Search Results

Search found 104525 results on 4181 pages for 'code search engine'.

Page 96/4181 | < Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >

  • Re-generate Code Gen Files in Visual Studio

    - by dev.e.loper
    I'm using Visual Studio 2008. I've added a control on a page but can't reference it in code-behind file. When I looked at the Code-Gen file, I didn't find my new control. It looks like Visual Studio didn't update Code Gen file to include my control. Is there a way to manually re-generate that Code Gen file?

    Read the article

  • Formatting PHP Code within Vim

    - by gacrux
    I'm currently using Vim as a lightweight IDE. I have NERDTree, bufexplorer, supertab, and ctags plugins which do almost everything I want. Only big thing missing for me is auto code formatting. I'm working with some messy PHP code which has inconsistent indenting and code formatting, ideally I could highlight the code I want formatted (whole files would be fine too) and run a command to tidy it. Does anybody have a nice solution for this working in Vim?

    Read the article

  • Read from plist insted of Code array

    - by BoSoud
    Hi Guys am Using [URL="http://www.iphonesdkarticles.com/2009/01/uitableview-searching-table-view.html"]UITableView - Searching table view[/URL] its really nice easy tutorial but i really have bad time try to read from plist that what i did change - (void)viewDidLoad { [super viewDidLoad]; //Initialize the array. listOfItems = [[NSMutableArray alloc] init]; TableViewAppDelegate *AppDelegate = (TableViewAppDelegate *)[[UIApplication sharedApplication] delegate]; listOfItems = [AppDelegate.data objectForKey:@"Countries"]; //Initialize the copy array. copyListOfItems = [[NSMutableArray alloc] init]; //Set the title self.navigationItem.title = @"Countries"; //Add the search bar self.tableView.tableHeaderView = searchBar; searchBar.autocorrectionType = UITextAutocorrectionTypeNo; searching = NO; letUserSelectRow = YES; } and This How i read plist from My AppDelegate.m - (void)applicationDidFinishLaunching:(UIApplication *)application { NSString *Path = [[NSBundle mainBundle] bundlePath]; NSString *DataPath = [Path stringByAppendingPathComponent:@"Data.plist"]; NSDictionary *tempDict = [[NSDictionary alloc] initWithContentsOfFile:DataPath]; self.data = tempDict; [tempDict release]; // Configure and show the window [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } and this my plist <plist version="1.0"> <dict> <key>Countries</key> <array> <array> <string>USA</string> </array> <dict/> </array> </dict> </plist> and i get this error *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFArray objectForKey:]: unrecognized selector sent to instance 0x1809dc0' help please am stock with this

    Read the article

  • Running the same code for get(self) as post(self)

    - by Peter Farmer
    Its been mentioned in other answers about getting the same code running for both the def get(self) and the def post(self) for any given request. I was wondering what techniques people use, I was thinking of: class ListSubs(webapp.RequestHandler): def get(self): self._run() def post(self): self._run() def _run(self): self.response.out.write("This works nicely!")

    Read the article

  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

    Read the article

  • SQLAuthority News – Bookmark – Deprecated Database Engine Features in SQL Server 2008

