Search Results

Search found 9286 results on 372 pages for 'transfer speed'.

Page 97/372 | < Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >

  • What to choose for beginner: PHP/Python/Ruby

    - by Nai
    I'm a beginner teaching myself to code but I would like he insight of the PSE community and helping choose where to start. My main objective is to be able to create a basic website to first test my business idea and from there iterate on it quickly to minimise my learning time. The most important criteria for me is speed. An example of speed would be pre-built components available open source and not having to write one from scratch. From my research, this seems to be a death match between the following languages and frameworks: PHP and CakePHP Python and Django Ruby and Rails Assumptions: I am going to be equally good (or bad) in all 3. It is going to be equally easy to find competent developers in either language. I know this to be false already by lets assume that it is. This question is not meant to karma whore as I've seen how passionate some of these standoff questions have been and I'll be happy to turn it into a community wiki.

    Read the article

  • Ubuntu 11.10 to 12.04 results in loss of N network capability - how to restore?

    - by user74273
    On Ubuntu 11.10, I had zero issues with N network detection and speed. I cannot remember whether the old driver was iwlagn or iwlwifi. This was with Ubuntu repository Linux kernel 3.0.0-22. Upon upgrading to Ubuntu 12.04, iwlwifi is the available driver and while it detects N networks, upon connection, the speed is cripplingly low and DNS look-ups do not occur (impossible to browse). This is with Ubuntu repository Linux kernel 3.2.0-26. Please note that the 11n_disable flag for the iwlwifi module cannot work for me as I require N network access. Is there another solution? Perhaps, is there a way to easily patch the new kernel with the old wireless module (just copy-and-paste the iwlagn module into the new kernel source and re-compile)? Relevant hardware specs: Dell Inspiron N5110 Network Adapter: Intel® Centrino® Wireless-N 1030

    Read the article

  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

    Read the article

  • How can I motivate the community to use boinc?

    - by user49523
    boinc is a really nice application to use on background of a computer that can help science projects and humanity as a all. I would like somehow to encourage people use boinc with their preferences on boinc like projects choice, cpu from 10 to 100 ,.. with their computer that will help science to move more quickly and help humanity There are 20 million users of ubuntu if most of use boinc , this will increase the speed of science projets .. and if other people from other operating systems use as also like mac,windows,.. and other open source like debian,.. this would even speed more science and now anyone can win also a prize , joining a project management like http://boincstats.com/ and there is more 2 How can i get ubuntu users and ubuntu community to know and use boinc application?

    Read the article

  • Can I automatically make my Nvidia card's fan quieter?

    - by Salim Fadhley
    I have a machine with an Nvidia graphics card. Unfortunately the GPU fan is very loud. It's very annoying at times. We never use this machine for intense 3d work - that GPU is probably not working very hard at all. I'm pretty sure I can run it at a much lower fan-speed without causing any problems. The nvclock utility can be used to manually adjust the fan-speed of my Nvidia graphics card. I'd like to call this utility automatically when the machine boots up. Is there some kind of system service which I can use to automatically apply this kind of system-wide configuration? Even better, is there a system monitoring service which can poll the GPU temperature and adjust the various system fan-speeds accordingly? Thanks!

    Read the article

  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

    Read the article

  • PHP Fingerprinting CMS Versions by their meta tags [migrated]

