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  • Things to do with supercomputer.

    - by BigBoss
    HI, Guys I wanted to create SuperComputer out of my 3 old pcs soon. There are bunch of techniquies available on net for doing this and I will be using one of them. What I would like to get suggestion is what is next !! Many of them suggest some mathematical calculation or some graphic image rendering, which still is to me so boring and not inspiring at all. Please try to suggest something out of box. I would post results of it when I am done. Cheers !

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  • Layered Architecture and Static Methods

    - by BigBoss
    I need suggestion for three layered architecture I am planning to implement. Scenario Am Working in ASP.NET c# 3.5 Environment. DLHelper: Methods to get data from database. DAL : Contains Methods which collects data from database with help of DLHelper classes. Most of the methods in this layer are not referencing any page level object, hence can be declared static. BL : Same as DAL Layer, most of the methods are not referencing any page other page level object, hence can be declared static. UI Layer: As per above scenario UI Layer call to BL Layer is like BLClass.Method - DALClass.Method Question I would like to know is this standardise way to do it. As per discussion with my co-worker, we should have corresponding object of BL/DAL layer. But am still looking for more convencing answer.

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  • dynamic image control

    - by BigBoss
    I am getting dynamic image in form of byte array. and i want to show that in webpage, preferably ImageControl I am aware of method of creating http handler and getting image stream. but I cant do that here as logic for same is performed somewhere else. Could not get any suitable way to do this. Thank you in advance.

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  • Creating design document from existing java code.

    - by BigBoss
    I have existing java code and need to create Design Document based on that. For starter even if I could get all functions with input / output parameters that will help in overall proces. Note: There is not commeted documentation on any procedures, function or classes. Last but not least. Let me know for any good tool which will reduce time required for this phase. As currently we write every flow and related stuffs.

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  • Validation controls error message from Resource file and parameterized

    - by BigBoss
    Hi, I would like to get validation messages for validation controls from resource files. I know I can do that easily by following code snippet. <%$ Resources:[filename prefix,]resource-key %> or <asp:Label ID="Label1" runat="server" meta:resourcekey="resource-key-prefix" /> But I would also like to parameterized it. e.g. Above Resource Expression will give me message like "Fill Information.". What I have in resource file is "Fill {0} Information." which should show end user message like "Fill Address Information.".

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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