Search Results

Search found 5609 results on 225 pages for 'modifier keys'.

Page 72/225 | < Previous Page | 68 69 70 71 72 73 74 75 76 77 78 79  | Next Page >

  • SQL SERVER – Guest Post – Architecting Data Warehouse – Niraj Bhatt

    - by pinaldave
    Niraj Bhatt works as an Enterprise Architect for a Fortune 500 company and has an innate passion for building / studying software systems. He is a top rated speaker at various technical forums including Tech·Ed, MCT Summit, Developer Summit, and Virtual Tech Days, among others. Having run a successful startup for four years Niraj enjoys working on – IT innovations that can impact an enterprise bottom line, streamlining IT budgets through IT consolidation, architecture and integration of systems, performance tuning, and review of enterprise applications. He has received Microsoft MVP award for ASP.NET, Connected Systems and most recently on Windows Azure. When he is away from his laptop, you will find him taking deep dives in automobiles, pottery, rafting, photography, cooking and financial statements though not necessarily in that order. He is also a manager/speaker at BDOTNET, Asia’s largest .NET user group. Here is the guest post by Niraj Bhatt. As data in your applications grows it’s the database that usually becomes a bottleneck. It’s hard to scale a relational DB and the preferred approach for large scale applications is to create separate databases for writes and reads. These databases are referred as transactional database and reporting database. Though there are tools / techniques which can allow you to create snapshot of your transactional database for reporting purpose, sometimes they don’t quite fit the reporting requirements of an enterprise. These requirements typically are data analytics, effective schema (for an Information worker to self-service herself), historical data, better performance (flat data, no joins) etc. This is where a need for data warehouse or an OLAP system arises. A Key point to remember is a data warehouse is mostly a relational database. It’s built on top of same concepts like Tables, Rows, Columns, Primary keys, Foreign Keys, etc. Before we talk about how data warehouses are typically structured let’s understand key components that can create a data flow between OLTP systems and OLAP systems. There are 3 major areas to it: a) OLTP system should be capable of tracking its changes as all these changes should go back to data warehouse for historical recording. For e.g. if an OLTP transaction moves a customer from silver to gold category, OLTP system needs to ensure that this change is tracked and send to data warehouse for reporting purpose. A report in context could be how many customers divided by geographies moved from sliver to gold category. In data warehouse terminology this process is called Change Data Capture. There are quite a few systems that leverage database triggers to move these changes to corresponding tracking tables. There are also out of box features provided by some databases e.g. SQL Server 2008 offers Change Data Capture and Change Tracking for addressing such requirements. b) After we make the OLTP system capable of tracking its changes we need to provision a batch process that can run periodically and takes these changes from OLTP system and dump them into data warehouse. There are many tools out there that can help you fill this gap – SQL Server Integration Services happens to be one of them. c) So we have an OLTP system that knows how to track its changes, we have jobs that run periodically to move these changes to warehouse. The question though remains is how warehouse will record these changes? This structural change in data warehouse arena is often covered under something called Slowly Changing Dimension (SCD). While we will talk about dimensions in a while, SCD can be applied to pure relational tables too. SCD enables a database structure to capture historical data. This would create multiple records for a given entity in relational database and data warehouses prefer having their own primary key, often known as surrogate key. As I mentioned a data warehouse is just a relational database but industry often attributes a specific schema style to data warehouses. These styles are Star Schema or Snowflake Schema. The motivation behind these styles is to create a flat database structure (as opposed to normalized one), which is easy to understand / use, easy to query and easy to slice / dice. Star schema is a database structure made up of dimensions and facts. Facts are generally the numbers (sales, quantity, etc.) that you want to slice and dice. Fact tables have these numbers and have references (foreign keys) to set of tables that provide context around those facts. E.g. if you have recorded 10,000 USD as sales that number would go in a sales fact table and could have foreign keys attached to it that refers to the sales agent responsible for sale and to time table which contains the dates between which that sale was made. These agent and time tables are called dimensions which provide context to the numbers stored in fact tables. This schema structure of fact being at center surrounded by dimensions is called Star schema. A similar structure with difference of dimension tables being normalized is called a Snowflake schema. This relational structure of facts and dimensions serves as an input for another analysis structure called Cube. Though physically Cube is a special structure supported by commercial databases like SQL Server Analysis Services, logically it’s a multidimensional structure where dimensions define the sides of cube and facts define the content. Facts are often called as Measures inside a cube. Dimensions often tend to form a hierarchy. E.g. Product may be broken into categories and categories in turn to individual items. Category and Items are often referred as Levels and their constituents as Members with their overall structure called as Hierarchy. Measures are rolled up as per dimensional hierarchy. These rolled up measures are called Aggregates. Now this may seem like an overwhelming vocabulary to deal with but don’t worry it will sink in as you start working with Cubes and others. Let’s see few other terms that we would run into while talking about data warehouses. ODS or an Operational Data Store is a frequently misused term. There would be few users in your organization that want to report on most current data and can’t afford to miss a single transaction for their report. Then there is another set of users that typically don’t care how current the data is. Mostly senior level executives who are interesting in trending, mining, forecasting, strategizing, etc. don’t care for that one specific transaction. This is where an ODS can come in handy. ODS can use the same star schema and the OLAP cubes we saw earlier. The only difference is that the data inside an ODS would be short lived, i.e. for few months and ODS would sync with OLTP system every few minutes. Data warehouse can periodically sync with ODS either daily or weekly depending on business drivers. Data marts are another frequently talked about topic in data warehousing. They are subject-specific data warehouse. Data warehouses that try to span over an enterprise are normally too big to scope, build, manage, track, etc. Hence they are often scaled down to something called Data mart that supports a specific segment of business like sales, marketing, or support. Data marts too, are often designed using star schema model discussed earlier. Industry is divided when it comes to use of data marts. Some experts prefer having data marts along with a central data warehouse. Data warehouse here acts as information staging and distribution hub with spokes being data marts connected via data feeds serving summarized data. Others eliminate the need for a centralized data warehouse citing that most users want to report on detailed data. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Best Practices, Business Intelligence, Data Warehousing, Database, Pinal Dave, PostADay, Readers Contribution, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