    - by Mud
    Hey guys I'm having some issues with the speed of my script. I'm a novice I know so getting past that - what suggestions would you have to speed up my script? I was originally just reading in the index.php and then searching the <head> of the page for an array of strings. Then I read about the get_meta_tags and went that way. Then I had issues with some sites having 300 redirects in place so I used curl to check the URL existed and to speed up things but it's still taking 5 minutes or so to execute. <?php function url_exist($url){ $c=curl_init(); curl_setopt($c,CURLOPT_URL,$url); curl_setopt($c,CURLOPT_HEADER,1); curl_setopt($c,CURLOPT_NOBODY,1); curl_setopt($c,CURLOPT_RETURNTRANSFER,1); curl_setopt($c,CURLOPT_FRESH_CONNECT,1); if(!curl_exec($c)){ return false; }else{ return true; } curl_close($c); } function checkVersion($url){ $tags = get_meta_tags($url); if (is_array($tags) && array_key_exists('generator', $tags)) { $v = "<span style='background-color:#7BF55D;color:#A3A0A0'>".$tags['generator']."</span"; }else{ $v="<span style='background-color:#F55D67;color:#A3A0A0'>Metatag not found!</span>"; } return $v; } $row = 1; echo "<table>"; if (($handle = fopen("url.csv", "r")) !== FALSE) { while (($data = fgetcsv($handle, 1000, ",")) !== FALSE) { $num = count($data); $row++; for ($c=0; $c < $num; $c++) { if(url_exist($data[$c])){ echo "<tr><td>".$data[$c]."</td><td>".checkVersion($data[$c])."</td></tr>"; sleep(2); }else{ echo "<tr><td>".$data[$c]."</td><td><td><span style='background-color:#F55D5D;color:#A3A0A0'>URL not valid!<span></td></tr>"; } } } fclose($handle); } echo "</table>"; ?>

    Read the article

  • Making video from 3D gaphics in OpenGL

    - by MVTC
    What are some of the preferred methods or libraries for creating video from an OpenGL graphics simulation? For example, I want to create a visualization(video) of an N-Body gravity simulation by rendering non-real-time OpenGL frames. The simulation is already coded, I just don't know how to convert it to video. EDIT: I am also interested in providing the described functionality: The user can adjust parameters including the time step between captured frames and then initiate the simulation. The user waits for the simulation to complete, and then can watch the results. The user is able to increase or decrease the playback speed of the simulation whereas in slow motion, more frames are used i.e., you see higher resolution time steps, and when the speed is increased, you see lower resolution time steps at a higher rate, but the frames per second flashing on the screen is constant.

    Read the article

  • Flash Mouse.hide() cmd+tab(alt+tab) bring the mouse back

    - by DickieBoy
    Having a bit of trouble with Mouse.show() and losing focus of the swf This isn't my demo: but its showing the same bug http://www.foundation-flash.com/tutorials/as3customcursors/ What i do to recreate it is: mouse over the swf, hit cmd+tab to highlight another window, result is that the mouse is not brought back and is still invisible, (to get it back go to the window bar at the top of the screen and click something). I have an area in which movement is detected and an image Things I have tried package { import flash.display.Sprite; import flash.display.MovieClip; import com.greensock.*; import flash.events.*; import flash.utils.Timer; import flash.events.TimerEvent; import flash.utils.*; import flash.ui.Mouse; public class mousey_movey extends MovieClip { public var middle_of_the_flash; //pixels per second public var speeds = [0,1,3,5,10]; public var speed; public var percentage_the_mouse_is_across_the_screen; public var mouse_over_scrollable_area:Boolean; public var image_move_interval; public function mousey_movey() { middle_of_the_flash = stage.stageWidth/2; hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OVER, mouseEnter); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OUT, mouseLeave); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); hot_area_for_movement.alpha=0; hot_area_for_movement.x=0; hot_area_for_movement.y=34; } public function show_mouse(e) { trace(e.type) trace('show_mouse') Mouse.show(); } public function onActivate(e) { trace('activate'); Mouse.show(); } public function onDeactivate(e) { trace('deactivate'); } public function get_speed(percantage_from_middle):int { if(percantage_from_middle > 80) { return speeds[4] } else { if(percantage_from_middle > 60) { return speeds[3] } else { if(percantage_from_middle > 40) { return speeds[2] } else { if(percantage_from_middle > 20) { return speeds[1] } else { return 0; } } } } } public function mouseLeave(e:Event):void{ Mouse.show(); clearInterval(image_move_interval); } public function mouseEnter(e:Event):void{ Mouse.hide(); image_move_interval = setInterval(moveImage,1); } public function mouseMove(e:Event):void { percentage_the_mouse_is_across_the_screen = Math.round(((middle_of_the_flash-stage.mouseX)/middle_of_the_flash)*100); speed = get_speed(Math.abs(percentage_the_mouse_is_across_the_screen)); airplane_icon.x = stage.mouseX; airplane_icon.y = stage.mouseY; } public function stageMouseMove(e:Event):void{ Mouse.show(); } public function moveImage():void { if(percentage_the_mouse_is_across_the_screen > 0) { moving_image.x+=speed; airplane_icon.scaleX = -1; } else { moving_image.x-=speed; airplane_icon.scaleX = 1; } } } } Nothing too fancy, im just scrolling an image left of right at a speed which is generated by how far you are from the middle of the stage, and making an airplane moveclip follow the mouse. The events: stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); All fire and work correctly when in the browser, seem a little buggy when running a test through flash, was expecting this as ive experienced it before. The deactivate call even runs when testing and cmd+tabbing but shows no mouse. Any help on the matter is appreciated Thanks, Dickie