    - by pinaldave
    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

    Read the article

  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

    Read the article

  • Pluralsight Meet the Author Podcast on Structuring JavaScript Code

    - by dwahlin
    I had the opportunity to talk with Fritz Onion from Pluralsight about one of my recent courses titled Structuring JavaScript Code for one of their Meet the Author podcasts. We talked about why JavaScript patterns are important for building more re-useable and maintainable apps, pros and cons of different patterns, and how to go about picking a pattern as a project is started. The course provides a solid walk-through of converting what I call “Function Spaghetti Code” into more modular code that’s easier to maintain, more re-useable, and less susceptible to naming conflicts. Patterns covered in the course include the Prototype Pattern, Revealing Module Pattern, and Revealing Prototype Pattern along with several other tips and techniques that can be used. Meet the Author:  Dan Wahlin on Structuring JavaScript Code   The transcript from the podcast is shown below: [Fritz]  Hello, this is Fritz Onion with another Pluralsight author interview. Today we’re talking with Dan Wahlin about his new course, Structuring JavaScript Code. Hi, Dan, it’s good to have you with us today. [Dan]  Thanks for having me, Fritz. [Fritz]  So, Dan, your new course, which came out in December of 2011 called Structuring JavaScript Code, goes into several patterns of usage in JavaScript as well as ways of organizing your code and what struck me about it was all the different techniques you described for encapsulating your code. I was wondering if you could give us just a little insight into what your motivation was for creating this course and sort of why you decided to write it and record it. [Dan]  Sure. So, I got started with JavaScript back in the mid 90s. In fact, back in the days when browsers that most people haven’t heard of were out and we had JavaScript but it wasn’t great. I was on a project in the late 90s that was heavy, heavy JavaScript and we pretty much did what I call in the course function spaghetti code where you just have function after function, there’s no rhyme or reason to how those functions are structured, they just kind of flow and it’s a little bit hard to do maintenance on it, you really don’t get a lot of reuse as far as from an object perspective. And so coming from an object-oriented background in JAVA and C#, I wanted to put something together that highlighted kind of the new way if you will of writing JavaScript because most people start out just writing functions and there’s nothing with that, it works, but it’s definitely not a real reusable solution. So the course is really all about how to move from just kind of function after function after function to the world of more encapsulated code and more reusable and hopefully better maintenance in the process. [Fritz]  So I am sure a lot of people have had similar experiences with their JavaScript code and will be looking forward to seeing what types of patterns you’ve put forth. Now, a couple I noticed in your course one is you start off with the prototype pattern. Do you want to describe sort of what problem that solves and how you go about using it within JavaScript? [Dan]  Sure. So, the patterns that are covered such as the prototype pattern and the revealing module pattern just as two examples, you know, show these kind of three things that I harp on throughout the course of encapsulation, better maintenance, reuse, those types of things. The prototype pattern specifically though has a couple kind of pros over some of the other patterns and that is the ability to extend your code without touching source code and what I mean by that is let’s say you’re writing a library that you know either other teammates or other people just out there on the Internet in general are going to be using. With the prototype pattern, you can actually write your code in such a way that we’re leveraging the JavaScript property and by doing that now you can extend my code that I wrote without touching my source code script or you can even override my code and perform some new functionality. Again, without touching my code.  And so you get kind of the benefit of the almost like inheritance or overriding in object oriented languages with this prototype pattern and it makes it kind of attractive that way definitely from a maintenance standpoint because, you know, you don’t want to modify a script I wrote because I might roll out version 2 and now you’d have to track where you change things and it gets a little tricky. So with this you just override those pieces or extend them and get that functionality and that’s kind of some of the benefits that that pattern offers out of the box. [Fritz]  And then the revealing module pattern, how does that differ from the prototype pattern and what problem does that solve differently? [Dan]  Yeah, so the prototype pattern and there’s another one that’s kind of really closely lined with revealing module pattern called the revealing prototype pattern and it also uses the prototype key word but it’s very similar to the one you just asked about the revealing module pattern. [Fritz]  Okay. [Dan]  This is a really popular one out there. In fact, we did a project for Microsoft that was very, very heavy JavaScript. It was an HMTL5 jQuery type app and we use this pattern for most of the structure if you will for the JavaScript code and what it does in a nutshell is allows you to get that encapsulation so you have really a single function wrapper that wraps all your other child functions but it gives you the ability to do public versus private members and this is kind of a sort of debate out there on the web. Some people feel that all JavaScript code should just be directly accessible and others kind of like to be able to hide their, truly their private stuff and a lot of people do that. You just put an underscore in front of your field or your variable name or your function name and that kind of is the defacto way to say hey, this is private. With the revealing module pattern you can do the equivalent of what objective oriented languages do and actually have private members that you literally can’t get to as an external consumer of the JavaScript code and then you can expose only those members that you want to be public. Now, you don’t get the benefit though of the prototype feature, which is I can’t easily extend the revealing module pattern type code if you don’t like something I’m doing, chances are you’re probably going to have to tweak my code to fix that because we’re not leveraging prototyping but in situations where you’re writing apps that are very specific to a given target app, you know, it’s not a library, it’s not going to be used in other apps all over the place, it’s a pattern I actually like a lot, it’s very simple to get going and then if you do like that public/private feature, it’s available to you. [Fritz]  Yeah, that’s interesting. So it’s almost, you can either go private by convention just by using a standard naming convention or you can actually enforce it by using the prototype pattern. [Dan]  Yeah, that’s exactly right. [Fritz]  So one of the things that I know I run across in JavaScript and I’m curious to get your take on is we do have all these different techniques of encapsulation and each one is really quite different when you’re using closures versus simply, you know, referencing member variables and adding them to your objects that the syntax changes with each pattern and the usage changes. So what would you recommend for people starting out in a brand new JavaScript project? Should they all sort of decide beforehand on what patterns they’re going to stick to or do you change it based on what part of the library you’re working on? I know that’s one of the points of confusion in this space. [Dan]  Yeah, it’s a great question. In fact, I just had a company ask me about that. So which one do I pick and, of course, there’s not one answer fits all. [Fritz]  Right. [Dan]  So it really depends what you just said is absolutely in my opinion correct, which is I think as a, especially if you’re on a team or even if you’re just an individual a team of one, you should go through and pick out which pattern for this particular project you think is best. Now if it were me, here’s kind of the way I think of it. If I were writing a let’s say base library that several web apps are going to use or even one, but I know that there’s going to be some pieces that I’m not really sure on right now as I’m writing I and I know people might want to hook in that and have some better extension points, then I would look at either the prototype pattern or the revealing prototype. Now, really just a real quick summation between the two the revealing prototype also gives you that public/private stuff like the revealing module pattern does whereas the prototype pattern does not but both of the prototype patterns do give you the benefit of that extension or that hook capability. So, if I were writing a library that I need people to override things or I’m not even sure what I need them to override, I want them to have that option, I’d probably pick a prototype, one of the prototype patterns. If I’m writing some code that is very unique to the app and it’s kind of a one off for this app which is what I think a lot of people are kind of in that mode as writing custom apps for customers, then my personal preference is the revealing module pattern you could always go with the module pattern as well which is very close but I think the revealing module patterns a little bit cleaner and we go through that in the course and explain kind of the syntax there and the differences. [Fritz]  Great, that makes a lot of sense. [Fritz]  I appreciate you taking the time, Dan, and I hope everyone takes a chance to look at your course and sort of make these decisions for themselves in their next JavaScript project. Dan’s course is, Structuring JavaScript Code and it’s available now in the Pluralsight Library. So, thank you very much, Dan. [Dan]  Thanks for having me again.