    Read the article

  • Base class -> Derived class and vice-versa conversions in C++

    - by Ivan Nikolaev
    Hi! I have the following example code: #include <iostream> #include <string> using namespace std; class Event { public: string type; string source; }; class KeyEvent : public Event { public: string key; string modifier; }; class MouseEvent : public Event { public: string button; int x; int y; }; void handleEvent(KeyEvent e) { if(e.key == "ENTER") cout << "Hello world! The Enter key was pressed ;)" << endl; } Event generateEvent() { KeyEvent e; e.type = "KEYBOARD_EVENT"; e.source = "Keyboard0"; e.key = "SPACEBAR"; e.modifier = "none"; return e; } int main() { KeyEvent e = generateEvent(); return 0; } I can't compile it, G++ throws an error of kind: main.cpp: In function 'int main()': main.cpp:47:29: error: conversion from 'Event' to non-scalar type 'KeyEvent' requested I know that the error is obvious for C++ guru's, but I can't understand why I can't do the conversion from base class object to derived one. Can someone suggest me the solution of the problem that I have? Thx in advice

    Read the article

  • VS2010: "Select Resource" dialog & resx location

    - by Dav
    Got two issues with the VS2010 / VS2008 select resource dialog - the one that appears when you want to add an image to a button in a WinForms app for example. Give me my files back! It only seems to see the default project resources file (Properties\Resources.resx), and resx files in project root (say MyProject\famfamfam.resx). We have quite a few icons all over the app, and because some of them come from different icon sets (like famfamfam), and some are related to this project only we'd like to keep them separate. For that same reason (keeping solution neat & tidy) we want to store these extra resource files in the Resources folder (eg. Resources\famfamfam.resx). However, we'd also like to keep using the Select Resource dialog :-) Because it does not see the 'extra' resource files, we're having to select a 'fake' icon now (from the global Resources.resx file) and then manually change that to reference the right icon in .Designer.cs. As you can imagine, this is a pain. Stop modifying my files! Second issue is a bit more annoying. We use the excellent MultiLang add-in for Visual Studio to globalize our app. It stores its translations in MultiLang.resx & MultiLang.XY.resx files in the project root, where XY is a language code, eg. .cs.resx for Czech. These have to be set to No code generation access modifier. What Select Resource seems to be doing is set all .resx files it can find to Internal. Exec summary Is there a way to convince Select Resource dialog to look for extra .resx files anywhere besides the project root? Is there any way to stop it from modifying the access modifier of the resources it does see (other than file a bug with MS)? Thanks in advance for any suggestions!

    Read the article

  • Single Key Multiple Values Data Structure for one to many mapping

    - by nijhawan.saurabh
    Dictionaries are good, they are great to store Key / Value pairs but what if you want to store multiple values for a single key? Dictionaries would not allow duplicate keys. I came across a nice way to represent such a Data Structure using one of the Extension Method (ToLookup) present in System.Linq Namespace which converts an IEnumerable<T> to an ILookup<TKey, TElement>.   Now, there are two parameters this method expects (The other overload expects 3 parameters): IEnumerable<TSource> - This list would contain the actual data. Func<TSource, TKey> keySelector - The Delegate which which computes the keys   The method returns the following: ILookup<TKey, TElement>   This DS would store Keys and multiple values along those keys.   Let's see a small example:        12  using System;    13     using System.Collections.Generic;    14     using System.Linq;    15     16     /// <summary>    17     /// </summary>    18     internal class Program    19     {    20         #region Methods    21     22         /// <summary>    23         /// </summary>    24         /// <param name="args">    25         /// The args.    26         /// </param>    27         private static void Main(string[] args)    28         {    29             // Create an array of strings.    30             var list = new List<string> { "IceCream1", "Chocolate Moose", "IceCream2" };    31     32             // Generate a lookup Data Structure    33             ILookup<int, string> lookupDs = list.ToLookup(item => item.Length);    34     35           // Enumerate groupings.    36             foreach (var group in lookupDs)    37             {    38                 foreach (string element in group)    39                 {    40                     Console.WriteLine(element);    41                 }    42             }    43         } Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • Perceptron Classification and Model Training

    - by jake pinedo
    I'm having an issue with understanding how the Perceptron algorithm works and implementing it. cLabel = 0 #class label: corresponds directly with featureVectors and tweets for m in range(miters): for point in featureVectors: margin = answers[cLabel] * self.dot_product(point, w) if margin <= 0: modifier = float(lrate) * float(answers[cLabel]) modifiedPoint = point for x in modifiedPoint: if x != 0: x *= modifier newWeight = [modifiedPoint[i] + w[i] for i in range(len(w))] w = newWeight self._learnedWeight = w This is what I've implemented so far, where I have a list of class labels in answers and a learning rate (lrate) and a list of feature vectors. I run it for the numbers of iterations in miter and then get the final weight at the end. However, I'm not sure what to do with this weight. I've trained the perceptron and now I have to classify a set of tweets, but I don't know how to do that. EDIT: Specifically, what I do in my classify method is I go through and create a feature vector for the data I'm given, which isn't a problem at all, and then I take the self._learnedWeight that I get from the earlier training code and compute the dot-product of the vector and the weight. My weight and feature vectors include a bias in the 0th term of the list so I'm including that. I then check to see if the dotproduct is less than or equal to 0: if so, then I classify it as -1. Otherwise, it's 1. However, this doesn't seem to be working correctly.

