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  • Camera changes view when controller connected

    - by ChocoMan
    I have a weird situation. I have a model set to 0 for X,Y and Z. My camera's position is set to: 0 (X-value, but updates when the model moves around) the model's height + 20f (about the same level as the model's shoulders) 25f (behind the model) Without the controller plugged in, everything looks fine as I want it. But as soon as I plug the controller in, the camera aims to the sky! But when I unplug the controller, the camera is back to what it should be. Does anyone have any insight as to what may cause this from plugging a controller in?

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  • I can't get Ubuntu installation to start

    - by tyler
    I have a computer with the following configuration: AZUS Sabertooth Motherboard Intel I5 2500 CPU Windows 7 installed I'm trying to install linux. I first attempted to install pin guy. I burned the ISO, booted from it, got the initial menu; attempting to either run the live version from DVD, or install to system. However the process stops at a blank screen with the blinking cursor in left corner. So I downloaded Ubuntu and got the same results. Then I tried wubi and ended up in the same position. EDIT: UEFI might be part of the problem? Based on the link below I have determined that the process will be too time consuming and or risky so I'm giving up. https://help.ubuntu.com/community/UEFIBooting

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  • Arrays for a heightmap tile-based map

    - by JPiolho
    I'm making a game that uses a map which have tiles, corners and borders. Here's a graphical representation: I've managed to store tiles and corners in memory but I'm having troubles to get borders structured. For the tiles, I have a [Map Width * Map Height] sized array. For corners I have [(Map Width + 1) * (Map Height + 1)] sized array. I've already made up the math needed to access corners from a tile, but I can't figure out how to store and access the borders from a single array. Tiles store the type (and other game logic variables) and via the array index I can get the X, Y. Via this tile position it is possible to get the array index of the corners (which store the Z index). The borders will store a game object and accessing corners from only border info would be also required. If someone even has a better way to store these for better memory and performance I would gladly accept that. EDIT: Using in C# and Javascript.

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  • Persisting NLP parsed data

    - by tjb1982
    I've recently started experimenting with NLP using Stanford's CoreNLP, and I'm wondering what are some of the standard ways to store NLP parsed data for something like a text mining application? One way I thought might be interesting is to store the children as an adjacency list and make good use of recursive queries (postgres supports this and I've found it works really well). Something like this: Component ( id, POS, parent_id ) Word ( id, raw, lemma, POS, NER ) CW_Map ( component_id, word_id, position int ) But I assume there are probably many standard ways to do this depending on what kind of analysis is being done that have been adopted by people working in the field over the years. So what are the standard persistence strategies for NLP parsed data and how are they used?

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  • When you are expecting a promoting, do you prefer an technical or administrative job? [closed]

    - by Darf Zon
    As a programmer, they offered me an upgrade as project manager, but my feeling is that I can have a more effective contribution in a technical role that in one administrative. When should I accept the promotion? Generally speaking, I think that people should do what they love and what they like to do, from the time you are offered a promotion to someone is because he has been doing a great job today, and certainly learn new things in the new position and obviously have a better financial remuneration, but if it really is something you do not like do not good that post. That's my opinion.

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  • Fastest way to get up to speed on webapp development with ASP.NET?

    - by leeand00
    I'm trying to get better at C# ASP.NET 3.5 development (...no none of that MVC stuff :), and fast! My boss gave me a book to read on it from Wrox, but the thing reads like a history novel, telling you how things worked as far back as ASP.NET 1.0; The web application we are developing is completely in ASP.NET 3.5 so I don't need to read through any of the history (maybe I'm wrong about that...but I don't really have the time to read about that...) Do you have any suggestions for a faster (book, series of tutorials) to come up to speed on it? I'd like to learn about UI components, database access, etc... P.S. In a previous position I was an JSP/J2EE developer (and I used MVC all the time! :-D) P.S.S. I did take a course on it in 2008 at some point, but it seemed all very pointy and clickly. I wanna learn the code stuff! The how it works, and where the events are!

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  • Unity Bar auto-hide behaviour and application icons placement

    - by Andrei
    The first issue: It seems that sometimes when I hover to the left edge of the screen the Unity Bar will not stay on top of other windows even if I continue to hover the cursor above it, at other times it will stay on top. Is this a normal behaviour? Or am I affected by some bug / inconsistency? If it's normal, what's the logic behind it? The second issue: Application icons for running applications do not maintain their position in the Unity Bar but instead move around according to some weird rules (if any?) that I can't understand. Is this to be expected, or is it a bug? Is there a way to force them to stop moving around? I like to see certain apps in certain positions and this bothers me.

