, so it's right to return 200". I believe that it's wrong since the tree should be always present. If we found nothing and we are expecting something, it should be a 404. Extra Also, I believe the best answer to the problem is to create default objects when organizations are created, having no tree shouldn't be a valid case and should be seen as an undefined behavior. There is no way an account can be used without both trees. For that reasons, they should be always present.

    Read the article

  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

    Read the article

  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

    Read the article

  • Is '@' Error Suppression a Valid Technique for Testing for an Optional Array Key?

    - by MikeSchinkel
    Rarst and I were debating offline about the use of the '@' error suppression operator in PHP, specifically for use to test for existence of "optional" array keys, i.e. array keys that are being used as a switch here a their lack of existence in the array is functionally equivalent to the array having the key with a value equaling false. Here is pseudo-code for this scenario: function do_something( $args = array() ) { if ( @$args['switch'] ) { // Do something with this switch } // continue on... } vs. this approach: function do_something( $args = array() ) { if ( ! empty( $args['switch'] ) && $args['switch'] ) { // Do something with this switch } // continue on... } Of course in most use-cases, suppressing errors would not be A Good Thing(tm). However in this use-case where an array is passed with an optional element, it seems to me that it is actually a very good technique but I could be wrong and would like to hear other's opinions on the subject before I make up my mind. I do know that there are alleged performance hits for using the former approach but I'd like to know how they compare with the alternative and if they performance hits really matter in real world scenarios? P.S. I decided to post this because, after debating this offline with Rarst, he asked a more general question here on Programmers but didn't actually give a detailed example of the specific use-case we were debating. And since I'm pretty sure he'll want to use the out-of-context answers on that other question as justification for why the above is "bad" I decided I needed to get opinions on this specific use-case.

    Read the article

  • Will a polled event system cause lag for a server?

    - by Milo
    I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } It waits up to 1000 milliseconds for an event. If I'm hosting say 75 event driven card games and a lobby on the same thread as this code, will it cause any problems. If my understanding is correct, the process will simply sleep until there is an event, when there is one, it will process the event then come back here where potentially 5 or so events have queued up since so enet_host_services would return right away and not cause lag. I have been advised not to use multiple threads, will that be alright like this? Thanks

    Read the article

  • Better way to generate enemies of different sub-classes

    - by KDiTraglia
    So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether an enemy is a specific type, but in Java I have found no easier way than this monstrosity... //Must be a better way to do this if ( enemy.class.isAssignableFrom(Ninja.class) ) { ... } My partner on the project saw these and changed them to use an enum system instead public class Ninja extends Enemy { //EnemyType is an enum containing all our enemy types public EnemyType = EnemyTypes.NINJA; } if (enemy.EnemyType = EnemyTypes.NINJA) { ... } I also have found no way to generate enemies on varying probabilities besides this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { enemy = createEnemy(types.getEnemyType()); break; } } private static Enemy createEnemy(EnemyType type) { switch (type) { case NINJA: return new Ninja(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case GORILLA: return new Gorilla(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case TREX: return new TRex(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); //etc } return null } I know java is a little weak at dynamic object creation, but is there a better way to implement this in a way such like this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { //Change enemyTypes to hold the classes of the enemies I can spawn enemy = types.getEnemyType().class.newInstance() break; } } Is the above possible? How would I declare enemyTypes to hold the classes if so? Everything I have tried so far as generated compile errors and general frustration, but I figured I might ask here before I completely give up to the huge mass that is the createEveryEnemy() method. All the enemies do inherit from the Enemy class (which is what the enemy variable is declared as). Also is there a better way to check which type a particular enemy that is shorter than enemy.class.isAssignableFrom(Ninja.class)? I'd like to ditch the enums entirely if possible, since they seem repetitive when the class name itself holds that information.

    Read the article

  • Is zip's encryption really bad?