    Read the article

  • Performance of delegate and method group

    - by BlueFox
    Hi I was investigating the performance hit of creating Cachedependency objects, so I wrote a very simple test program as follows: using System; using System.Collections.Generic; using System.Diagnostics; using System.Web.Caching; namespace Test { internal class Program { private static readonly string[] keys = new[] {"Abc"}; private static readonly int MaxIteration = 10000000; private static void Main(string[] args) { Debug.Print("first set"); test7(); test6(); test5(); test4(); test3(); test2(); Debug.Print("second set"); test2(); test3(); test4(); test5(); test6(); test7(); } private static void test2() { DateTime start = DateTime.Now; var list = new List<CacheDependency>(); for (int i = 0; i < MaxIteration; i++) { list.Add(new CacheDependency(null, keys)); } Debug.Print("test2 Time: " + (DateTime.Now - start)); } private static void test3() { DateTime start = DateTime.Now; var list = new List<Func<CacheDependency>>(); for (int i = 0; i < MaxIteration; i++) { list.Add(() => new CacheDependency(null, keys)); } Debug.Print("test3 Time: " + (DateTime.Now - start)); } private static void test4() { var p = new Program(); DateTime start = DateTime.Now; var list = new List<Func<CacheDependency>>(); for (int i = 0; i < MaxIteration; i++) { list.Add(p.GetDep); } Debug.Print("test4 Time: " + (DateTime.Now - start)); } private static void test5() { var p = new Program(); DateTime start = DateTime.Now; var list = new List<Func<CacheDependency>>(); for (int i = 0; i < MaxIteration; i++) { list.Add(() => { return p.GetDep(); }); } Debug.Print("test5 Time: " + (DateTime.Now - start)); } private static void test6() { DateTime start = DateTime.Now; var list = new List<Func<CacheDependency>>(); for (int i = 0; i < MaxIteration; i++) { list.Add(GetDepSatic); } Debug.Print("test6 Time: " + (DateTime.Now - start)); } private static void test7() { DateTime start = DateTime.Now; var list = new List<Func<CacheDependency>>(); for (int i = 0; i < MaxIteration; i++) { list.Add(() => { return GetDepSatic(); }); } Debug.Print("test7 Time: " + (DateTime.Now - start)); } private CacheDependency GetDep() { return new CacheDependency(null, keys); } private static CacheDependency GetDepSatic() { return new CacheDependency(null, keys); } } } But I can't understand why these result looks like this: first set test7 Time: 00:00:00.4840277 test6 Time: 00:00:02.2041261 test5 Time: 00:00:00.1910109 test4 Time: 00:00:03.1401796 test3 Time: 00:00:00.1820105 test2 Time: 00:00:08.5394884 second set test2 Time: 00:00:07.7324423 test3 Time: 00:00:00.1830105 test4 Time: 00:00:02.3561347 test5 Time: 00:00:00.1750100 test6 Time: 00:00:03.2941884 test7 Time: 00:00:00.1850106 In particular: 1. Why is test4 and test6 much slower than their delegate version? I also noticed that Resharper specifically has a comment on the delegate version suggesting change test5 and test7 to "Covert to method group". Which is the same as test4 and test6 but they're actually slower? 2. I don't seem a consistent performance difference when calling test4 and test6, shouldn't static calls to be always faster?

    Read the article

  • HELP ME my dataset xsd content HAS GONE

    - by Mustafa Magdy
    I'm working in an erp project using Visual Studio 2008 Sp1, I've a typed dataset it was containg alot of datatable and alot of table adapter the .Designer.cs file was 8 MB, suddenly when i was trying to openit using visual studio designer the following code comes to me <?xml version="1.0" encoding="utf-8"?> <xs:schema id="erpDataSet" targetNamespace="http://tempuri.org/erpDataSet1.xsd" xmlns:mstns="http://tempuri.org/erpDataSet1.xsd" xmlns="http://tempuri.org/erpDataSet1.xsd" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata" xmlns:msprop="urn:schemas-microsoft-com:xml-msprop" attributeFormDefault="qualified" elementFormDefault="qualified"> <xs:annotation> <xs:appinfo source="urn:schemas-microsoft-com:xml-msdatasource"> <DataSource DefaultConnectionIndex="0" FunctionsComponentName="QueriesTableAdapter" Modifier="AutoLayout, AnsiClass, Class, Public" SchemaSerializationMode="IncludeSchema" xmlns="urn:schemas-microsoft-com:xml-msdatasource"> <Connections> <Connection AppSettingsObjectName="Settings" AppSettingsPropertyName="erpConnectionString" IsAppSettingsProperty="true" Modifier="Assembly" Name="erpConnectionString (Settings)" ParameterPrefix="@" PropertyReference="ApplicationSettings.Sbic.Pro My XSD file content has gone, :( :( :( I don't understand why, and how can i recover it. i mad something but i don't know if it is the reason for that or not, My connectionstring was in the settings "app.config" i removed it and add it to the resources of another project that is refernced by the main project. what can i do, pleaze help me.

    Read the article

  • Unable to Calculate Position within Owner-Draw Text

    - by Jonathan Wood
    I'm trying to use Visual Studio 2012 to create a Windows Forms application that can place the caret at the current position within a owner-drawn string. However, I've been unable to find a way to accurately calculate that position. I've done this successfully before in C++. I've now tried numerous methods in C#. Originally, I tried using .NET classes to determine the correct position, but then I tried accessing the Windows API directly. In some cases, I came close, but after some time I still cannot place the caret accurately. I've created a small test program and posted key parts below. I've also posted the entire project here. The exact font used is not important to me; however, my application assumes a mono-spaced font. Any help is appreciated. Form1.cs This is my main form. public partial class Form1 : Form { private string TestString; private int AveCharWidth; private int Position; public Form1() { InitializeComponent(); TestString = "123456789012345678901234567890123456789012345678901234567890"; AveCharWidth = GetFontWidth(); Position = 0; } private void Form1_Load(object sender, EventArgs e) { Font = new Font(FontFamily.GenericMonospace, 12, FontStyle.Regular, GraphicsUnit.Pixel); } protected override void OnGotFocus(EventArgs e) { Windows.CreateCaret(Handle, (IntPtr)0, 2, (int)Font.Height); Windows.ShowCaret(Handle); UpdateCaretPosition(); base.OnGotFocus(e); } protected void UpdateCaretPosition() { Windows.SetCaretPos(Padding.Left + (Position * AveCharWidth), Padding.Top); } protected override void OnLostFocus(EventArgs e) { Windows.HideCaret(Handle); Windows.DestroyCaret(); base.OnLostFocus(e); } protected override void OnPaint(PaintEventArgs e) { e.Graphics.DrawString(TestString, Font, SystemBrushes.WindowText, new PointF(Padding.Left, Padding.Top)); } protected override bool IsInputKey(Keys keyData) { switch (keyData) { case Keys.Right: case Keys.Left: return true; } return base.IsInputKey(keyData); } protected override void OnKeyDown(KeyEventArgs e) { switch (e.KeyCode) { case Keys.Left: Position = Math.Max(Position - 1, 0); UpdateCaretPosition(); break; case Keys.Right: Position = Math.Min(Position + 1, TestString.Length); UpdateCaretPosition(); break; } base.OnKeyDown(e); } protected int GetFontWidth() { int AverageCharWidth = 0; using (var graphics = this.CreateGraphics()) { try { Windows.TEXTMETRIC tm; var hdc = graphics.GetHdc(); IntPtr hFont = this.Font.ToHfont(); IntPtr hOldFont = Windows.SelectObject(hdc, hFont); var a = Windows.GetTextMetrics(hdc, out tm); var b = Windows.SelectObject(hdc, hOldFont); var c = Windows.DeleteObject(hFont); AverageCharWidth = tm.tmAveCharWidth; } catch { } finally { graphics.ReleaseHdc(); } } return AverageCharWidth; } } Windows.cs Here are my Windows API declarations. public static class Windows { [Serializable, StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] public struct TEXTMETRIC { public int tmHeight; public int tmAscent; public int tmDescent; public int tmInternalLeading; public int tmExternalLeading; public int tmAveCharWidth; public int tmMaxCharWidth; public int tmWeight; public int tmOverhang; public int tmDigitizedAspectX; public int tmDigitizedAspectY; public short tmFirstChar; public short tmLastChar; public short tmDefaultChar; public short tmBreakChar; public byte tmItalic; public byte tmUnderlined; public byte tmStruckOut; public byte tmPitchAndFamily; public byte tmCharSet; } [DllImport("user32.dll")] public static extern bool CreateCaret(IntPtr hWnd, IntPtr hBitmap, int nWidth, int nHeight); [DllImport("User32.dll")] public static extern bool SetCaretPos(int x, int y); [DllImport("User32.dll")] public static extern bool DestroyCaret(); [DllImport("User32.dll")] public static extern bool ShowCaret(IntPtr hWnd); [DllImport("User32.dll")] public static extern bool HideCaret(IntPtr hWnd); [DllImport("gdi32.dll", CharSet = CharSet.Auto)] public static extern bool GetTextMetrics(IntPtr hdc, out TEXTMETRIC lptm); [DllImport("gdi32.dll")] public static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj); [DllImport("GDI32.dll")] public static extern bool DeleteObject(IntPtr hObject); }