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  • Steady zoom on center in LWJGL (Modelview)

    - by l5p4ngl312
    I am having a problem in LWJGL with zooming in and out. I am using glScaled(zoom, zoom, 1) before glTranslated. There are 2 problems: 1. The rate of zoom speeds up a lot when zooming out (lower zoom value). 2. It zooms in on the bottom left corner of the screen rather than the center. Eventually, I would like to have the zoom focused on the mouse position. I have tried to fix these problems by make it glScaled(zoom^12, zoom^12, 1) so that the greater the zoom value, the faster it will zoom in order to balance out the faster zoom at lower zoom values. To compensate for the zoom focused on the bottom left, I have tried to subtract (zoom+1)^10 + 2^10 from the X and Y of each sprite. This results in a curved zoom path, first to the left and then to the right. It is a 2D game.

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  • Database Management System do exist?

    - by Bakaburg
    I want to build a database for my no-profit association, and i was planning to do it by myself. But then i realize that really i don't have the time to buid a solid, secure system. So i was thinking, maybe like cms do exist, maybe there are also database management systems. I mean a layer of abstraction over the database that allow you manage data, manage access to data, create widgets with and expand the data. Maybe with a frontend to use this data and a backend to manage it. that is a cms but not based on pages and post but on data! Moreover, i would like some standard solution, because my IT management position ends this year, so i need something that will be easy to use and expand even by someone that is not a developer. So do exist something that fit my need? PS: i would really like some modern and visually pleasant solution, javascritp and ajax heavy and that relies the fewest is possible on server and reloading of the pages.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • Quadtree collapsing

    - by Caius Eugene
    Okay so i've spent a few days learning what a quadtree is and how to implement one. So far I have a quadtree that when I click inside a leaf it subdivides, I wondering how do I get the previous subdivisions to collapse back up, so that only one area is subdivided at a time? This is what mine looks like: (1. initial mouse click) (2. another mouse click) The aim to to eventually track the position of my mouse and subdivide the area it is in dynamically. THE OVERALL aim it to use this to create a terrain mesh and subdivide based on the camera. But I've gone right back to basics to get an understanding of how this will work. Any advice would be grand! - Caius

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  • REGISTER NOW! ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER!

    - by mseika
    REGISTER NOW!ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER! Dear partner You can now register for Oracle's EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be sold together!"The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle's products and solutions and to ensure that you are fully equipped to position and sell Oracle's integrated stack. Please find the agenda, schedule details and registration information here.The seats are limited and available on a first-come-first-serve basis. We recommend you to register yourself as early as possible and reserve your seat.Register Now We hope you will take the maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe FacchettiPartner Business Development Manager,Servers, Oracle EMEA Sasan MoaveniStorage Partner Sales ManagerOracle EMEA

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  • Register Now! Oracle Hardware Sales Training: Hardware and Software - Engineered to be Sold Together!

    - by swalker
    Dear partner, You can now register for Oracle’s EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be Sold Together!" The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle’s products and solutions and to ensure that you are fully equipped to position and sell Oracle’s integrated stack. Please find agenda, schedule, details and registration information here. The EMEA Hardware Sales Training Roadshow is intended for Oracle Partners and Oracle Sales working together. Limited seats are available on a first-come-first-serve basis, so kindly register as early as possible to reserve your seat. We hope you will take maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe Facchetti Partner Business Development Manager, Servers, Oracle EMEA Sasan Moaveni Storage Partner Sales Manager Oracle EMEA

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • AABB > AABB collision response?

    - by Levi
    I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with sliding, and y, and z, but I can't do them together, probably because I don't know how to resolve it correctly. e.g. [] [] []^ []O [] O is the player, ^ is the direction the player is moving, with the methods which I was trying I would get stuck between the cubes because the z axis was responding and kicking me out :/. I don't know how to resolve this in all 3 direction, like how would I go about telling which direction I have to resolve in. My previous methods involved me checking 4 points in a axis aligned square around the player, I was checking if these points where inside the cubes and if they where fixing my position, but I couldn't get it working correctly. Help is appreciated. edit: pretend all the blocks are touching.

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • JavaOne Blog RSS is here!