    - by Nifle
    The standard advice for many years regarding compression and encryption has been that the encryption strength of zip is bad. Is this really the case in this day and age? I read this article about WinZip (it has had the same bad reputation). According to that article the problem is removed provided you follow a few rules when choosing your password. At least 12 characters in length Be random not contain any dictionary, common words or names At least one Upper Case Character Have at least one Lower Case Character Have at least one Numeric Character Have at least one Special Character e.g. $,£,*,%,&,! This would result in roughly 475,920,314,814,253,000,000,000 possible combinations to brute force Please provide recent (say past five years) links to back up your information.

    Read the article

  • Configuring log4j on weblogic server for web applications.

    - by adejuanc
    To configure Weblogic server : 1.- Read the following link : How to Use Log4j with WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html#wp1014610 Here the step by step : 2.- Go to WL_HOME/server/lib and copy wllog4j.jar to the server CLASSPATH, to do this copy the file into DOMAIN_NAME/lib 3.- Download log4j jar (in my case I had not the file) from http://logging.apache.org/log4j/1.2/download.html , in this case the last available version is log4j-1.2.17.jar, and copy the file into DOMAIN_NAME/lib (As step 2). 4.- In this case I activate log4j using WLST (Weblogic Scripting Tool), as bellow : 4.1 .- As you're using windows, execute a terminal window and go to DOMAIN_NAME/bin and run the file setDomainEnv.cmd (this file will set the environment to run java). 4.2 .- Execute the following comands : C:\>java weblogic.WLST wls:/offline> connect('username','password') wls:/mydomain/serverConfig> edit() wls:/mydomain/edit> startEdit() wls:/mydomain/edit !> cd("Servers/$YOUR_SERVER_NAME/Log/$YOUR_SERVER_NAME" wls:/mydomain/edit/Servers/myserver/Log/myserver !> cmo.setLog4jLoggingEnabled(true) wls:/mydomain/edit/Servers/myserver/Log/myserver !> save() wls:/mydomain/edit/Servers/myserver/Log/myserver !> activate() you can use ls() to list the objects under the WLS directory this will activate log4j to use it with WLS. Configuring WebLogic Logging Services http://download.oracle.com/docs/cd/E12840_01/wls/docs103/logging/config_logs.html To configure applications : 1. Create a log4j.properties file as bellow log4j.debug=TRUE log4j.rootLogger=INFO, R log4j.appender.R=org.apache.log4j.RollingFileAppender log4j.appender.R.File=/home/server.log log4j.appender.R.MaxFileSize=100KB log4j.appender.R.MaxBackupIndex=5 log4j.appender.R.layout=org.apache.log4j.PatternLayout log4j.appender.R.layout.ConversionPattern=%d{yyyy-MM-dd HH:mm:ss.SSSS} %p %t %c – %m%n 2. Copy the file to /WEB-INF/classes directory. of your application. 3.- implement also the last action provided to activate log4j on WLS

    Read the article

  • OpenWorld Suggest-a-Session Voting on Oracle Mix now OPEN!

    - by keith.laker
    Last year the Oracle OpenWorld team decided to use Oracle Mix as a way to select some of the papers for OpenWorld and this year we are following the same process. The majority of papers for this year's conference have already been selected, however, there are some presentation slots still available so the OpenWorld team are giving you the chance to vote on which papers you want to see at this year's OpenWorld conference.The voting process has just opened and will close on June 20. I did a quick search on the list of sessions one paper really caught my eye: Case Study: Real-Time data warehousing and fraud detection with Oracle 11gR2 by Dr. Holger Friedrich. As a data warehouse product manager I would love to see this paper selected. I have attended a number of presentations over the years given by Holger and he is an excellent, knowledgeable and entertaining presenter. The subject area is, for me, very interesting as it covers topics that I know are important to our customers and this case study highlights the innovative use of key database features. I would strongly encourage everyone to please vote for this paper. You can vote for Holger's presentation by going here:https://mix.oracle.com/oow10/proposals/10566-case-study-real-time-data-warehousing-and-fraud-detection-with-oracle-11gr2There are some rules relating to the voting process and these are all explained here: https://mix.oracle.com/oow10/faqA Quick Overview of the voting rules?1) You have to a member of the Oracle Mix communityBut membership is free! To sign up for a Mix account and you are one your way. You can sign-up by clicking on the "Create an Account" link in the top right corner of the Oracle Mix home page: https://mix.oracle.com/2) You have to vote for 3 different papersBased on last year’s voting pattern, the Mix team found that a number of participants were only voting for their own sessions. This year voters are required to vote on at least three sessions. How do I find the list of presentations? The full list of all available presentations is here: https://mix.oracle.com/oow10/proposalsGood luck and happy voting. Look forward to seeing you all at OpenWorld.