    Read the article

  • Approaches for animating a C# property over time?

    - by Mario Fritsch
    I'm currently trying to animate a bunch of public properties on certain objects. Usually they are of type float or vectors of floats (the type is known at compile-time). I want to be able to: assign a static value to them (MyObject.Duration = 10f;) or assign a random value to them by specifying a minimum and maximum value and optionally also a weight (MyObject.Duration = new RandomFloat(5f, 20f, 2f);) or "bind" this property to the property of another object (think of a child object binding some of its properties to its parent object, like its color or size or sth.) or assign sort of a keyframe animation to them, specifying a variable number of keyframes with timecode and the property's value at that specific point in time as well as information about how to interpolate between these frames The keyframes should be able to accept random values for each frame, both for the time and the property's value. What would be a practical approach for this kind of system? Currently I'm thinking about polymorphism: implement a base class or interface with a public Value-property and/or GetValue(float time)-method and then creating different sub classes like StaticValue, RandomValue, BindingValue and AnimatedValue implementing this base class or interface. Doesn't seem very elegant, though, and the initialization of even simple objects becomes a bit tedious. Another idea would be to implement these properties just as regular floats or vectors and create special "Modifier"-types binding to these properties. To retrieve the "real" value of the property, I'd first call any Modifier bound to the property, which would in turn update the actual object's property for me to retrieve later on. That would most likely mean using reflection at some point, which could be quite bad for performance as I'll probably have thousands of properties to update dozens of times per second. Any suggestions on this? Being a novice I'm (hopefully) missing some far more elegant and/or practical solution than I'm already playing around with :( Edit: Probably should have mentioned this earlier, but WPF isn't an option - it's not available on all targetted platforms, so I can't rely on it. I'm aware of its powerful databinding and animation capabilities, but I need to roll my own (or find some other lightweight alternative meeting my needs).

    Read the article

  • Restricting Input in HTML Textboxes to Numeric Values

    - by Rick Strahl
    Ok, here’s a fairly basic one – how to force a textbox to accept only numeric input. Somebody asked me this today on a support call so I did a few quick lookups online and found the solutions listed rather unsatisfying. The main problem with most of the examples I could dig up was that they only include numeric values, but that provides a rather lame user experience. You need to still allow basic operational keys for a textbox – navigation keys, backspace and delete, tab/shift tab and the Enter key - to work or else the textbox will feel very different than a standard text box. Yes there are plug-ins that allow masked input easily enough but most are fixed width which is difficult to do with plain number input. So I took a few minutes to write a small reusable plug-in that handles this scenario. Imagine you have a couple of textboxes on a form like this: <div class="containercontent"> <div class="label">Enter a number:</div> <input type="text" name="txtNumber1" id="txtNumber1" value="" class="numberinput" /> <div class="label">Enter a number:</div> <input type="text" name="txtNumber2" id="txtNumber2" value="" class="numberinput" /> </div> and you want to restrict input to numbers. Here’s a small .forceNumeric() jQuery plug-in that does what I like to see in this case: [Updated thanks to Elijah Manor for a couple of small tweaks for additional keys to check for] <script type="text/javascript"> $(document).ready(function () { $(".numberinput").forceNumeric(); }); // forceNumeric() plug-in implementation jQuery.fn.forceNumeric = function () { return this.each(function () { $(this).keydown(function (e) { var key = e.which || e.keyCode; if (!e.shiftKey && !e.altKey && !e.ctrlKey && // numbers key >= 48 && key <= 57 || // Numeric keypad key >= 96 && key <= 105 || // comma, period and minus key == 190 || key == 188 || key == 109 || // Backspace and Tab and Enter key == 8 || key == 9 || key == 13 || // Home and End key == 35 || key == 36 || // left and right arrows key == 37 || key == 39 || // Del and Ins key == 46 || key == 45) return true; return false; }); }); } </script> With the plug-in in place in your page or an external .js file you can now simply use a selector to apply it: $(".numberinput").forceNumeric(); The plug-in basically goes through each selected element and hooks up a keydown() event handler. When a key is pressed the handler is fired and the keyCode of the event object is sent. Recall that jQuery normalizes the JavaScript Event object between browsers. The code basically white-lists a few key codes and rejects all others. It returns true to indicate the keypress is to go through or false to eat the keystroke and not process it which effectively removes it. Simple and low tech, and it works without too much change of typical text box behavior.© Rick Strahl, West Wind Technologies, 2005-2011Posted in JavaScript  jQuery  HTML  