    Read the article

  • Time display and Cursor bug in Ubuntu 14.04 LTS

    - by user291774
    Just installed Ubuntu 14.04. Noticed the time in seconds speeds up then slows down to normal speed. The cursor for the keyboard has a strange rhythm; it stays normal, then slowly speeds up faster and faster till it looks like it's not blinking anymore, then goes back to normal and starts the process again. It almost seems like my whole operating system speeds up then slows down again. Even the hour circle that spins when it's loading starts slowly then it picks up speed till it spins so fast it looks like it's not even spinning. It interferes with video and the whole system. I have a Dell Vostro 3750 dual video cards and dual boot with Windows 7. Windows is running fine.

    Read the article

  • accessing webpages from terminal

    - by August
    Using Ubuntu 12.04 . I know two methods to access the web-pages through terminal . They are lynx & elinkswhen i have tried to use them to access web-pages from terminal i didn't felt any kind of speed improvements . I am not sure whether its a usual thing or my speed (because its slow one ). so which way is the best to access the web-page terminal browsers or GUI browsers? and what else more i can get/lost from text terminals ?

    Read the article

  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

    Read the article

  • Fast language for problem solving? [closed]

    - by Friend of Kim
    I learned PHP to make websites. After some years I've started using programming for solving what is difficult tasks for my level. Now I want to make a program that solves equations. (I want to write it myself, not use an API. Because I'm doing this for the sake of the challenge, not for the result..) Because of this, I'm going to learn a new and faster/better language. It's going to be C++, Java, Python or C#. What are the benefits of each language, and which language is best for speed compared to speed of writing and readability? Using C would be lightning fast, but the lack of OO is making for more complex code and reduces the readability, for example..

    Read the article

  • Can my computer run Ubuntu? [duplicate]

    - by Harry B
    This question already has an answer here: How do I find out which version and derivative of Ubuntu is right for my hardware in terms of minimal system requirements? 2 answers Just want to check if my computer can run Ubuntu. It is an old IBM ThinkPad, so here are the basic stats I could find: IBM 28832ZU Processor Intel(R) Celeron(R) M processor 1300MHz Processor Speed 1.27 GHz Memory (RAM) 2048 MB Operating System Microsoft Windows XP Professional Operating System Version 5.1.2600 Intel Extreme Graphics 2M And here is some info pulled from the graphics panel NTEL(R) EXTREME GRAPHICS 2 FOR MOBILE REPORT Report Date: 06/28/2013 Report Time[hr:mm:ss]: 17:53:20 Driver Version: 6.14.10.3943 Operating System: Windows NT* 5.1.2600 Service Pack 2 Default Language: English DirectX* Version: 9.0 Physical Memory: 2038 MB Min. Graphics Memory: 8 MB Max. Graphics Memory: 64 MB Graphics Memory in use: 7 MB Processor: x86 family 6 Model 9 Stepping 5 Processor Speed: 1296 MHZ Device Revision: 2 Output Devices Connected to Graphics Accelerator * Active Notebook Displays:1