    Read the article

  • Clone Windows 7 to bootable USB disk

    - by Geziefer
    I saw some posts here having a similar topic, but I haven't quite found what I am looking for. All I need to do is transfer my Windows 7 (Professional, 64bit) which is installed on an internal disk on my Dell Latitude laptop to an external USB disk in order to have my original system available for booting while installing a new system on the internal disk, which is essential since I need a working project environment for work in case the new system takes some days until fully completed. I already tried a disk clone with Acronis and Clonezilla, but in the 1st case it didn't even booted the clone and in the 2nd case it booted, but stopped with a bluescreen (and rebooted too fast to be able to see any error code). So has someone done successfully what I am trying to do and can help me out here?

    Read the article

  • localhost name error with linux machines

    - by coderex
    Hi, CASE 1: I have a Ubuntu machine with name midhun.local I can access this in http://midhun.local/svn ... But its can't access from other machines(both Windows and Linux) through this host name. But it works with http://192.168.1.192/svn CASE 2: I have a another machine(windows) having the host-name myname:555 In this case i can access https://myname:555/svn from other windows machines with the same URL. But if am trying to access from the a Linux machine it will not work with the same URL instead of that https://192.1.168.111:555/svn will work. How can I solve the problem. I need to access via the same name from cross domain. How is it possible in LAN Thanks in advance!!

    Read the article

  • foobar.com working, but www.foobar.com not working?

    - by dpmattingly
    I am setting up a web site for a client. She is using GoDaddy for domain registration, and a hosting company I have never used before. After setting up the nameservers on GoDaddy's side, the address foobar.com (for example) is correctly directing to the new site. However, the address www.foobar.com is redirecting to a 404 page on the hosting company's side. I've been dealing with customer service on the hosting side, and they have told me various things including wait for DNS propagation (which has obviously happened since the 404 page is on their side), and to make sure that the nameservers on GoDaddy's side were entered in lower case instead of upper case (which I know doesn't matter since nameservers are case insensitive). I think I'm getting the runaround from the hosting company, but the client had signed up with them before I came to the project, so if possible I'd like to resolve this issue with them before we start treating it as a loss. Does anybody know what could cause foobar.com to resolve correctly but www.foobar.com to not resolve? How would I best be able to suggest a fix to this through the technical support channels of a hosting company?