    Read the article

  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

    Read the article

  • Google Analytics on Static Site Hosted by GAE

    - by Cody Hess
    I finagled hosting a static site on Google App Engine at http://corbyhaas.com The HTML when visiting the URL shows some meta information and a frame to the site's actual address: http://cody-static-sites.appspot.com/corbyhaas which has the content. This is done automagically by Google App Engine. I've set up Google Analytics by including their script in my index.html, but the report shows 100% of visits coming from referring site "corbyhaas.com", which is useless information. Has anyone set up Google Analytics for a static GAE site? Is there a setting in my Analytics dashboard I can tweak, or is this a hazard of using Google App Engine for static content? Also, while it's not relevant here (but could be for future sites), does GAE's method of showing only meta information with frames for static data affect SEO?

    Read the article

  • Is using MultiMaps code smell? If so what alternative data structures fit my needs?

    - by Pureferret
    I'm trying to model nWoD characters for a roleplaying game in a character builder program. The crux is I want to support saving too and loading from yaml documents. One aspect of the character's is their set of skills. Skills are split between exactly three 'types': Mental, Physical, and Social. Each type has a list of skills under if. My Yaml looks like this: PHYSICAL: Athletics: 0 Brawl: 3 MENTAL: Academics: 2 Computers My initial thought was to use a Multimap of some sort, and have the skill type as an Enum, and key to my map. Each Skill is an element in the collection that backs the multimap. However, I've been struggling to get the yaml to work. On explaining this to a colleague outside of work they said this was probably a sign of code smell, and he's never seen it used 'well'. Are multiMaps really code smell? If so what alternate data structures would suit my goals?