    Read the article

  • bluez 5.19 PS4 controller

    - by Athanase
    I currently have a problem when pairing my computer with a PS4 remote. On my Ubuntu 14.04 I removed everything related with bluez and bluetooth, and I built and installed bluez 5.19. Here are some useful command outputs: jean@system ~ hcitool hcitool - HCI Tool ver 5.19 jean@system ~ hcitool dev Devices: hci0 00:15:83:4C:0C:BB jean@system ~ bluetoothctl [bluetooth]# version Version 5.19 jean@system ~ bluetoothctl [NEW] Controller 00:15:83:4C:0C:BB BlueZ [default] jean@system ~ lsusb Bus 003 Device 012: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) So here is what happens. When I try to hard pair the controller with the computer, by holding the share and ps button for a while, everything works as expected and the pairing is done properly. After a hard pairing if I try the pairing by pressing the ps button only, nothings happen. In order to go it, I first power up the bluetooth dongle: jean@system ~ sudo hciconfig hciX up and then I run the bluetooh deamon bluetoothd: jean@system /usr/libexec/bluetooth ~ ./bluetoothd -d -n bluetoothd[11270]: Bluetooth daemon 5.19 bluetoothd[11270]: src/main.c:parse_config() parsing main.conf bluetoothd[11270]: src/main.c:parse_config() discovto=0 bluetoothd[11270]: src/main.c:parse_config() pairto=0 bluetoothd[11270]: src/main.c:parse_config() auto_to=60 bluetoothd[11270]: src/main.c:parse_config() name=%h-%d bluetoothd[11270]: src/main.c:parse_config() class=0x000100 bluetoothd[11270]: src/main.c:parse_config() Key file does not have key 'DeviceID' bluetoothd[11270]: src/gatt.c:gatt_init() Starting GATT server bluetoothd[11270]: src/adapter.c:adapter_init() sending read version command bluetoothd[11270]: Starting SDP server bluetoothd[11270]: src/sdpd-service.c:register_device_id() Adding device id record for 0002:1d6b:0246:0513 ... bluetoothd[11270]: src/adapter.c:adapter_service_insert() /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:add_uuid() sending add uuid command for index 0 bluetoothd[11270]: profiles/audio/a2dp.c:a2dp_sink_server_probe() path /org/bluez/hci0 bluetoothd[11270]: profiles/audio/a2dp.c:a2dp_source_server_probe() path /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:btd_adapter_unblock_address() hci0 00:00:00:00:00:00 bluetoothd[11270]: src/adapter.c:get_ltk_info() A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_create_from_storage() address A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_new() address A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_new() Creating device /org/bluez/hci0/dev_A4_15_66_C1_0D_2A bluetoothd[11270]: src/device.c:device_set_bonded() bluetoothd[11270]: src/adapter.c:get_ltk_info() A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_create_from_storage() address A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_new() address A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_new() Creating device /org/bluez/hci0/dev_A4_15_66_88_5E_9A bluetoothd[11270]: src/device.c:device_set_bonded() bluetoothd[11270]: src/adapter.c:load_link_keys() hci0 keys 2 debug_keys 0 bluetoothd[11270]: src/adapter.c:load_ltks() hci0 keys 0 bluetoothd[11270]: src/adapter.c:load_connections() sending get connections command for index 0 bluetoothd[11270]: src/adapter.c:adapter_service_insert() /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:add_uuid() sending add uuid command for index 0 bluetoothd[11270]: src/adapter.c:set_did() hci0 source 2 vendor 1d6b product 246 version 513 bluetoothd[11270]: src/adapter.c:adapter_register() Adapter /org/bluez/hci0 registered bluetoothd[11270]: src/adapter.c:set_dev_class() sending set device class command for index 0 bluetoothd[11270]: src/adapter.c:set_name() sending set local name command for index 0 bluetoothd[11270]: src/adapter.c:set_mode() sending set mode command for index 0 bluetoothd[11270]: src/adapter.c:set_mode() sending set mode command for index 0 bluetoothd[11270]: src/adapter.c:adapter_start() adapter /org/bluez/hci0 has been enabled bluetoothd[11270]: src/adapter.c:trigger_passive_scanning() bluetoothd[11270]: plugins/hostname.c:property_changed() static hostname: system bluetoothd[11270]: plugins/hostname.c:property_changed() pretty hostname: bluetoothd[11270]: plugins/hostname.c:update_name() name: system bluetoothd[11270]: src/adapter.c:adapter_set_name() name: system bluetoothd[11270]: plugins/hostname.c:property_changed() chassis: desktop bluetoothd[11270]: plugins/hostname.c:update_class() major: 0x01 minor: 0x01 bluetoothd[11270]: src/adapter.c:load_link_keys_complete() link keys loaded for hci0 bluetoothd[11270]: src/adapter.c:load_ltks_complete() LTKs loaded for hci0 bluetoothd[11270]: src/adapter.c:get_connections_complete() Connection count: 0 And then I press the ps button of the PS4 controller bluetoothd[11270]: src/adapter.c:connected_callback() hci0 device A4:15:66:C1:0D:2A connected eir_len 5 bluetoothd[11270]: profiles/input/server.c:connect_event_cb() Incoming connection from A4:15:66:C1:0D:2A on PSM 17 bluetoothd[11270]: profiles/input/device.c:input_device_set_channel() idev (nil) psm 17 bluetoothd[11270]: Refusing input device connect: No such file or directory (2) bluetoothd[11270]: profiles/input/server.c:confirm_event_cb() bluetoothd[11270]: Refusing connection from A4:15:66:C1:0D:2A: unknown device bluetoothd[11270]: src/adapter.c:dev_disconnected() Device A4:15:66:C1:0D:2A disconnected, reason 3 bluetoothd[11270]: src/adapter.c:adapter_remove_connection() bluetoothd[11270]: plugins/policy.c:disconnect_cb() reason 3 bluetoothd[11270]: src/adapter.c:bonding_attempt_complete() hci0 bdaddr A4:15:66:C1:0D:2A type 0 status 0xe bluetoothd[11270]: src/device.c:device_bonding_complete() bonding (nil) status 0x0e bluetoothd[11270]: src/device.c:device_bonding_failed() status 14 bluetoothd[11270]: src/adapter.c:resume_discovery() So I don't know what is happening here and a bit of help would be appreciated.

