Search Results

Search found 17468 results on 699 pages for 'expression design'.

Page 78/699 | < Previous Page | 74 75 76 77 78 79 80 81 82 83 84 85  | Next Page >

  • Fluent Nhibernate expression to select on flagged enum

    - by mbalkema
    I have a domain entity that has a flagged enum as a property. The flagged enum is the target audience for the these entities. The user then has a flagged enum value of the entities they should see. I am trying to figure out the correct expression to select entities that meet the target audience for the user. public class File { public virtual TargetAudience TargetAudience { get; set; } } [Flags] public enum TargetAudience { Audience1 = 1, Audience2 = 2, Audience3 = 4, Audience4 = 8 } Expression: (This works when performed on a IList<File>, but doesn't work on a query to the database.) public Expression<Func<File, bool>> Expression { get { return ((x.TargetAudience & UserTargetedAudience) > 0); } } Any suggestions would be helpful.

    Read the article

  • How to use the LINQ where expression?

    - by NullReference
    I'm implementing the service \ repository pattern in a new project. I've got a base interface that looks like this. Everything works great until I need to use the GetMany method. I'm just not sure how to pass a LINQ expression into the GetMany method. For example how would I simply sort a list of objects of type name? nameRepository.GetMany( ? ) public interface IRepository<T> where T : class { void Add(T entity); void Update(T entity); void Delete(T entity); void Delete(Expression<Func<T, bool>> where); T GetById(long Id); T GetById(string Id); T Get(Expression<Func<T, bool>> where); IEnumerable<T> GetAll(); IEnumerable<T> GetMany(Expression<Func<T, bool>> where); } public virtual IEnumerable<T> GetMany(Expression<Func<T, bool>> where) { return dbset.Where(where).ToList(); }

    Read the article

  • quick prototyping in project design & development

    - by lurscher
    i'm currently working on a project in my spare time (mostly 3-4 hours from monday to friday, and up to 6 hours on sundays) and i've found redmine very useful to hold a record of development tasks. However, there are some stuff, specially when you are trying to prototype or brainstorm a redesign of a set of related classes, that the best tool that i've found for this still is a sheet of paper and a pen. I want to understand if maybe i'm just short of getting to work properly with existing tools. Do you find the use of a notebook or a journal an unavoidable part of software design? are there better alternatives? how do you organize pen-and-paper work and other software management tools like redmine?

    Read the article

  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

    Read the article

  • Regular expression help

    - by user268375
    I need a regular expression for which: the string is alphanumeric and have exactly 6 characters in the first half followed by hyphen(optional) followed by optional 4 characters:(cannot have more than 4 characters in the second half) so any of the following is valid 11111A 111111-1 111111-yy yyyyy-989 yyyyyy-9090 I have ^[a-zA-Z0-9]{5}(-[a-zA-Z0-9]{1,3})?$ as the regex expression what if i want to add another condition stating that the first half cannot have all zeros and also the whole expression cannot have zeros so 00000 or 00000-000 is invalid

    Read the article

  • Upcoming Database Design Pre-Cons

    - by drsql
    In July and October, I will be doing my "How To Design a Relational Database" full day conference in two places. First on July 26 for the East Iowa SQL Saturday , and then for the big daddy SQLPASS Summit in Charlotte, NC on October 14. You can see the entire abstract here on the SQL PASS site. It is essentially the same concept as last year, but this year I am making a few big changes to really give the people what they have desired (and am truly glad to have a swing at it several months...(read more)

    Read the article

  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

    Read the article

  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

    Read the article

  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

    Read the article

  • Create LINQ to entities OrderBy expression on the fly

    - by AyKarsi
    I'm trying to add the orderby expression on the fly. But when the query below is executed I get the following exception: System.NotSupportedException: Unable to create a constant value of type 'Closure type'. Only primitive types ('such as Int32, String, and Guid') are supported in this context. The strange thing is, I am query exactly those primitive types only. string sortBy = HttpContext.Current.Request.QueryString["sidx"]; ParameterExpression prm = Expression.Parameter(typeof(buskerPosting), "posting"); Expression orderByProperty = Expression.Property(prm, sortBy); // get the paged records IQueryable<PostingListItemDto> query = (from posting in be.buskerPosting where posting.buskerAccount.cmsMember.nodeId == m.Id orderby orderByProperty //orderby posting.Created select new PostingListItemDto { Set = posting }).Skip<PostingListItemDto>((page - 1) * pageSize).Take<PostingListItemDto>(pageSize); Hope somebody can shed some light on this!