    Read the article

  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

    Read the article

  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

    Read the article

  • How do I encrypt the source code on the webserver?

    - by Ashin k n
    I have a web application developed using Python, HTML, CSS & JavaScript. The customer installs it in any of their own Machine and uses it through their LAN. In short the customer sets up the webserver in any of their own machine. Since its a web application, all the source code is open for the customer in the document root directory of webserver. I want to encrypt the whole source code in the document root directory in such a way that it should not effect the working of the web application. Is there is any way to encrypt the Python, HTML, CSS & JavaScript for this purpose.

    Read the article

  • Best practices for managing deployment of code from dev to production servers?

    - by crosenblum
    I am hoping to find an easy tool or method, that allow's managing our code deployment. Here are the features I hope this solution has: Either web-based or batch file, that given a list of files, will communicate to our production server, to backup those files in different folders, and zip them and put them in a backup code folder. Then it records the name, date/time, and purpose of the deployment. Then it sends the files to their proper spot on the production server. I don't want too complex an interface to doing the deployment's because then they might never use it. Or is what I am asking for too unrealistic? I just know that my self-discipline isn't perfect, and I'd rather have a tool I can rely on to do what needs to be done, then my own memory of what exact steps I have to take every time. How do you guys, make sure everything get's deployed correctly, and have easy rollback in case of any mistakes?

