Search Results

Search found 40386 results on 1616 pages for 'object design'.

Page 85/1616 | < Previous Page | 81 82 83 84 85 86 87 88 89 90 91 92  | Next Page >

  • How to get exactly typeof is object/array/null..?

    - by 3gwebtrain
    var obj = {},ar = [],nothing=null,empty=undefined,word ='string',headorTail = true; console.log(typeof obj) //object console.log(typeof ar)//object console.log(typeof nothing)//object console.log(typeof empty)//undefined console.log(typeof word)//string console.log(typeof headorTail)//boolean But how can i get the type of obj,ar,nothing as "object, array,null" - what is the best way to achieve this?

    Read the article

  • VBO and shaders confusion, what's their connection?

    - by Jeffrey
    Considering OpenGL 2.1 VBOs and 1.20 GLSL shaders: When creating an entity like "Zombie", is it good to initialize just the VBO buffer with the data once and do N glDrawArrays() calls per each N zombies? Is there a more efficient way? (With a single call we cannot pass different uniforms to the shader to calculate an offset, see point 3) When dealing with logical object (player, tree, cube etc), should I always use the same shader or should I customize (or be able to customize) the shaders per each object? Considering an entity class, should I create and define the shader at object initialization? When having a movable object such as a human, is there any more powerful way to deal with its coordinates than to initialize its VBO object at 0,0 and define an uniform offset to pass to the shader to calculate its real position? Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombielist class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie }

    Read the article

  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

    Read the article

  • Differences between Dynamic Dispatch and Dynamic Binding

    - by Prog
    I've been looking on Google for a clear diffrentiation with examples but couldn't find any. I'm trying to understand the differences between Dynamic Dispatch and Dynamic Binding in Object Oriented languages. As far as I understand, Dynamic Dispatch is what happens when the concrete method invoked is decided at runtime, based on the concrete type. For example: public void doStuff(SuperType object){ object.act(); } SuperType has several subclasses. The concrete class of the object will only be known at runtime, and so the concrete act() implementation invoked will be decided at runtime. However, I'm not sure what Dynamic Binding means, and how it differs from Dynamic Dispatch. Please explain Dynamic Binding and how it's different from Dynamic Dispatch. Java examples would be welcome.

    Read the article

  • Book Review: Professional ASP.NET Design Patterns by Scott Millett

    - by Sam Abraham
    In the next few lines, I will be providing a brief review of Wrox’s Professional ASP.NET Design Patterns by Scott Millett. Design patterns have been a hot topic for many years as developers looked to do more with less, re-use as much code as possible by creating common libraries, as well as make their code easier to understand, extend and collaborate on. Scott Millett’s book covered classic and emerging patterns in a practical presentation that demonstrated with thorough examples how to put each pattern to use in the context of multi-tiered ASP.NET applications. The author’s unique approach and content earned him much kudos in the foreword by Scott Hanselman as well as online reviews. The book has 14 chapters of which 5 are dedicated to a comprehensive case study. Patterns covered therein include S.O.L.I.D, Gang of Four (GoF) as well as Martin Fowler’s Patterns of Enterprise Applications. Many thanks to the Wiley/Wrox User Group Program for their support of our West Palm Beach Developers’ Group. Best regards, --Sam You can access my reviews of books I recently read: Professional WCF 4.0 Inside Windows Communication Foundation Inside Microsoft SQL Server 2008 series

    Read the article

  • Google I/O 2010 - Android UI design patterns

    Google I/O 2010 - Android UI design patterns Google I/O 2010 - Android UI design patterns Android 201 Chris Nesladek, German Bauer, Richard Fulcher, Christian Robertson, Jim Palmer In this session, the Android User Experience team will show the types of patterns you can use to build a great Android application. We'll cover things like how to use Interactive Titlebars, Quick Contacts, and Bottom bars as well some new patterns which will get an I/O-only preview. The team will be also available for a no holds barred Q&A session. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 58:42 More in Science & Technology

    Read the article

  • La première beta de Ubuntu 10.04 LTS est sortie : nouveau design, nouveau kernel, nouveaux logiciels

    La beta 1 de Ubuntu 10.04 LTS est sortie Nouveau design, nouveau kernel, nouveaux logiciels Fini le marron dans Ubuntu. Le choc est rude, certes. Mais la première beta de la mouture 10.04 de l'OS consolera les nostalgique de l'ancien design de la distribution Linux (certainement) la plus connue au monde. Bien qu'il ne s'agisse que de la première beta, Lucid Lynx propose en effet déjà plusieurs nouveautés majeures. Sous le capot, on trouve par exemple le kernel 2.6.32 de Linux, Gnome 2.30 et une prise en charge améliorée des cartes graphiques NVIDIA. Coté logiciel, Ubuntu 10.04 propose notamment OpenOffice.org 3.2.0 (la suite bureautique de Su...

