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  • Most valuable course in the CS degree.

    - by danielrutledge
    I was a math major and I took OOP and Algorithms & Data Structures from the CS department while in school, but didn't continue to any upper-division courses. What were the most valuable courses to your programming career (Operating systems, Compiler Design, Computer architecture, etc) in your CS degree? Alternatively, if you're like me and don't have one, are there any courses you wish you had taken? What would be the best way to fill in the gaps in my knowledge outside of school?

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  • CS Majors: Hardest concept(s) you learned in school?

    - by Mark Lubin
    For the CS majors out there what were the hardest CS classes or concepts that you learned in your undergraduate schooling? Did you find once you learned the basics,(data structs, OOP fundamentals, discrete math, pointers, recursion, etc) the rest followed naturally or did you hit a wall at any point in your higher classes like OS'es and Compilers? Thanks for the input!

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  • Does a .cs file compile under a .vbproj?

    - by serhio
    Does a .cs(C#) file compile under a .vbproj(VB.NET project) ? (VS 2005, .NET 2) Say I have Animals.vbproj (namespace Animals) I have Wolf.vb, Tiger.vb, Cat.vb, and a Human.cs Could I use Animals.Human from a external AnimalsForm.vb form? Why?

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  • How long is a CS degree good for?

    - by Recursion
    I came upon a comment on another forum today and one user responding to another suggested that a CS degree is really only good for one through two years at the most, and after that its as if you never had it. Is this really true? is this what employers think? When I did CS I never learned anything new, we learned fundamentals like data structures, algorithms, time complexity, OS fundamentals, language characteristics. Most of this stuff has been around for the past 20 years or so.

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  • i want to convert my aspx.cs to dll

    - by jay rathod
    i have a default.aspx page: <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> <asp:Button ID="btn" runat="server" Text="clicke here" OnClick="btn_Click"/> <asp:TextBox ID="txt" runat="server"></asp:TextBox> <asp:Label runat="server" ID="lbl"></asp:Label> </div> </div> </form> </body> </html> and default.aspx.cs : public partial class _Default : System.Web.UI.Page { string test; protected void Page_Load(object sender, EventArgs e) { } protected void btn_Click(object sender, EventArgs e) { test = txt.Text; lbl.Text = test; } } now i want to make the dll of my default.aspx.cs file and remove it from the website and give the reference of it. so how can i do this??

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  • Multiple classes in a single .cs file - good or bad?

    - by Sergio
    Is it advisable to create multiple classes within a .cs file or should each .cs file have an individual class? For example: public class Items { public class Animal { } public class Person { } public class Object { } } Dodging the fact for a minute that this is a poor example of good architecture, is having more than a single class in a .cs file a code smell?

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  • Multiple classes in a single .cs file - good or bad?

    - by Sergio
    Is it advisable to create multiple classes within a .cs file or should each .cs file have an individual class? For example: public class Items { public class Animal { } public class Person { } public class Object { } } Dodging the fact for a minute that this is a poor example of good architecture, is having more than a single class in a .cs file a code smell?

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  • SDL Tridion Schema Field "List of Links" Options

    - by Alvin Reyes
    I'm looking to create an SDL Tridion schema with a list of repeatable links while avoiding multiple fields per link. Hyperlink In a rich text field I have the following options for creating a hyperlink:* Component Anchor http:// mailto: Other When content authors create one of these hyperlinks, they have the option to select linked (visible) text as well as title and target attributes that function like typical HTML hyperlinks. "Richtext" means a Text field with Height of the Text Area = at least 2 rows with Allow Rich Text Formatting selected. Single Schema Field Link When creating a single schema field, I see these options: External Link (author options will include http://, mailto, Other) Multimedia Link Component Link (which can allow Multimedia Values) Current Ideas The best out-of-the-box (OOTB) setups I've found for this "list of links" is either offering: a single 2-line RTF with instructions to create a hyperlink (of any type) in that field separate fields for each type as well as additional fields for display name, target, and title (where the fields are assembled through template code), authors fill in only one of the fields (component link or external) Question Is there a way in the schema form designer, by updating the schema source, or through code to offer the same (RTF) hyperlink drop-down options, but in a single field? I could be missing something, but recognize this scenario isn't supported OOTB.

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  • Quality profile not found for org.codehaus.maven.dotnet.example:example, language cs

    - by senzacionale
    How can i add in sonar new CS profile. Now is just JAVA. I search in google and in sonar docs but i can't find it 11K downloaded (sonar-plugin-surefire-2.1.2-20100612230502.jar) [INFO] [sonar-core:internal {execution: default-internal}] [INFO] Database dialect class org.sonar.api.database.dialect.MsSql [INFO] ------------- Analyzing Example Solution .Net for Maven [INFO] ------------------------------------------------------------------------ [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Can not execute Sonar Embedded error: Can not analyze the project Quality profile not found for org.codehaus.maven.dotnet.example:example, language cs [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: 1 minute 19 seconds [INFO] Finished at: Sat Jun 12 23:08:14 CEST 2010 [INFO] Final Memory: 15M/31M [INFO] ------------------------------------------------------------------------

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  • Infragistics WebDateChooser when added from .cs file gave error

    - by Vinay Pandey
    Hi All, When I add WebDateChooser to .aspx.cs file javascript associated with WebDateChooser does not load, whereas when I add WebDateChooser to the aspx page it works fine. Below is the code I am using:- WebDateChooser t=new WebDateChooser(); t.ID = String.Format("Date{0}{1}",value.Name.Replace(" ", ""), defID); row.Cells[1].Controls.Add(t); t.CssClass = "bigform"; t.Value = value.DefaultValue; t.NullDateLabel = ""; I am getting error saying "SyntaxError: missing ; before statement". Am I missing something while adding from .aspx.cs?