    Read the article

  • Create Auto Customization Criteria OAF Search Page

    - by PRajkumar
    1. Create a New Workspace and Project Right click Workspaces and click create new OAworkspace and name it as PRajkumarCustSearch. Automatically a new OA Project will also be created. Name the project as CustSearchDemo and package as prajkumar.oracle.apps.fnd.custsearchdemo   2. Create a New Application Module (AM) Right Click on CustSearchDemo > New > ADF Business Components > Application Module Name -- CustSearchAM Package -- prajkumar.oracle.apps.fnd.custsearchdemo.server   3. Enable Passivation for the Root UI Application Module (AM) Right Click on CustSearchAM > Edit SearchAM > Custom Properties > Name – RETENTION_LEVEL Value – MANAGE_STATE Click add > Apply > OK   4. Create Test Table and insert data some data in it (For Testing Purpose)   CREATE TABLE xx_custsearch_demo (   -- ---------------------     -- Data Columns     -- ---------------------     column1                  VARCHAR2(100),     column2                  VARCHAR2(100),     column3                  VARCHAR2(100),     column4                  VARCHAR2(100),     -- ---------------------     -- Who Columns     -- ---------------------     last_update_date    DATE         NOT NULL,     last_updated_by     NUMBER   NOT NULL,     creation_date          DATE         NOT NULL,     created_by               NUMBER   NOT NULL,     last_update_login   NUMBER  );   INSERT INTO xx_custsearch_demo VALUES('v1','v2','v3','v4',SYSDATE,0,SYSDATE,0,0); INSERT INTO xx_custsearch_demo VALUES('v1','v3','v4','v5',SYSDATE,0,SYSDATE,0,0); INSERT INTO xx_custsearch_demo VALUES('v2','v3','v4','v5',SYSDATE,0,SYSDATE,0,0); INSERT INTO xx_custsearch_demo VALUES('v3','v4','v5','v6',SYSDATE,0,SYSDATE,0,0); Now we have 4 records in our custom table   5. Create a New Entity Object (EO) Right click on SearchDemo > New > ADF Business Components > Entity Object Name – CustSearchEO Package -- prajkumar.oracle.apps.fnd.custsearchdemo.schema.server Database Objects -- XX_CUSTSEARCH_DEMO   Note – By default ROWID will be the primary key if we will not make any column to be primary key   Check the Accessors, Create Method, Validation Method and Remove Method   6. Create a New View Object (VO) Right click on CustSearchDemo > New > ADF Business Components > View Object Name -- CustSearchVO Package -- prajkumar.oracle.apps.fnd.custsearchdemo.server   In Step2 in Entity Page select CustSearchEO and shuttle them to selected list   In Step3 in Attributes Window select columns Column1, Column2, Column3, Column4, and shuttle them to selected list   In Java page deselect Generate Java file for View Object Class: CustSearchVOImpl and Select Generate Java File for View Row Class: CustSearchVORowImpl   7. Add Your View Object to Root UI Application Module Select Right click on CustSearchAM > Application Modules > Data Model Select CustSearchVO and shuttle to Data Model list   8. Create a New Page Right click on CustSearchDemo > New > Web Tier > OA Components > Page Name -- CustSearchPG Package -- prajkumar.oracle.apps.fnd.custsearchdemo.webui   9. Select the CustSearchPG and go to the strcuture pane where a default region has been created   10. Select region1 and set the following properties: ID -- PageLayoutRN Region Style -- PageLayout AM Definition -- prajkumar.oracle.apps.fnd.custsearchdemo.server.CustSearchAM Window Title – AutoCustomize Search Page Window Title – AutoCustomization Search Page Auto Footer -- True   11. Add a Query Bean to Your Page Right click on PageLayoutRN > New > Region Select new region region1 and set following properties ID – QueryRN Region Style – query Construction Mode – autoCustomizationCriteria Include Simple Panel – False Include Views Panel – False Include Advanced Panel – False   12. Create a New Region of style table Right Click on QueryRN > New > Region Using Wizard Application Module – prajkumar.oracle.apps.fnd.custsearchdemo.server.CustSearchAM Available View Usages – CustSearchVO1   In Step2 in Region Properties set following properties Region ID – CustSearchTable Region Style – Table   In Step3 in View Attributes shuttle all the items (Column1, Column2, Column3, Column4) available in “Available View Attributes” to Selected View Attributes: In Step4 in Region Items page set style to “messageStyledText” for all items   13. Select CustSearchTable in Structure Panel and set property Width to 100%   14. Include Simple Search Panel Right Click on QueryRN > New > simpleSearchPanel Automatically region2 (header Region) and region1 (MessageComponentLayout Region) created Set Following Properties for region2 Id – SimpleSearchHeader Text -- Simple Search   15. Now right click on message Component Layout Region (SimpleSearchMappings) and create two message text input beans and set the below properties to each   Message TextInputBean1 Id – SearchColumn1 Search Allowed – True Data Type – VARCHAR2 Maximum Length – CSS Class – OraFieldText Prompt – Column1   Message TextInputBean2 Id – SearchColumn2 Search Allowed -- True Data Type – VARCHAR2 Maximum Length – 100 CSS Class – OraFieldText Prompt – Column2   16. Now Right Click on query Components and create simple Search Mappings. Then automatically SimpleSearchMappings and QueryCriteriaMap1 created   17.  Now select the QueryCriteriaMap1 and set the below properties Id – SearchColumn1Map Search Item – SearchColumn1 Result Item – Column1   18. Now again right click on simpleSearchMappings -> New -> queryCriteriaMap, and then set the below properties Id – SearchColumn2Map Search Item – SearchColumn2 Result Item – Column2   19. Congratulation you have successfully finished Auto Customization Search page. Run Your CustSearchPG page and Test Your Work            

    Read the article

  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

    Read the article

  • How to understand Linux kernel source code for a beginner?

    - by Amit Chavan
    Hi, I am a student interested in working on Memory Management, particularly the page replacement component of the linux kernel. What are the different guides that can help me to begin understanding the kernel source? I have tried to read the book Understanding the Linux Virutal Memory Manager by Mel Gorman and Understanding the Linux Kernel by Cesati and Bovet, but they do not explain the flow of control through the code. They only end up explaining various data structures used and the work various functions perform. This makes the code more confusing. My project deals with tweaking the page replacement algorithm in a mainstream kernel and analyse its performance for a set of workloads. Is there a flavor of the linux kernel that would be easier to understand(if not the linux-2.6.xx kernel)?

    Read the article

  • What is the politically correct way of refactoring other's code?