    Read the article

  • Webcast: Extreme Analytics Without Limits

    - by Rob Reynolds
    Event Date: November 8, 2012 Event Time: 1 p.m. PT / 4 p.m. ET If you are a current Oracle Business Intelligence Applications customer, or thinking about implementing the BI Apps, please join us for this Webcast to learn how the combination of Oracle Exalytics In- Memory Machine and Oracle’s market leading analytic applications enables you to go beyond the traditional boundaries of data analysis and get the insight you need from massive volumes of data – all at the speed of thought. See how you can benefit from running your analytic applications on Oracle Exalytics to: Lower TCO Improve Operational Decision Making and Enhance Competitive Advantage Deliver Speed-of-thought Analysis – Anytime, Anywhere Click here to register.

    Read the article

  • Generate Unique Abstract Backgrounds with Ablaze

    - by Jason Fitzpatrick
    If you want custom and unique backgrounds without having to code your own image-generating engine, Ablaze makes it simple (and fun) to create abstract images. You can customize a wide array of options in Ablaze including the base shape (ring, horizontal line, or random), number of particles, distance each particle travels, and the speed (if you increase the speed range you get more distinct lines and if you decrease it you get smoother smokier shapes). You can also seed the design with a color palette pulled from any image you provide (the sample above was seeded with a Wonder Woman comic panel). Tweak and reset the pattern generation as much as you want; when you create an abstract image worthy of your desktop just click the save button to grab a copy of it in PNG format. Ablaze [via Flowing Data] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

    Read the article

  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

    Read the article

  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

    Read the article

  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity

    Read the article

  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity

    Read the article

  • Does low latency code sometimes have to be "ugly"?

    - by user997112
    (This is mainly aimed at those who have specific knowledge of low latency systems, to avoid people just answering with unsubstantiated opinions). Do you feel there is a trade-off between writing "nice" object orientated code and writing very fast low latency code? For instance, avoiding virtual functions in C++/the overhead of polymorphism etc- re-writing code which looks nasty, but is very fast etc? It stands to reason- who cares if it looks ugly (so long as its maintainable)- if you need speed, you need speed? I would be interested to hear from people who have worked in such areas.

    Read the article

  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

    Read the article

  • Having an issue with overwriting an element of a file correctly (numeric)