    Read the article

  • MySQL Cluster 7.3: On-Demand Webinar and Q&A Available

    - by Mat Keep
    The on-demand webinar for the MySQL Cluster 7.3 Development Release is now available. You can learn more about the design, implementation and getting started with all of the new MySQL Cluster 7.3 features from the comfort and convenience of your own device, including: - Foreign Key constraints in MySQL Cluster - Node.js NoSQL API  - Auto-installation of higher performance distributed, clusters We received some great questions over the course of the webinar, and I wanted to share those for the benefit of a broader audience. Q. What Foreign Key actions are supported: A. The core referential actions defined in the SQL:2003 standard are implemented: CASCADE RESTRICT NO ACTION SET NULL Q. Where are Foreign Keys implemented, ie data nodes or SQL nodes? A. They are implemented in the data nodes, therefore can be enforced for both the SQL and NoSQL APIs Q. Are they compatible with the InnoDB Foreign Key implementation? A. Yes, with the following exceptions: - InnoDB doesn’t support “No Action” constraints, MySQL Cluster does - You can choose to suspend FK constraint enforcement with InnoDB using the FOREIGN_KEY_CHECKS parameter; at the moment, MySQL Cluster ignores that parameter. - You cannot set up FKs between 2 tables where one is stored using MySQL Cluster and the other InnoDB. - You cannot change primary keys through the NDB API which means that the MySQL Server actually has to simulate such operations by deleting and re-adding the row. If the PK in the parent table has a FK constraint on it then this causes non-ideal behaviour. With Restrict or No Action constraints, the change will result in an error. With Cascaded constraints, you’d want the rows in the child table to be updated with the new FK value but, the implicit delete of the row from the parent table would remove the associated rows from the child table and the subsequent implicit insert into the parent wouldn’t reinstate the child rows. For this reason, an attempt to add an ON UPDATE CASCADE where the parent column is a primary key will be rejected. Q. Does adding or dropping Foreign Keys cause downtime due to a schema change? A. Nope, this is an online operation. MySQL Cluster supports a number of on-line schema changes, ie adding and dropping indexes, adding columns, etc. Q. Where can I see an example of node.js with MySQL Cluster? A. Check out the tutorial and download the code from GitHub Q. Can I use the auto-installer to support remote deployments? How about setting up MySQL Cluster 7.2? A. Yes to both! Q. Can I get a demo Check out the tutorial. You can download the code from http://labs.mysql.com/ Go to Select Build drop-down box Q. What is be minimum internet speen required for Geo distributed cluster with synchronous replication? A. if you're splitting you cluster between sites then we recommend a network latency of 20ms or less. Alternatively, use MySQL asynchronous replication where the latency of your WAN doesn't impact the latency of your reads/writes. Q. Where you can one learn more about the PayPal project with MySQL Cluster? A. Take a look at the following - you'll find press coverage, a video and slides from their keynote presentation  So, if you want to learn more, listen to the new MySQL Cluster 7.3 on-demand webinar  MySQL Cluster 7.3 is still in the development phase, so it would be great to get your feedback on these new features, and things you want to see!

    Read the article

  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

    Read the article

  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

    Read the article

  • Physics like asteroides

    - by user2933016
    I try to make a ship that has the physic properties like asteroides. I have this for now(All in Java): Ship.class public class Ship { public static final float sMaxHealth = 0.1F; public static final float sMaxMoveVelocity = 5.0F; public static final float sMaxAngleVelocity = 20.0F; public static final float sRadius = 1.0F; public static final float sMoveDeceleration = 10.0F; public static final float sMoveAcceleration = 2.0F; public static final float sAngleDeceleration = 15.0F; public static final float sAngleAcceleration = 20.0F; private float mHealth; private float mXVelocity; private float mYVelocity; private float mAngleVelocity; private float mX; private float mY; private float mAngle; } (I let the getter and setter away for now) Controller code // Player input if(Gdx.input.isKeyPressed(Keys.UP)) { mPlayer.setXVelocity(mPlayer.getXVelocity() + (float) Math.cos(mPlayer.getAngle()) * Ship.sMoveAcceleration); mPlayer.setYVelocity(mPlayer.getYVelocity() + (float) Math.sin(mPlayer.getAngle()) * Ship.sMoveAcceleration); } if(Gdx.input.isKeyPressed(Keys.LEFT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleAcceleration * pDeltaTime); } if(Gdx.input.isKeyPressed(Keys.RIGHT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleAcceleration * pDeltaTime); } // X velocity if(mPlayer.getXVelocity() < 0) { if(-mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() > 0) { mPlayer.setXVelocity(0); } } else if(mPlayer.getXVelocity() > 0) { if(mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() < 0) { mPlayer.setXVelocity(0); } } // Y velocity if(mPlayer.getYVelocity() < 0) { if(-mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() > 0) { mPlayer.setYVelocity(0); } } else if(mPlayer.getYVelocity() > 0) { if(mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() < 0) { mPlayer.setYVelocity(0); } } // Angle velocity if(mPlayer.getAngleVelocity() < 0) { if(-mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(-Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() > 0) { mPlayer.setAngleVelocity(0); } } else if(mPlayer.getAngleVelocity() > 0) { if(mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() < 0) { mPlayer.setAngleVelocity(0); } } mPlayer.setX(mPlayer.getX() + mPlayer.getXVelocity() * pDeltaTime); mPlayer.setY(mPlayer.getY() + mPlayer.getYVelocity() * pDeltaTime); mPlayer.setAngle(mPlayer.getAngle() + mPlayer.getAngleVelocity() * pDeltaTime); Why the ship does not behave like in asteroides ? What do I wrong?