    Read the article

  • Photoshop Elements 9 VS Paintshop Photo Pro X3 For Web Design

    - by Brian
    I need a good image creation program for web design. I have downloaded both Elements 9 and Paintshop X3. So far I have found them both to be great programs. X3 seems like it has a lot of features, Elements seems like it's quite easy and stable to use. I think I'm going to go with Elements, but I wanted to get other opinions. Which program do you guys like better overall? What things do you think they lack for image creation/editing pertaining to web design, or what features do they have that are great for it? Thanks!

    Read the article

  • Turning your code inside out (functional style) compared to a OO paradigm

    - by Acaz Souza
    I have find this article Turning Your Code Inside Out and I want to know how this approach described in article is for OO programmers/languages. Is this style of design used in OO programmers/languages? What's downsides and goodsides of this approach in a OO language? Update: OO objects have state and behavior, the design explained in article is stateless. Is not only Single Responsability Principle. (If I'm talking shit, please explain to me instead of only downside/close votes)

    Read the article

  • Role of linking, object files and executables

    - by Tim
    For a C or assembly program that does not require any other library, will linking be necessary? In other words, will conversion from C to Assembly and/or from Assembly to an object file be enough without being followed by linking? If linking is still needed, what will it do, given that there is just one object file which doesn't need a library to link to? Relatedly, how different are object files and executable files, given that in Linux, both have file format ELF? Are object files those ELF files that are not runnable? Are there some executable files that can be linked to object files? If yes, does it mean dynamical linking of executables to shared libraries?

    Read the article

  • OpenGL Shading Program Object Memory Requirement

    - by Hans Wurst
    gDEbugger states that OpenGL's program objects only occupy an insignificant amount of memory. How much is this actually? I don't know if the stuff I looked up in mesa is actually that I was looking for but it requires 16KB [Edit: false, confusing struct names, less than 1KB immediate, some further behind pointers] per program object. Not quite insignificant. So is it recommended to create a unique program object for each object of the scene? Or to share a single program object and set the scene's object's custom variables just before its draw call?

    Read the article

  • Virtualized data centre&ndash;Part four: The design

    - by marc dekeyser
    Welcome back to the fourth post in this series! Today we will have a look at what Microsoft recommends as a “private cloud design” and what I will make of it. Whilst my own solution is based of the reference architecture, it is quite different indeed! An important thing to know is that, whilst I am using the private cloud as a reference, I am skipping most of the steps in designing a private cloud. If that is why you are here, please read the links at the end of the article and skim through my own content. A private cloud is much more process driven than just building a virtual infrastructure… The architecture of it all… So imagine for a minute that you have unlimited funds to build this lab of yours… You’d want redundancy on all levels and separation of each network where possible! Unfortunately we don’t have that luxury and, as you saw me hinting at in the previous article, our own design will be more limited but still quite capable! Networking From the networking perspective I will not have a fully redundant network, after all, this is but a lab environment! Thanks to Server 2012 I will be able to use bonding on my NIC’s and use LACP to improve the performance on that part. Storage As I mentioned in the previous article a Synology DS1218+ will be used for iSCSI provisioning. This device has 2 NICs on-board which can be bonded in to one 2 Gbps interface giving me a decent throughput and making the disks the most limiting factor in the storage design. Domain controllers and extra infrastructure Server 2012 completely supports running domain controllers virtualized and has no need to actually have a reachable DC when booting… That being said I need a remote access machine to power on the hosts (I have no need for them running 24/7) and a possible System Center VMM 2012 box (although server 2012 is not supported until SP1 :( ). Undecided on if I am to install those boxes separately or as a virtual machine… Which amounts to… Something like this pretty picture!                   Sources Microsoft Private Cloud Solutions Repository (en-US) http://social.technet.microsoft.com/wiki/contents/articles/12131.microsoft-private-cloud-solutions-repository-en-us.aspx Reference  Architecture: http://social.technet.microsoft.com/wiki/contents/articles/3819.reference-architecture-for-private-cloud.aspx Private Cloud Reference Model: http://social.technet.microsoft.com/wiki/contents/articles/4399.private-cloud-reference-model.aspx