    - by dukeofgaming
    I'm currently working in a geographically distributed team in a big company. Everybody is just focused on today's tasks and getting things done, however this means sometimes things have to be done the quick way, and that causes problems... you know, same old, same old. I'm bumping into code with several smells such as: big functions pointless utility functions/methods (essentially just to save writing a word), overcomplicated algorithms, extremely big files that should be broken down into different files/classes (1,500+ lines), etc. What would be the best way of improving code without making other developers feel bad/wrong about any proposed improvements?

    Read the article

  • What if you don't have code samples to give a prospective employer?

    - by lucks
    What do you do when you don't have any good code samples available when asked by a prospective employer? I like to consider myself a fairly capable developer but I can't share any of the software I've been writing for my company the last few years. Unfortunately, I haven't been able to find the time to put much work in my personal projects either. Basically, I don't think I can find any code samples that are a good representative of my skills that I can share. Any ideas? Thanks in advance.

    Read the article

  • C: What is a good source to teach standard/basic code conventions to someone newly learning the language ?

    - by shan23
    I'm tutoring someone who can be described as a rank newcomer in C. Understandably, she does not know much about coding conventions generally practiced, and hence all her programs tend to use single letter vars, mismatched spacing/indentation and the like, making it very difficult to read/debug her endeavors. My question is, is there a link/set of guidelines and examples which she can use for adopting basic code conventions ? It should not be too arcane as to scare her off, yet inclusive enough to have the basics covered (so that no one woulc wince looking at the code). Any suggestions ?

    Read the article

  • Google I/O 2012 - App Engine Overview

    Google I/O 2012 - App Engine Overview Doug Orr, Jesse Jiang, Alexander Power Be the first to hear about the exciting new platform products which you can use to work better in the cloud. Discover how the Google Cloud Platform is expanding to meet your current and future needs. Learn how the over 150k developers in startups and businesses building mobile, games and modern web apps are already enjoying the benefits of the platform. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1781 16 ratings Time: 54:04 More in Science & Technology

    Read the article

  • What's the best way to create a static utility class in python? Is using metaclasses code smell?

    - by rsimp
    Ok so I need to create a bunch of utility classes in python. Normally I would just use a simple module for this but I need to be able to inherit in order to share common code between them. The common code needs to reference the state of the module using it so simple imports wouldn't work well. I don't like singletons, and classes that use the classmethod decorator do not have proper support for python properties. One pattern I see used a lot is creating an internal python class prefixed with an underscore and creating a single instance which is then explicitly imported or set as the module itself. This is also used by fabric to create a common environment object (fabric.api.env). I've realized another way to accomplish this would be with metaclasses. For example: #util.py class MetaFooBase(type): @property def file_path(cls): raise NotImplementedError def inherited_method(cls): print cls.file_path #foo.py from util import * import env class MetaFoo(MetaFooBase): @property def file_path(cls): return env.base_path + "relative/path" def another_class_method(cls): pass class Foo(object): __metaclass__ = MetaFoo #client.py from foo import Foo file_path = Foo.file_path I like this approach better than the first pattern for a few reasons: First, instantiating Foo would be meaningless as it has no attributes or methods, which insures this class acts like a true single interface utility, unlike the first pattern which relies on the underscore convention to dissuade client code from creating more instances of the internal class. Second, sub-classing MetaFoo in a different module wouldn't be as awkward because I wouldn't be importing a class with an underscore which is inherently going against its private naming convention. Third, this seems to be the closest approximation to a static class that exists in python, as all the meta code applies only to the class and not to its instances. This is shown by the common convention of using cls instead of self in the class methods. As well, the base class inherits from type instead of object which would prevent users from trying to use it as a base for other non-static classes. It's implementation as a static class is also apparent when using it by the naming convention Foo, as opposed to foo, which denotes a static class method is being used. As much as I think this is a good fit, I feel that others might feel its not pythonic because its not a sanctioned use for metaclasses which should be avoided 99% of the time. I also find most python devs tend to shy away from metaclasses which might affect code reuse/maintainability. Is this code considered code smell in the python community? I ask because I'm creating a pypi package, and would like to do everything I can to increase adoption.

    Read the article

< Previous Page | 92 93 94 95 96 97 98 99 100 101 102 103  | Next Page >