    Read the article

  • Dreamweaver regular expression substitution followed by number

    - by mark
    Hi. I'm using Dreamweaver to update copyright dates across my site. I want to preserve the existing spacing (or lack thereof) between years. Examples: © 2002-2008 should update to © 2002-2009 © 2003 - 2008 should update to © 2003 - 2009 This is the regular expression I'm using to accomplish this in Dreamweaver's find & replace function Find: ©\s*(\d{4}\s*-\s*)\d{3}[^9] Replace: © $1 2009 Here's the PROBLEM: This expression works, but has that that extra space between the hyphen and 2009. If I write the replace expression without the space, as © $12009 then dreamweaver looks for the 12,009th substitution in the find expression, and, not finding one, prints $12009. Any ideas?

    Read the article

  • Now you can design ADF applications that look like Fusion Apps

    - by Grant Ronald
    One possible failure point in ADF applications (and I’ve seen happen) is getting Web designers to build the UI without any knowledge of what ADF does.  The resulting design may look pretty but might be virtually impossible to implement using ADF. To help address this Oracle have released a set of Visio templates which help guide you in “Fusion”/ADF look and feel.  I’ve been lucky enough to have some of our usability teams mock up these templates for some ADF projects I’ve been working on and they are a great help in conceptualising the final applications. You can find out more about these Visio ADF templates here.

    Read the article

  • Alter Regular Expression to Return 2 Values Instead of 3 from userAgent String

    - by Jay
    I've taken a regular expression from jQuery to detect if a browser's engine is WebKit and gets it's version number, it returns 3 values extracted from the userAgent string: webkit/….…, webkit and ….… [“….…” being the version number]. I would like the regular expression to return just 2 values: webkit and ….…. I'm rubbish at regular expressions, so please can you give an explanation of the expression with your answer. The regular expression I'm currently working with and wish to improve is: /(webkit)[\/]([\w.]+)/. I appreciate all your help, thanks in advance!

    Read the article

  • How do you conquer the challenge of designing for large screen real-estate?

    - by Berin Loritsch
    This question is a bit more subjective, but I'm hoping to get some new perspective. I'm so used to designing for a certain screen size (typically 1024x768) that I find that size to not be a problem. Expanding the size to 1280x1024 doesn't buy you enough screen real estate to make an appreciable difference, but will give me a little more breathing room. Basically, I just expand my "grid size" and the same basic design for the slightly smaller screen still works. However, in the last couple of projects my clients were all using 1080p (1920x1080) screens and they wanted solutions to use as much of that real estate as possible. 1920 pixels across provides just under twice the width I am used to, and the wide screen makes some of my old go to design approaches not to work as well. The problem I'm running into is that when presented with so much space, I'm confronted with some major problems. How many columns should I use? The wide format lends itself to a 3 column split with a 2:1:1 split (i.e. the content column bigger than the other two). However, if I go with three columns what do I do with that extra column? How do I make efficient use of the screen real estate? There's a temptation to put everything on the screen at once, but too much information actually makes the application harder to use. White space is important to help make sense of complex information, but too much makes related concepts look too separate. I'm usually working with web applications that have complex data, and visualization and presentation is key to making sense of the raw data. When your user also has a large screen (at least 24"), some information is out of eye sight and you need to move the pointer a long distance. How do you make sure everything that's needed stays within the visual hot points? Simple sites like blogs actually do better when the width is constrained, which results in a lot of wasted real estate. I kind of wonder if having the text box and the text preview side by side would be a big benefit for the admin side of that type of screen? (1:1 two column split). For your answers, I know almost everything in design is "it depends". What I'm looking for is: General principles you use How your approach to design has changed I'm finding that i have to retrain myself how to work with this different format. Every bump in resolution I've worked through to date has been about 25%: 640 to 800 (25% increase), 800 to 1024 (28% increase), and 1024 to 1280 (25% increase). However, the jump from 1280 to 1920 is a good 50% increase in space--the equivalent from jumping from 640 straight to 1024. There was no commonly used middle size to help learn lessons more gradually.

