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  • How to estimate freight / shipping costs ??

    - by Vani
    Hi, I am working on a PHP web application and want to know the best way to estimate freight costs in USA. The site deals with construction materials that uses LTL or Truck loads. I found a few sites like www.freightCenter.com that provide quotes using webservice. Two drawbacks, its paid service and the other, my site response time is slow if I use the webservice. Is there a open source tool/logic avaliable for estimating shipping / freight costs?? Or a way to determine the rate per mile per pound for different freight classes? Thank you, Vani

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Google analytics: how many visitors have visited n times?

    - by Riley
    I'm trying to guess how many loyal users I have by counting the number of people that have visited the site 10 times. How can I answer this question with Google Analytics? "Visitor Loyalty" is a tempting answer, but the label for loyalty is "Visits that were the visitor's nth visit," and I want something more like "Visitors that visited n times." For example, we have 40 visits in the "51-100" visit range, but I think that could be a single user who visited 91 times. Or two users who visited 71 times each. The whole chart makes a good logic puzzle (I wonder if there's a unique solution) but doesn't easily answer the question I have.

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  • Hard Copies VS Soft Copies

    - by Garet Claborn
    Where do you draw the line and say, "OK, I'm actually going to print out this piece of code, spec, formula, or other info and carry it around but these pieces can stay on disk." Well, more importantly why do you draw the line there? I've encountered this a number of times and have some sort of vague conceptions beyond "oh now I'm REALLY stuck, better print this out." I've also found some quicksheets of basic specs to be handy. Really though, I have no particular logic behind what is useful to physically have available in the design and development process. I have a great pile of 'stuff' papers that seemed at least partially relevant at the time, but I only really use about a third of them ever and often end up wishing I had different info on hand. Edit: So this is what I'm hearing in a nutshell: Major parts of the design pattern Common, fairly static and prominently useful code (reference or specs) Some representation of data useful in collaborating or sharing with team Extreme cases of tough problem solving Overwhelmingly,almost never print anything.

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Modular enterprise architecture using MVC and Orchard CMS

    - by MrJD
    I'm making a large scale MVC application using Orchard. And I'm going to be separating my logic into modules. I'm also trying to heavily decouple the application for maximum extensibility and testability. I have a rudimentary understanding of IoC, Repository Pattern, Unit of Work pattern and Service Layer pattern. I've made myself a diagram. I'm wondering if it is correct and if there is anything I have missed regarding an extensible application. Note that each module is a separate project. Update So I have many UI modules that use the db module, that's why they've been split up. There are other services the UI modules will use. The UI modules have been split up because they will be made over time, independent of each other.

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  • Internal and external API architecture

    - by Tacomanator
    The company I work for maintains a successful SaaS product that grew "organically" over the years. We are planning to expand the line with a suite of new products that will share data with the existing product. To support this, we are looking to consolidate business logic into a single place: a web service layer. The WS layer will be used by: The web applications A tool to import data A tool to integrate with other client software (not an API per se) We also want to create an API that can be used by our customers that are capable of using it to create their own integrations. We are struggling with the following question: Should the internal API (aka the WS layer) and the external API be one in the same, with security and permission settings to control what can be done by who, or should they be two separate applications where the external API just calls the internal API like any other application? So far in our debate it seems that separating them may be more secure, but will add overhead. What have others done in a similar situation?

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  • Break the object body

    - by Siddharth
    In my game, I want to break the object body creating slicing effect. After research I found that I have to use ray casting but I don't know how to use it. If some one know how to break the physics body then please provide information to me. EDIT : I don't have any logic how to do that in andengine. Only I have some link to do slicing http://www.emanueleferonato.com/2012/03/05/breaking-objects-with-box2d-the-realistic-way/ Yes I have to slice physics body into two parts. My physics body have 2d objects.

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • How to write functionally in a web framework

    - by Kevin Burke
    I love Rich Hickey, Clojure and Haskell and I get it when he talks about functions and the unreliability of side-effecting code. However I work in an environment where nearly all the functions I write have to read from the database, write to the database, make HTTP requests, decrement a user's balance, modify a frontend HTML component based on a click action, return different results based on the URI or the POST body. We also use PHP for the frontend, which is littered with functions like parse_str(), which modifies an object in place. All of these are side-effecting to one degree or another. Given these constraints and the side-effecting nature of the logic I'm coding, what can I do to make my code more reliable and function-able?

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • RequestContextHolder.currentRequestAttributes() and accessing HTTP Session

    - by Umesh Awasthi
    Need to access HTTP session for fetching as well storing some information.I am using Spring-MVC for my application and i have 2 options here. User Request/ Session in my Controller method and do my work Use RequestContextHolde to access Session information. I am separating some calculation logic from Controller and want to access Session information in this new layer and for that i have 2 options Pass session or Request object to other method in other layer and perform my work. use RequestContextHolder.currentRequestAttributes() to access request/ session and perform my work. I am not sure which is right way to go? with second approach, i can see that method calling will be more clean and i need not to pass request/ session each time.