    Read the article

  • Parallelize incremental processing in Tabular #ssas #tabular

    - by Marco Russo (SQLBI)
    I recently came in a problem trying to improve the parallelism of Tabular processing. As you know, multiple tables can be processed in parallel, whereas the processing of several partitions within the same table cannot be parallelized. When you perform an incremental update by adding only new rows to existing table, what you really do is adding rows to a partition, so adding rows to many tables means adding rows to several partitions. The particular condition you have in this case is that every partition in which you add rows belongs to a different table. Adding rows implies using the ProcessAdd command; its QueryBinding parameter specifies a SQL syntax to read new rows, otherwise the original query specified for the partition will be used, and it could generate duplicated data if you don’t have a dynamic behavior on the SQL side. If you create the required XMLA code manually, you will find that the QueryBinding node that should be part of the ProcessAdd command has to be moved out from ProcessAdd in case you are using a Batch command with more than one Process command (which is the reason why you want to use a single batch: run multiple process operations in parallel!). If you use AMO (Analysis Management Objects) you will find that this combination is not supported, even if you don’t have a syntax error compiling the code, but you might obtain this error at execution time: The syntax for the 'Process' command is incorrect. The 'Bindings' keyword cannot appear under a 'Process' command if the 'Process' command is a part of a 'Batch' command and there are more than one 'Process' commands in the 'Batch' or the 'Batch' command contains any out of line related information. In this case, the 'Bindings' keyword should be a part of the 'Batch' command only. If this is happening to you, the best solution I’ve found is manipulating the XMLA code generated by AMO moving the Binding nodes in the right place. A more detailed description of the issue and the code required to send a correct XMLA batch to Analysis Services is available in my article Parallelize ProcessAdd with AMO. By the way, the same technique (and code) can be used also if you have the same problem in a Multidimensional model.

    Read the article

  • How to Rotate different data in days of the week in php [migrated]

    - by shihon
    I am working on a project in which i have to distribute different ad's per day, the ad's in form of array are: $ad = array( 'attribute1_value' => "12", 'attribute2_value' => "xyz", 'attribute3_value' => 'http://example.com', 'attribute4_value' => 'data'); The logic i am using with switch case : $day = date('w',time()); switch ($day) { case '0': if($day == '0') { $count = 0; echo $ad; $count++; } else { $count = 7; echo $ad; } break; case '1': if($day == '1') { $count = 1; echo $ad; $count++; } else { $count = 8; echo $ad; } break; Problem is if i have ~15 ad's then i want to distribute ad/day, date('w') output's the present day but after day 7 i.e saturday, on sunday ad number 8 initiate. I have to implement this scenario using date function. Also i have to send ad's to those user who are not experience this ad before. I am not expert in php, as a beginner working in php/mysql. Kindly help me to improve this concept

    Read the article

  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

    Read the article

  • Go/Obj-C style interfaces with ability to extend compiled objects after initial release

    - by Skrylar
    I have a conceptual model for an object system which involves combining Go/Obj-C interfaces/protocols with being able to add virtual methods from any unit, not just the one which defines a class. The idea of this is to allow Ruby-ish open classes so you can take a minimalist approach to library development, and attach on small pieces of functionality as is actually needed by the whole program. Implementation of this involves a table of methods marked virtual in an RTTI table, which system functions are allowed to add to during module initialization. Upon typecasting an object to an interface, a Go-style lookup is done to create a vtable for that particular mapping and pass it off so you can have comparable performance to C/C++. In this case, methods may be added /afterwards/ which were not previously known and these new methods allow newer interfaces to be satisfied; while I like this idea because it seems like it would be very flexible (disregarding the potential for spaghetti code, which can happen with just about any model you use regardless). By wrapping the system calls for binding methods up in a set of clean C-compatible calls, one would also be able to integrate code with shared libraries and retain a decent amount of performance (Go does not do shared linking, and Objective-C does a dynamic lookup on each call.) Is there a valid use-case for this model that would make it worth the extra background plumbing? As much as this Dylan-style extensibility would be nice to have access to, I can't quite bring myself to a use case that would justify the overhead other than "it could make some kinds of code more extensible in future scenarios."

    Read the article

  • Can I build a laptop from scratch?

    - by Ciaran
    I've been looking at this as the same approach as building a desktop computer from scratch but I've never really come across the core things. Can I buy a laptop "case"? Can I buy a motherboard/PSU to fit that case? Can I choose a CPU fan? What are my battery options? Obviously taking into consideration the case. Why isn't this as easy as putting together a desktop computer? Shouldn't there be standards such as ATX? If they exist, what are they?

    Read the article

< Previous Page | 63 64 65 66 67 68 69 70 71 72 73 74  | Next Page >