    Read the article

  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

    Read the article

  • Regular expression required

    - by KhanS
    I have a regular expression "^[a-zA-Z+#-.0-9]{1,5}$" which validates that the word contains alpha-numeric characters and few special characters and length sould not be more than 5 characters. How do I make this regular expression to accept a maximum of five words matching the above regular expression.

    Read the article

  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

    Read the article

  • How to pass a Lambda Expression as method parameter with EF

    - by Registered User
    How do I pass an EF expression as a method argument? To illustrate my question I have created a pseudo code example: The first example is my method today. The example utilizes EF and a Fancy Retry Logic. What I need to do is to encapsulate the Fancy Retry Logic so that it becomes more generic and does not duplicate. In the second example is how I want it to be, with a helper method that accepts the EF expression as an argument. This would be a trivial thing to do with SQL, but I want to do it with EF so that I can benefit from the strongly typed objects. First Example: public static User GetUser(String userEmail) { using (MyEntities dataModel = new MyEntities ()) { var query = FancyRetryLogic(() => { (dataModel.Users.FirstOrDefault<User>(x => x.UserEmail == userEmail))); }); return query; } } Second Example: T RetryHelper<T>(Expression<Func<T, TValue>> expression) { using (MyEntities dataModel = new (MyEntities ()) { var query = FancyRetryLogic(() => { return dataModel.expression }); } } public User GetUser(String userEmail) { return RetryHelper<User>(<User>.FirstOrDefault<User>(x => x.UserEmail == userEmail)) }

    Read the article

  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

    Read the article

  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

    Read the article

  • Chessin's principles of RAS design

    - by user12608173
    In late 2001 I developed an internal talk on designing hardware for easier error injection, prevention, diagnosis, and correction. (This talk became the basis for my paper on injecting errors for fun and profit.) In that talk (but not in the paper), I articulated 10 principles of RAS design, which I list for you here: Protect everything Correct where you can Detect where you can't Where protection not feasible (e.g., ALUs), duplicate and compare Report everything; never throw away RAS information Allow non-destructive inspection (logging/scrubbing) Allow non-destructive alteration (injection) (that is, only change the bits you want changed, and leave everything else as is) Allow observation of all the bits as they are (logging) Allow alteration of any particular bit or combination of bits (injection) Document everything Of course, it isn't always feasible to follow these rules completely all the time, but I put them out there as a starting point.

    Read the article

  • two line label with expression

    - by metasequoia
    I'd like to write an axis label over two lines with an expression() statement. However, plotmath and expression won't allow this (e.g. subscript appear on the far right). I found this discussion circa 2005 of a similar issue but the work around that they offer doesn't translate to my application in ggplot2. A recent question addressed a a different permutation of multi-line expression statements, but again the work around provided doesn't apply here. Example: p <- ggplot(mtcars,aes(x=wt,y=mpg))+ geom_point()+ xlab(expression(paste("A long string of text goes here just for the purpose \n of illustrating my point Weight "[reported]))) try(ggsave(plot=p,filename=<some file>,height=4,width=6)) yields an image where subscript "reported" is kicked out to the right when I'd like it to sit next to the previous word.

    Read the article

  • Expression Engine using the Champagne Extension troubleshooting

    - by user975044
    I have an issue in Expression Engine using the Champagne Extension where it won't allow me to send out campaigns. This extension utilizes https://www.campaignmonitor.com/ api to send out mass emails. The Error I get is "HTML Content URL Required" when I try to send out campaigns form the back end of the Expression Engine Install. What could be causing this issue that relates to the expression engine install?

    Read the article

< Previous Page | 74 75 76 77 78 79 80 81 82 83 84 85  | Next Page >