    - by IngeniousHax
    This is an ATM style program, but currently it doesn't do exactly what I need it to do... I need to get the current balance, and when money is transferred from either checking or savings, it should add it to checking and subtract it from savings. which is does, but not correctly... Input example -=[ Funds Transfer ]=- -=[ Savings to Checking ]=- Account Name: nomadic Amount to transfer: $400 New Balance in Checking: $900 // original was 500 New Balance in Savings: $7.7068e+012 // this should now be 1100... Here is my code, it's a lot of code, but there are no errors, so throwing it into an IDE and compiling should be fairly quick for whoever would like to help. mainBankClass.h mainBankClass.h #ifndef MAINBANKCLASS_H #define MAINBANKCLASS_H #include <iostream> #include <fstream> #include <string> using namespace std; class Banking { protected: string checkAcctName, saveAcctName; // Name on the account int acctNumber[13]; // Account number float acctBalance, initSaveDeposit, initCheckDeposit, depAmt; // amount in account, and amount to deposit public: char getBalanceChoice(); // Get name on account for displaying relevant information char newAccountMenu(); // Create a new account and assign it a random account number void invalid(char *); // If an invalid option is chosen char menu(); // Print the main menu for the user. virtual float deposit(){ return 0; } // virtual function for deposits // virtual float withdrawal() = 0; // Virtual function for withdrawals void fatal(char *); // Handles fatal errors. Banking(); }; class Checking : public Banking { public: friend ostream operator<<(ostream &, Checking &); friend istream operator>>(istream &, Checking &); Checking operator <= (const Checking &) const; void newCheckingAccount(); void viewCheckingBalance(); void transferFromSaving(); float deposit() { return (acctBalance += depAmt); } }; class Saving : public Banking { public: friend ostream &operator<<(ostream &, Saving &); friend istream &operator>>(istream &, Saving &); Saving operator <= (const Saving &) const; void newSavingAccount(); void viewSavingBalance(); void transferFromChecking(); float deposit() { return (acctBalance += depAmt); } }; class checkAndSave : public Banking { public: void newCheckAndSave(); void viewBothBalances(); }; #endif bankAccount.cpp #include <iostream> #include <sstream> #include <string> #include <iomanip> #include <fstream> #include <time.h> #include "MainBankClass.h" /*****************************\ | BANKING CONSTRUCTOR | \*****************************/ Banking::Banking() { string acctName; // Name on the account acctNumber[13] = 0; // Account number acctBalance = 0; initCheckDeposit = 0; initSaveDeposit = 0; depAmt = 0; }; /********************************\ | The following code is to print the menu | | and recieve the users choice on what | | they want to do with the ATM | \********************************/ char Banking::menu() { char choice; system("cls"); cout << "\t\t -=[ Main Menu ]=- \n\n" << "\tA) Create New Account\n" << "\tB) View Account Balance\n" << "\tC) Transfer Funds From Checking To Savings\n" << "\tD) Transfer Funds From Savings To Checking\n" << "\tE) Exit\n" << "\n\n\tSelection: "; cin >> choice; cin.ignore(); choice = toupper(choice); while(!isalpha(choice)) { invalid("[!!] Invalid selection.\n[!!] Choose a valid option: "); cin >> choice; cin.ignore(); } return choice; } /*********************\ | Will read in account choic | | and display it for the user | \*********************/ char Banking::getBalanceChoice() { char choice; fstream saveFile("saving.dat", ios::in | ios::beg); system("cls"); cout << "\t\t -=[ View Account Balance ]=-\n\n"; cout << "A) View Checking Account\n" << "B) View Saving Account\n" << "C) View Checking \\ Saving Account\n" << endl; cout << "Choice: "; cin >> choice; choice = toupper(choice); if(!isalpha(choice)) fatal(" [!!] Invalid Choice"); return choice; } /***************************\ | Incase an invalid decision to made | | this throws the error message sent | | to it by the calling area | \***************************/ void Banking::invalid(char *msg) { cout << msg; } /*************************\ | Used if files can not be opened | | and exits with code 251: | | miscommunication with server | \*************************/ void Banking::fatal(char *msg) { cout << msg; exit(1); } /***************************\ | Create an account, either checking | | or savings, or both. | | Must should create a randomly | | generated account number that will | | correspond with each account. | \***************************/ /************************\ NOTE:: WILL BE UPDATED TO CONTAIN A PIN FOR ACCOUNT VERIFICATION *************************/ char Banking::newAccountMenu() { srand(time(NULL)); // Seed random generator with time initialized to NULL char acctChoice; // choice for the account type ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts system("cls"); cout << "\t\t-=[ New Account Creation ]=-\n\n" << endl; cout << "A) Checking Account\n" << "B) Savings Account\n" << "C) Checking and Saving Account\n" << endl; cout << "New account type: "; cin >> acctChoice; acctChoice = toupper(acctChoice); cin.clear(); cin.sync(); return acctChoice; } /********************************************************************* ********************************************************************** CHECKING ACCOUNT CODE ********************************************************************** **********************************************************************/ // New Checking Account Creation void Checking::newCheckingAccount() { system("cls"); ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts cout << "\t\t -=[ New Checking Account ]=- \n" << endl; cout << "Name of the main holder to be on the account: "; getline(cin, checkAcctName); cout << "Initial deposit amount: $"; cin >> initCheckDeposit; if(initCheckDeposit <= 0) { while(initCheckDeposit <= 0) { invalid("[!!] 0 or negative amount entered\nMaybe a typo?\n"); cout << "Deposit Amount: $"; cin >> initCheckDeposit; } } if(!checkFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); checkFile << checkAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); // Build a random checking account number checkFile << acctNumber[j]; } checkFile << endl; checkFile << initCheckDeposit << endl; checkFile.close(); } void Checking::viewCheckingBalance() { fstream checkFile("checking.dat", ios::in | ios::beg); string name; int i = 0; double balance = 0; system("cls"); cout << "\t\t -=[ View Checking Account ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } if(name == checkAcctName) { system("cls"); cout << "\t\t -=[ Checking Account Balance ]=-\n\n" << endl; cout << "Account Name: " << checkAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; checkFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } else fatal("[!!] Invalid Account\n"); checkFile.close(); getchar(); } void Checking::transferFromSaving() // Move funds FROM SAVINGS to CHECKING { system("cls"); string name; long checkPos = 0; long savePos = 0; float savingBalance = 0; string saveAcctName; int i = 0; cin.clear(); fstream saveFile("saving.dat", ios::in | ios::out | ios::beg); fstream checkFile("checking.dat", ios::in | ios::out | ios::beg); cout << "\t\t-=[ Funds Transfer ]=-" << endl; cout << "\t\t-=[ Savings to Checking ]=-" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i = 0; i++; getline(saveFile, saveAcctName); } if(name == checkAcctName) { cout << "Amount to transfer: $"; float depAmt = 0; cin >> depAmt; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; } checkPos = checkFile.tellg(); // if the file is found, get the position of acctBalance and store it in ptrPos checkFile.seekg(checkPos); checkFile >> acctBalance; savePos = saveFile.tellg(); saveFile.seekg(savePos); // sending the cursor in the file to ptrPos + 1 to ignore white space saveFile >> savingBalance; if(savingBalance < depAmt) // if checking account does not have enough funds, exit with NSF code fatal("[!!] Insufficient Funds\n"); acctBalance += depAmt; // can be changed to an overloaded operator savingBalance -= depAmt; // can be changed to an overloaded operator checkFile.seekp(checkPos); // go to position previously set above checkFile << acctBalance; // write new balance to checkFile saveFile.seekp(savePos); // same thing as above comment saveFile << savingBalance; // write new balance to saveFile cout << "New Balance in Checking: $" << acctBalance << endl; // will be removed later cout << "New Balance in Savings: $" << savingBalance << endl; // will be removed later aswell } else fatal("[!!] Linked accounts do not exist.