    Read the article

  • Programmatically disclosing a node in af:tree and af:treeTable

    - by Frank Nimphius
    A common developer requirement when working with af:tree or af:treeTable components is to programmatically disclose (expand) a specific node in the tree. If the node to disclose is not a top level node, like a location in a LocationsView -> DepartmentsView -> EmployeesView hierarchy, you need to also disclose the node's parent node hierarchy for application users to see the fully expanded tree node structure. Working on ADF Code Corner sample #101, I wrote the following code lines that show a generic option for disclosing a tree node starting from a handle to the node to disclose. The use case in ADF Coder Corner sample #101 is a drag and drop operation from a table component to a tree to relocate employees to a new department. The tree node that receives the drop is a department node contained in a location. In theory the location could be part of a country and so on to indicate the depth the tree may have. Based on this structure, the code below provides a generic solution to parse the current node parent nodes and its child nodes. The drop event provided a rowKey for the tree node that received the drop. Like in af:table, the tree row key is not of type oracle.jbo.domain.Key but an implementation of java.util.List that contains the row keys. The JUCtrlHierBinding class in the ADF Binding layer that represents the ADF tree binding at runtime provides a method named findNodeByKeyPath that allows you to get a handle to the JUCtrlHierNodeBinding instance that represents a tree node in the binding layer. CollectionModel model = (CollectionModel) your_af_tree_reference.getValue(); JUCtrlHierBinding treeBinding = (JUCtrlHierBinding ) model.getWrappedData(); JUCtrlHierNodeBinding treeDropNode = treeBinding.findNodeByKeyPath(dropRowKey); To disclose the tree node, you need to create a RowKeySet, which you do using the RowKeySetImpl class. Because the RowKeySet replaces any existing row key set in the tree, all other nodes are automatically closed. RowKeySetImpl rksImpl = new RowKeySetImpl(); //the first key to add is the node that received the drop //operation (departments).            rksImpl.add(dropRowKey);    Similar, from the tree binding, the root node can be obtained. The root node is the end of all parent node iteration and therefore important. JUCtrlHierNodeBinding rootNode = treeBinding.getRootNodeBinding(); The following code obtains a reference to the hierarchy of parent nodes until the root node is found. JUCtrlHierNodeBinding dropNodeParent = treeDropNode.getParent(); //walk up the tree to expand all parent nodes while(dropNodeParent != null && dropNodeParent != rootNode){    //add the node's keyPath (remember its a List) to the row key set    rksImpl.add(dropNodeParent.getKeyPath());      dropNodeParent = dropNodeParent.getParent(); } Next, you disclose the drop node immediate child nodes as otherwise all you see is the department node. Its not quite exactly "dinner for one", but the procedure is very similar to the one handling the parent node keys ArrayList<JUCtrlHierNodeBinding> childList = (ArrayList<JUCtrlHierNodeBinding>) treeDropNode.getChildren();                     for(JUCtrlHierNodeBinding nb : childList){   rksImpl.add(nb.getKeyPath()); } Next, the row key set is defined as the disclosed row keys on the tree so when you refresh (PPR) the tree, the new disclosed state shows tree.setDisclosedRowKeys(rksImpl); AdfFacesContext.getCurrentInstance().addPartialTarget(tree.getParent()); The refresh in my use case is on the tree parent component (a layout container), which usually shows the best effect for refreshing the tree component. 

    Read the article

  • Solaris 11.1: Encrypted Immutable Zones on (ZFS) Shared Storage

    - by darrenm
    Solaris 11 brought both ZFS encryption and the Immutable Zones feature and I've talked about the combination in the past.  Solaris 11.1 adds a fully supported method of storing zones in their own ZFS using shared storage so lets update things a little and put all three parts together. When using an iSCSI (or other supported shared storage target) for a Zone we can either let the Zones framework setup the ZFS pool or we can do it manually before hand and tell the Zones framework to use the one we made earlier.  To enable encryption we have to take the second path so that we can setup the pool with encryption before we start to install the zones on it. We start by configuring the zone and specifying an rootzpool resource: # zonecfg -z eizoss Use 'create' to begin configuring a new zone. zonecfg:eizoss> create create: Using system default template 'SYSdefault' zonecfg:eizoss> set zonepath=/zones/eizoss zonecfg:eizoss> set file-mac-profile=fixed-configuration zonecfg:eizoss> add rootzpool zonecfg:eizoss:rootzpool> add storage \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 zonecfg:eizoss:rootzpool> end zonecfg:eizoss> verify zonecfg:eizoss> commit zonecfg:eizoss> Now lets create the pool and specify encryption: # suriadm map \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 PROPERTY VALUE mapped-dev /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # echo "zfscrypto" > /zones/p # zpool create -O encryption=on -O keysource=passphrase,file:///zones/p eizoss \ /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # zpool export eizoss Note that the keysource example above is just for this example, realistically you should probably use an Oracle Key Manager or some other better keystorage, but that isn't the purpose of this example.  Note however that it does need to be one of file:// https:// pkcs11: and not prompt for the key location.  Also note that we exported the newly created pool.  The name we used here doesn't actually mater because it will get set properly on import anyway. So lets go ahead and do our install: zoneadm -z eizoss install -x force-zpool-import Configured zone storage resource(s) from: iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 Imported zone zpool: eizoss_rpool Progress being logged to /var/log/zones/zoneadm.20121029T115231Z.eizoss.install Image: Preparing at /zones/eizoss/root. AI Manifest: /tmp/manifest.xml.ujaq54 SC Profile: /usr/share/auto_install/sc_profiles/enable_sci.xml Zonename: eizoss Installation: Starting ... Creating IPS image Startup linked: 1/1 done Installing packages from: solaris origin: http://pkg.us.oracle.com/solaris/release/ Please review the licenses for the following packages post-install: consolidation/osnet/osnet-incorporation (automatically accepted, not displayed) Package licenses may be viewed using the command: pkg info --license <pkg_fmri> DOWNLOAD PKGS FILES XFER (MB) SPEED Completed 187/187 33575/33575 227.0/227.0 384k/s PHASE ITEMS Installing new actions 47449/47449 Updating package state database Done Updating image state Done Creating fast lookup database Done Installation: Succeeded Note: Man pages can be obtained by installing pkg:/system/manual done. Done: Installation completed in 929.606 seconds. Next Steps: Boot the zone, then log into the zone console (zlogin -C) to complete the configuration process. Log saved in non-global zone as /zones/eizoss/root/var/log/zones/zoneadm.20121029T115231Z.eizoss.install That was really all we had to do, when the install is done boot it up as normal. The zone administrator has no direct access to the ZFS wrapping keys used for the encrypted pool zone is stored on.  Due to how inheritance works in ZFS he can still create new encrypted datasets that use those wrapping keys (without them ever being inside a process in the zone) or he can create encrypted datasets inside the zone that use keys of his own choosing, the output below shows the two cases: rpool is inheriting the key material from the global zone (note we can see the value of the keysource property but we don't use it inside the zone nor does that path need to be (or is) accessible inside the zone). Whereas rpool/export/home/bob has set keysource locally. # zfs get encryption,keysource rpool rpool/export/home/bob NAME PROPERTY VALUE SOURCE rpool encryption on inherited from $globalzone rpool keysource passphrase,file:///zones/p inherited from $globalzone rpool/export/home/bob encryption on local rpool/export/home/bob keysource passphrase,prompt local  

    Read the article

  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

    Read the article

  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

    Read the article

  • Logging in worker threads spawned from a pylons application does not seem to work