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • C# WebForms and Ninject

    - by ipohfly
    I'm re-working on the design of an existing application which is build using WebForms. Currently the plan is to work it into a MVP pattern application while using Ninject as the IoC container. The reason for Ninject to be there is that the boss had wanted a certain flexibility within the system so that we can build in different flavor of business logic in the model and let the programmer to choose which to use based on the client request, either via XML configuration or database setting. I know that Ninject have no need for XML configuration, however I'm confused on how it can help to dynamically inject the dependency into the system? Imagine I have a interface IMember and I need to bind this interface to the class decided by a xml or database configuration at the launch of the application, how can I achieve that?

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  • Elegant ways to handle if(if else) else

    - by Benjol
    This is a minor niggle, but every time I have to code something like this, the repetition bothers me, but I'm not sure that any of the solutions aren't worse. if(FileExists(file)) { contents = OpenFile(file); // <-- prevents inclusion in if if(SomeTest(contents)) { DoSomething(contents); } else { DefaultAction(); } } else { DefaultAction(); } Is there a name for this kind of logic? Am I a tad too OCD? I'm open to evil code suggestions, if only for curiosity's sake...

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  • Internal and external API architecture

    - by Tacomanator
    The company I work for maintains a successful SaaS product that grew "organically" over the years. We are planning to expand the line with a suite of new products that will share data with the existing product. To support this, we are looking to consolidate business logic into a single place: a web service layer. The WS layer will be used by: The web applications A tool to import data A tool to integrate with other client software (not an API per se) We also want to create an API that can be used by our customers that are capable of using it to create their own integrations. We are struggling with the following question: Should the internal API (aka the WS layer) and the external API be one in the same, with security and permission settings to control what can be done by who, or should they be two separate applications where the external API just calls the internal API like any other application? So far in our debate it seems that separating them may be more secure, but will add overhead. What have others done in a similar situation?

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • Real performance of node.js

    - by uther.lightbringer
    I've got a question concerning node.js performance. There is quite lot of "benchmarks" and a lot of fuss about great performance of node.js. But how does it stand in real world? Not just process empty request at high speed. If someone could try to compare this scenario: Java (or equivalent) server running an application with complex business logic between receiving request and sending response. How would node.js deal with it? If there was need for a lot of JavaScript processing on server side, is node.js really so fast that it can execute JavaScript, and stand a chance against more heavyveight competitors?

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  • ASP.NET 4.0 and the Entity Framework 4 - Part 4 - A 3 Layered Approach to the Entity Framework

    In this article, Vince suggests a pattern to use when developing a three layered application using the Entity Framework 4. After providing a short introduction he demonstrates the creation of the database, data access layer, business logic layer, and a web form. He does so with the help of detailed explanations, source code examples and related screenshots. He also examines how to select records to load a Drop Down List, including adding, editing and deleting records.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Is it possible to design a multiplayer game which can be played from different devices?

    - by user9820
    I want to design a online multiplayer game for all gaming devices e.g. Desktop PC, internet browser, android phones, android tablets, iphone, ipad, XBOX 360 etc. Now my main requirement is that, I want all devices can be used to play the game in multiplayer mode toghether i.e. One player can be connected using PC another using android phone and other may be with iphone or ipad. My doubts are - How to make all devices to connect to common game server? What will be the logic for graphics and texture because all devices screen will be of different aspect ratio?

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  • Best way to handle realtime melee AI in authoritative network environment

    - by PrimeDerektive
    So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently handling the AI units authoritatively, the server calculates their pathing, movement, and pursue/attack logic, and syncs the movement to the clients 15x per second, and the state changes when they happen. When I emulate 200ms ping, though, the client can perceive being out of range to an AI's attack, but still take the hit, because on the server he hadn't moved that far yet. This also plays hell with my real-time blocking. I don't really want to allow the clients to be allowed to say "that was out of range" or "I blocked that", but I'm not really sure how else to handle it.

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  • What is (are) the most useful technique/visualization for overall project status?

    - by Wayne Werner
    For reasons "above my pay grade", we're developing an issue/project tracking system where I work (similar to Trac, FogBugz, etc). The managers want a useful tool to be able to track the overall health of the project (e.g. How much time left, how are we performing vs estimates) and one of the features that has been requested is some type of critical path support and visualization. The logic explained to me is that they want to be sure that at least the most important pieces of the project are currently being worked on. The initial idea was that we would create task-based dependencies. My understanding of project management tells me that this kind of granular approach is unnecessary - having milestones with specific deadlines/dependencies is much more useful. I would like to know what are the most useful techniques and "pretty pictures" you've seen/used for project development. Having objective data would be best, but somewhat subjective data is helpful too.

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  • Do backend developers care what their code looks like in the frontend?

    - by benhowdle89
    As a backend and a frontend developer I see the process from start to finish, first by creating the logic, displaying the correct data on a web page and then using frontend skills to make this look awesome. My question is, do pure backend developers care what their code ends up looking like in the frontend? As far as the user is concerned, they will ONLY see design/frontend. They don't actually care that your code is clean, DRY and maintainable. As long as it doesn't disrupt their payment process or flight booking they do not care. Does this affect the average backend developer?

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  • About plagiarism

    - by user20018
    Hi I don't know if it is appropriate to ask this question here. The moderator can delete this question after getting answered if he finds this question as inappropriate in this forum I'm performing a project course work in my computer science department. For example I don't know how to develop logic for some requirements in my project and I find the code in some tutorial. If i implement the feature along the same lines mentioned in that tutorial. Does it constitute academic plagiarism ?? Thank you in anticipation.

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