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  • SubSonic 2.2 missing stored procedures in StoredProcedures.cs when generated with sonic.exe

    - by Mark
    We are trying to move from SubSonic 2.0.3 to 2.2 (not using .NET 3.5). When we regenerate the project using SubCommander\sonic.exe and try to compile we get some errors reporting missing members (which should have been automatically generated based on the stored procedures we have). On closer inspection it looks like my StoredProcedures.cs file is missing some (not all) automatically generated methods for my classes. As an example, I have 2 procs: [dbo]._ClassA_Func1 [dbo]._ClassA_Func2 Only one of these is being generated in the StoredProcedures.cs file. I have checked the permissions of both procs using fn_my_permissions and they seem identical. Does anyone have any ideas on what I can check? Thanks -- Mark

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  • N processes and M types of processes - enter and exit cs

    - by sarit
    i was asked to write: enter function and exit function for the following case: there are N processes and M types of processes (NM) tere is a critical section in which all processes with the same type can enter. for example: if type A is in cs, type B cannot enter cs. but all processes with type A can enter. i can use only mutex and "type" which is the type of the process. deadlock is not allowed. do you think this is ok? shared: this.type = -1; mutex m, m1=1; enter{ down(m) if (this.type == process.type) up(m1) down(m1) this.type= process.type up(m) } exit { this.type = -1 up(m1) } thanks! (by the way, this is not HW... i have an exam and im solvig tests from previous years)

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  • Many ascx-to-one ascx.cs bug in VS2008

    - by pukipuki
    I'm developing second language support for the site. So I made duplicate .ascx and .aspx files for existing ascx.cs and aspx.cs Most of the time everything works fine.. but suddenly I'm getting: Type 'ctrl_car' exists both in 'c:\Windows\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\rzhdengine\d072cc72\b9d5698b\App_Web_xdmblegv.dll', and in 'c:\Windows\Microsoft.NET\Framework\v2.0.50727\Temporary ASP.NET Files\rzhdengine\d072cc72\b9d5698b\App_Web_gkptrzo2.dll' (translated from russian) ctrl_car ctrl = (ctrl_car) LoadControl("car.ascx"); I have few such strings of code... and same error occurs with one of them. But WITHOUT any changes from me with those files. Sometimes it works on another VS... sometimes regetting project helps... but it is always waste of time (

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  • displaying .aspx and .aspx.cs files such that its not understood by the browser

    - by user287745
    i have to give the user the option to upload his own aspx and aspx.cs files on to the server, adjust the hyperlink to point to a page which would do the following display the aspx and aspx.cs files code onto the page without actually rendering the code the browser should not understand anything, and while reading the files to display them the method be such that nothing is processed on the server regarding the code within the files to prevent from unnecessary problems many user would try to cause. i have tried many ways of displaying it but it ends up on displaying the actual comments instead of the code. please suggest with links to examples how to achieve the above. please note main concentration is on asp.net and c# using vs08, so j script and ready-made tools be avoided if feasible thank you all

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  • Orchard - Can't find the Resource defined in ResourceManifest.cs

    - by mlang
    I have a custom there, where I try to require some of my css and js files via the ResourceManifest.cs file - I keep into running a quite weird issue tough. I get the following error: a 'script' named 'FoundationScript' could not be found This is my ResourceManifest.cs: using Orchard.UI.Resources; namespace Themes.TestTheme { public class ResourceManifest : IResourceManifestProvider { public void BuildManifest(ResourceManifestBuilder builder) { var manifest = builder.Add(); manifest.DefineStyle("Foundation").SetUrl("foundation.min.css"); manifest.DefineScript("FoundationScript").SetUrl("foundation.min.js"); } } } In the Layout.cshtml, I have following: @{ Script.Require("ShapesBase"); Script.Require("FoundationScript"); Style.Include("site.css"); Style.Require("Foundation"); } What am I missing here?

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • FreeType2 Crash on FT_Init_FreeType

    - by JoeyDewd
    I'm currently trying to learn how to use the FreeType2 library for drawing fonts with OpenGL. However, when I start the program it immediately crashes with the following error: "(Can't correctly start the application (0xc000007b))" Commenting the FT_Init_FreeType removes the error and my game starts just fine. I'm wondering if it's my code or has something to do with loading the dll file. My code: #include "SpaceGame.h" #include <ft2build.h> #include FT_FREETYPE_H //Freetype test FT_Library library; Game::Game(int Width, int Height) { //Freetype FT_Error error = FT_Init_FreeType(&library); if(error) { cout << "Error occured during FT initialisation" << endl; } And my current use of the FreeType2 files. Inside my bin folder (where debug .exe is located) is: freetype6.dll, libfreetype.dll.a, libfreetype-6.dll. In Code::Blocks, I've linked to the lib and include folder of the FreeType 2.3.5.1 version. And included a compiler flag: -lfreetype My program starts perfectly fine if I comment out the FT_Init function which means the includes, and library files should be fine. I can't find a solution to my problem and google isn't helping me so any help would be greatly appreciated.

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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