    - by TimM
    I have a pylons application where, under certain cirumstances I want to spawn multiple worker threads to process items in a queue. Right now we aren't making use of a ThreadPool (would be ideal, but we'll add that in later). The main problem is that the worker threads logging does not get written to the log files. When I run the code outside of the pylons application the logging works fine. So I think its something to do with the pylons log handler but not sure what. Here is a basic example of the code (trimmed down): import logging log = logging.getLogger(__name__) import sys from Queue import Queue from threading import Thread, activeCount def run(input, worker, args = None, simulteneousWorkerLimit = None): queue = Queue() threads = [] if args is not None: if len(args) > 0: args = list(args) args = [worker, queue] + args args = tuple(args) else: args = (worker, queue) # start threads for i in range(4): t = Thread(target = __thread, args = args) t.daemon = True t.start() threads.append(t) # add ThreadTermSignal inputData = list(input) inputData.extend([ThreadTermSignal] * 4) # put in the queue for data in inputData: queue.put(data) # block until all contents are downloaded queue.join() log.critical("** A log line that appears fine **") del queue for thread in threads: del thread del threads class ThreadTermSignal(object): pass def __thread(worker, queue, *args): try: while True: data = queue.get() if data is ThreadTermSignal: sys.exit() try: log.critical("** I don't appear when run under pylons **") finally: queue.task_done() except SystemExit: queue.task_done() pass Take note, that the log lin within the RUN method will show up in the log files, but the log line within the worker method (which is run in a spawned thread), does not appear. Any help would be appreciated. Thanks ** EDIT: I should mention that I tried passing in the "log" variable to the worker thread as well as redefining a new "log" variable within the thread and neither worked. ** EDIT: Adding the configuration used for the pylons application (which comes out of the INI file). So the snippet below is from the INI file. [loggers] keys = root [handlers] keys = wsgierrors [formatters] keys = generic [logger_root] level = WARNING handlers = wsgierrors [handler_console] class = StreamHandler args = (sys.stderr,) level = WARNING formatter = generic [handler_wsgierrors] class = pylons.log.WSGIErrorsHandler args = () level = WARNING format = generic

    Read the article

  • Creating a (ClickOnce) setup for VSTO Outlook Add-in

    - by Ward Werbrouck
    So I created an Outlook Add-in and used the click-once setup to deploy it. The setup runs fine when the user is administrator, but otherwise: no go. Running the setup with "run as..." and logging in as admin works, but than the add-in is installed under the admin, not the current user. The addin doesn't show up in outlook. I tried following this guide: http://blogs.msdn.com/mshneer/archive/2008/04/24/deploying-your-vsto-add-in-to-all-users-part-iii.aspx But I get stuck at part I: http://blogs.msdn.com/mshneer/archive/2007/09/04/deploying-your-vsto-add-in-to-all-users-part-i.aspx I follow the examples and start excel as described: Now start Excel application. Examine the registry keys in HKCU hive e.g. you will find two interesting registry keys that appear under your HKCU hive: HKCU\Software\Microsoft\Office\TestKey registry key containing registry value TestValue You now also have HKCU\Software\Microsoft\Office\12.0\User Settings\TestPropagation registry key with Count value set to 1 But on my machine, the keys are not created... What can I try next?

    Read the article

  • Binary to strings as binary? C #/.NET

    - by acidzombie24
    Redis keys are binary safe. I'd like to mess around and put binary into redis using C#. My client of choice doesn't support writing binary keys it uses keys and it make sense. However i am just fooling around so tell me how i can do this. How do i convert a raw byte[] into a string? At first i was thinking about converting a byte[] to a utf8 string however unicode has some checks to see if its valid or not. So raw binary should fail. Actually i tried it out. Instead of failing i got a strange result. My main question is how do i convert a raw byte[] to the equivalent string? My unimportant question is why did i get a 512 byte string instead of an exception saying this is not a valid UTF8 string? code var rainbow = new byte[256]; for (int i = 0; i < 256; i++) { rainbow[i] = (byte)i; } var sz = Encoding.UTF8.GetString(rainbow); var szarr = Encoding.UTF8.GetBytes(sz); Console.WriteLine("{0} {1} {2}", ByteArraysEqual(szarr, rainbow), szarr.Length, rainbow.Length); Output False 512 256

    Read the article

  • Can't submit new object to WCF DataService because of Primary Key constraint

    - by Rob
    I've got a SQL database that uses Guid's for PK's and upon insert, it generates a NewId(). I have an EF data context setup pointing to that database with the primary keys setup with the Entity key:true, Setter:private and StoreGeneratedPattern:Identity because I want the DB to manage the keys and not have code set the PK property. I have an OData (System.Web.Data.Services.DataService) endpoint to access this data (just like: Hanselman did. I have another app that has a service reference to this service. Upon trying to create a new object from this reference (i.e. Product), the ProductId Primary Key is being defaulted to Guid.Empty when doing var serviceEntities = new ServiceEntities(serviceUri); //OData endpoint var product = new Product(); product.Name = "New Product"; serviceEntities.AddToProducts(product); serviceEntities.SaveChanges(); // error happens here When debugging, I look at the Product.ProductId property and it's set to Guid.Empty. When called SaveChanges, I do not want the ProductId field to be sent to the service. The response I get is: Error processing request stream. Property 'ProductId' is a read-only property and cannot be updated. Please make sure that this property is not present in the request payload. Is there a way to do this or what can I do to get this setup correctly and still have the DB generated the keys. Here is the same setup as the Product example above.

    Read the article

  • Adapting Machine Learning Algorithms to my Problem

    - by Berkay
    i'm working on a project and need your ideas, advices. First of all, let me tell my problem. There is power button and some other keys of a machine and there is only one user has authentication to use this machine.There are no other authentication methods, the machine is in public area in a company. the machine is working with the combination of pressing power button and some other keys. The order of pressing keys is secret but we don't trust it, anybody can learn the password and can access the machine. i have the capability of managing the key hold time and also some other metrics to measure the time differences between the key such as horizantal or vertical key press times (differences). and also i can measure the hold time etc. These all means i have some inputs, Now i'm trying to get a user profile by analysing these inputs. My idea is to get the authenticated user to press the password n times and create a threshold or something similar to that. This method also can be said BIOMETRICS, anyone else who knows the machine button combination, can try the password but if he is out of this range can not get access it. How can i adapt these into my algorithms? where should i start ? i don't want to delve deep into machine learning, and also i can see the in my first try i can get false positive and false negative values really high, but i can manage it by changing my inputs. thanks.

    Read the article

< Previous Page | 68 69 70 71 72 73 74 75 76 77 78 79  | Next Page >