    Read the article

  • Best design for a memory resident tool

    - by Andrew S.
    I apologize if this tends more toward design that programming, but here goes. What design would you recommend for a database that is Memory resident Must run on windows, linux and (at a stretch) the mac Accept multiple queries simultaneously Have minimum overhead, since a search is expected to take <0.25s This program implements a domain-specific search. Think of it as a database, but one that takes advantage of domain specific information to outperform a convential database search (for example, with custom oracle indexing). We have a custom data structure for our data. Our protoype is a simple exe that constructs the database in memory each time it is run. We were thinking that perhaps this program would suffice, but augmented with sockets so it can listen for queries. This database will be static. Its contents will change infrequently. We expect queries, and the solution, to be delivered via a web service.

    Read the article

  • Windows Phone 7 Design Template

    Expression Blend is a wonderful design environment for WP7 (Windows Phone 7) but for quickly visualizing a concept nothing beats Illustrator! I am excited about WP7 and decided that having a solid .ai template would prove invaluable. Some of the details of the WP7 UI Design and Interaction Guide are a bit fuzzy (literally) but I was able to generate some useful layout guides, character styles, and symbols. While the template does not cover every aspect of the guide I think it is a good launching point; if you find it useful and extend it please share your updates (I created the template in CS4, if you have problems in earlier versions let me know).Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Author's work and copyright. in UI design

    - by c-smile
    Typical situation in UI design: you do design of some UI and, say, came up with some bright new idea like "ribbon" or "kinetic scroll past end". What would be the strategy about such thing? Register patent, don't like it, but anyway would like to ask: how long it takes to do all this stuff and how much it will cost in average? If to forget about patents, will the idea have something like "prior art" status or some such if someone will try to patent this in future? All this about project / product published by solo developer.

    Read the article

  • PeopleSoft New Design Solves Navigation Problem

    - by Applications User Experience
    Anna Budovsky, User Experience Principal Designer, Applications User Experience In PeopleSoft we strive to improve User Experience on all levels. Simplifying navigation and streamlining access to the most important pages is always an important goal. No one likes to waste time waiting for pages to load and watching a spinning glass going on and on. Those performance-affecting server trips, page-load waits and just-too-many clicks were complained about for a long time. Something had to be done. A few new designs came in PeopleSoft 9.2 helping users to access their everyday work areas easier and faster. For example, Dashboard and Work Center aggregate most accessed information sections on a single page; Related Information allows users to complete transaction-related-research without interrupting a transaction and Secure Search gets users to a specific page directly. Today we’ll talk about the Actions menu. Most PeopleSoft pages are shared between individual products and product lines. It means changing the content on a single page involves Oracle development and quality assurance time for making and testing the changes. In order to streamline the navigation and cut down on accessing PeopleSoft pages one-page-at-a-time, we introduced a new menu design. The new menu allows accessing shared pages without the Oracle development team making any local changes, and it works as an additional one-click-path to specific high-traffic actionable pages. Let’s look at how many steps it took to Change Salary for an employee in HCM 9.1 before: Figure 1. BEFORE: The 6 steps a user would take to Change Salary in PeopleSoft HCM 9.1 In PeopleSoft 9.1 it took 5 steps + page loading time + additional verification time for making sure a correct employee is selected from the table. In PeopleSoft 9.2 it only takes 2 steps. To complete Ad Hoc Change Salary action, the user can start from the HCM Manager's Dashboard, click the Action menu within a table, choose a menu option, and access a correct employee’s details page to take an action. Figure 2. AFTER: The 2 steps a user would take to Change Salary in PeopleSoft HCM 9.2 The new menu is placed on a row level which ensures the user accesses the correct employee’s details page. The Actions menu separates menu options into hierarchical sections which help to scan and access the correct option quickly. The new menu’s small size and its structure enabled users to access high-traffic pages from any page and from any part of the page. No more spinning hourglass, no more multiple pages upload. The flexible design fits anywhere on a page and provides a fast and reliable path to the correct destination within the product. Now users can: Access any target page no matter how far it is buried from the starting point; Reduce navigation and page-load time; Improve productivity and reduce errors. The new menu design is available and widely used in all PeopleSoft 9.2 product lines.

    Read the article

  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

    Read the article

  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

    Read the article

  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

    Read the article

  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

    Read the article

< Previous Page | 81 82 83 84 85 86 87 88 89 90 91 92  | Next Page >