\n"); // if account is not found saveFile.close(); checkFile.close(); } /******************************************************** ******************************************************** SAVING ACCOUNT CODE ********************************************************* *********************************************************/ void Saving::newSavingAccount() { system("cls"); ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts cout << "\t\t -=[ New Savings Account ]=- \n" << endl; cout << "Name of the main holder to be on account: "; getline(cin, saveAcctName); cout << "Deposit Amount: $"; cin >> initSaveDeposit; if(initSaveDeposit <= 0) { while(initSaveDeposit <= 0) { invalid("[!!]0 or negative value entered.\nPerhaps a typo?\n"); cout << "Deposit amount: $"; cin >> initSaveDeposit; } } if(!saveFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); saveFile << saveAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); saveFile << acctNumber[j]; } saveFile << endl; saveFile << initSaveDeposit << endl; saveFile.close(); } void Saving::viewSavingBalance() { string name; int i = 0; fstream saveFile("saving.dat", ios::in | ios::beg); cin.clear(); system("cls"); cout << "\t\t -=[ View Saving Account ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i++; getline(saveFile, saveAcctName); } if(name == saveAcctName) { system("cls"); cout << "\t\t -=[ Saving Account Balance ]=-\n\n" << endl; cout << "Account Name: " << saveAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; saveFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } else fatal("[!!] Invalid Account\n"); saveFile.close(); getchar(); } // NEED TO WORK ON THIS PORTION TOMORROW AND MONDAY, ADD OVERLOADED OPS FOR ASSIGNMENT!!!!!!! void Saving::transferFromChecking() // This is to take money FROM checking and ADD IT TO SAVING { system("cls"); string name; long savePos = 0; long checkPos = 0; float checkingBalance = 0; string checkAcctName; int i = 0; cin.clear(); fstream saveFile("saving.dat", ios::in | ios::out | ios::beg); fstream checkFile("checking.dat", ios::in | ios::out | ios::beg); cout << "\t\t-=[ Funds Transfer ]=-" << endl; cout << "\t\t-=[ Checking to Savings ]=-" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(saveFile, saveAcctName); getline(checkFile, checkAcctName); while(name != saveAcctName && name != checkAcctName && !saveFile.fail() && !checkFile.fail()) { i++; getline(saveFile, saveAcctName); getline(checkFile, checkAcctName); } if(name == saveAcctName) { cout << "Amount to transfer: $"; float depAmt = 0; cin >> depAmt; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; } savePos = saveFile.tellg(); // if the file is found, get the position of acctBalance and store it in ptrPos saveFile.seekg(savePos); saveFile >> acctBalance; checkPos = checkFile.tellg(); checkFile.seekg(checkPos); // if file is found, store current position of the cursor to ptrPos checkFile >> checkingBalance; if(checkingBalance < depAmt) // if checking account does not have enough funds, exit with NSF code fatal("[!!] Insufficient Funds\n"); // Can also place overloaded op here acctBalance += depAmt; // can be changed to an overloaded operator checkingBalance -= depAmt; // can be changed to an overloaded operator saveFile.seekg(savePos); // go to position previously set above saveFile << acctBalance; // write new balance to saveFile checkFile.seekg(checkPos); // same thing as above comment checkFile << checkingBalance; // write new balance to checkFile cout << "New Balance in Savings: $" << acctBalance << endl; // will be removed later cout << "New Balance in Checking: $" << checkingBalance << endl; // will be removed later aswell } else fatal("[!!] Linked accounts do not exist.\n"); // if account is not found saveFile.close(); checkFile.close(); } /******************************************** ******************************************** CHECK AND SAVE CODE ********************************************** **********************************************/ void checkAndSave::newCheckAndSave() { system("cls"); ofstream saveFile("saving.dat", ios::out | ios::app); // For saving savings accounts ofstream checkFile("checking.dat", ios::out | ios::app); // For saving checking accounts cout << "\t -=[ New Checking & Saving Account ]=- \n" << endl; cout << "Name of the main holder to be on account: "; getline(cin, checkAcctName); saveAcctName = checkAcctName; cout << "Checking Deposit Amount: $"; cin >> initCheckDeposit; if(initCheckDeposit <= 0) { while(initCheckDeposit <= 0) { invalid("[!!] 0 or negative amount entered\nMaybe a typo?\n"); cout << "Deposit Amount: $"; cin >> initCheckDeposit; } } cout << "Saving Deposit Amount: $"; cin >> initSaveDeposit; if(initSaveDeposit <= 0) { while(initSaveDeposit <= 0) { invalid("[!!]0 or negative value entered.\nPerhaps a typo?\n"); cout << "Deposit amount: $"; cin >> initSaveDeposit; } } if(!saveFile || !checkFile) fatal("[!!] Fatal Error 251: Miscommunication with server\n"); checkFile << checkAcctName << endl; saveFile << saveAcctName << endl; for(int j = 0; j < 13; j++) { acctNumber[j] = (rand() % 10); checkFile << acctNumber[j]; saveFile << acctNumber[j]; } saveFile << endl; saveFile << initSaveDeposit << endl; checkFile << endl; checkFile << initCheckDeposit << endl; checkFile.close(); saveFile.close(); } void checkAndSave::viewBothBalances() { string name; int i = 0; fstream checkFile("checking.dat", ios::in | ios::beg); fstream saveFile("saving.dat", ios::in | ios::beg); system("cls"); cin.clear(); cout << "\t-=[ Saving & Checking Account Balance ]=-\n\n" << endl; cout << "Account Name: "; cin.sync(); getline(cin, name); getline(checkFile, checkAcctName); saveAcctName = name; /**********************\ | Checking Account portion | | of the checking & savings | | overview | \**********************/ while(name != checkAcctName && !checkFile.fail()) { i++; getline(checkFile, checkAcctName); } system("cls"); if(name != checkAcctName && checkFile.fail()) invalid("\n\n[!!] No Checking Account Found\n"); cout << "\t\t -=[ Checking Account ]=- \n" << endl; cout << "Account Name: " << checkAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; checkFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; checkFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; /*********************\ | Saving Account portion | | of the checking & saving | | overview | \*********************/ getline(saveFile, saveAcctName); while(name != saveAcctName && !saveFile.fail()) { i++; getline(saveFile, saveAcctName); } if(name != saveAcctName && saveFile.fail()) invalid("\n\n[!!] No Saving Account Found\n"); if(name == saveAcctName) { cout << "\t\t -=[ Saving Account ]=-\n\n" << endl; cout << "Account Name: " << saveAcctName << "\n"; cout << "Account Number: "; for(int j = 0; j < 13; j++) { char input_number; stringstream converter; saveFile.get(input_number); converter << input_number; converter >> acctNumber[j]; cout << acctNumber[j]; } // if balance a problem, try the below commented out line // checkFile.ignore(numeric_limits<streamsize>::max(), '\n'); cout << endl; saveFile >> acctBalance; cout << "Balance: $" << fixed << showpoint << setprecision(2) << acctBalance << endl; } if(name != saveAcctName && name != checkAcctName && saveFile.fail() && checkFile.fail()) fatal("[!!] No Accounts Have Been Found\n"); checkFile.close(); saveFile.close(); getchar(); } Main.cpp #include <iostream> #include "MainBankClass.h" using namespace std; int main() { Banking bank; Checking check; Saving save; checkAndSave CanS; char choice; choice = bank.menu(); // Call the banking menu switch(choice) { case 'A': choice = bank.newAccountMenu(); switch(choice) { case 'A': check.newCheckingAccount(); break; case 'B': save.newSavingAccount(); break; case 'C': CanS.newCheckAndSave(); break; default: system("cls"); bank.fatal("[!!] Invalid option\n"); break; } break; /***********************************************/ case 'B': choice = bank.getBalanceChoice(); switch(choice) { case 'A': check.viewCheckingBalance(); break; case 'B': save.viewSavingBalance(); break; case 'C': CanS.viewBothBalances(); break; default: bank.fatal("Invalid decision\n"); break; } /*************************************************/ break; case 'C': check.transferFromSaving(); break; case 'D': save.transferFromChecking(); break; case 'E': system("cls"); cout << "\t\t-=[ Disconnecting From System ]=-\n"; cout << "\t\t\t Thank you" << endl; cout << "\t\t Have a nice day!" << endl; exit(1); break; default: system("cls"); bank.invalid("\n\n\n\n\t\t [+] Invalid Selection \n\t\t[+] Disconnecting From System \n\t\t\tGood-bye \n\n\n\n\n\n\n"); exit(1); break; } return 0; }

    Read the article

< Previous Page | 93 94 95 96 97 98 99 100 101 102 103 104  | Next Page >