    - by Cassandra Clark
    tweetmeme_url = 'http://blogs.oracle.com/javaone/2010/06/javaone_blog_rss_is_here.html'; Share .FBConnectButton_Small{background-position:-5px -232px !important;border-left:1px solid #1A356E;} .FBConnectButton_Text{margin-left:12px !important ;padding:2px 3px 3px !important;} Don't be the last one to know all the juicy details about JavaOne.  Subscribe to the newly implemented RSS feed and see the news as soon as it is posted.  We have a long list of updates to come in the next few weeks; Java University, Schedule Builder, contests, quizzes and much much more. 

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • Typical Applications of Linear System Solver in Game Developemnt

    - by craftsman.don
    I am going to write a custom solver for linear system. I would like to survey the typical problems involved the linear system solving in games. So that I can custom optimization on these problems based on the shape of the matrix. currently I am focus on these problems: B-Spline editing (I use a linear solve to resolve the C0, C1, C2 continuity) Constraint in Simulation (especially Position-Constraint, cloth) Both of them are Banded Matrix. I want to hear about some other applications of a linear system in games. Thank you.

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  • Headspring continues to hire: we will train contract-to-hire positions

    Refer to position details: http://www.headspringsystems.com/careers/senior-software-engineer/ Headspring is always looking for good people, and we have continued to expand throughout the downturn in the economy.  Over 2009, I increased our development staff 13%, and already in 2010, it has increased 11% just in the first two months.  We are continuing to grow, and it doesnt look like it is slowing down. There are two model which work very well: Contract-to-hire:  This is when...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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  • How to read BC4 texture in GLSL?

    - by Question
    I'm supposed to receive a texture in BC4 format. In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1. The texture is not really a "texture", more like a data to handle at fragment shader. Usually, to get colors from a texture within a fragment shader, i do : uniform sampler2D TextureUnit; void main() { vec4 TexColor = texture2D(TextureUnit, vec2(gl_TexCoord[0])); (...) the result of which is obviously a v4, for RGBA. But now, i'm supposed to receive a single float from the read. I'm struggling to understand how this is achieved. Should i still use a texture sampler, and expect the value to be in a specific position (for example, within TexColor.r ?), or should i use something else ?

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  • Professional Development – Difference Between Bio, CV and Resume

    - by Pinal Dave
    Applying for work can be very stressful – you want to put your best foot forward, and it can be very hard to sell yourself to a potential employer while highlighting your best characteristics and answering questions.  On top of that, some jobs require different application materials – a biography (or bio), a curriculum vitae (or CV), or a resume.  These things seem so interchangeable, so what is the difference? Let’s start with the one most of us have heard of – the resume.  A resume is a summary of your job and education history.  If you have ever applied for a job, you will have used a resume.  The ability to write a good resume that highlights your best characteristics and emphasizes your qualifications for a specific job is a skill that will take you a long way in the world.  For such an essential skill, unfortunately it is one that many people struggle with. RESUME So let’s discuss what makes a great resume.  First, make sure that your name and contact information are at the top, in large print (slightly larger font than the rest of the text, size 14 or 16 if the rest is size 12, for example).  You need to make sure that if you catch the recruiter’s attention and they know how to get a hold of you. As for qualifications, be quick and to the point.  Make your job title and the company the headline, and include your skills, accomplishments, and qualifications as bullet points.  Use good action verbs, like “finished,” “arranged,” “solved,” and “completed.”  Include hard numbers – don’t just say you “changed the filing system,” say that you “revolutionized the storage of over 250 files in less than five days.”  Doesn’t that sentence sound much more powerful? Curriculum Vitae (CV) Now let’s talk about curriculum vitae, or “CVs”.  A CV is more like an expanded resume.  The same rules are still true: put your name front and center, keep your contact info up to date, and summarize your skills with bullet points.  However, CVs are often required in more technical fields – like science, engineering, and computer science.  This means that you need to really highlight your education and technical skills. Difference between Resume and CV Resumes are expected to be one or two pages long – CVs can be as many pages as necessary.  If you are one of those people lucky enough to feel limited by the size constraint of resumes, a CV is for you!  On a CV you can expand on your projects, highlight really exciting accomplishments, and include more educational experience – including GPA and test scores from the GRE or MCAT (as applicable).  You can also include awards, associations, teaching and research experience, and certifications.  A CV is a place to really expand on all your experience and how great you will be in this particular position. Biography (Bio) Chances are, you already know what a bio is, and you have even read a few of them.  Think about the one or two paragraphs that every author includes in the back flap of a book.  Think about the sentences under a blogger’s photo on every “About Me” page.  That is a bio.  It is a way to quickly highlight your life experiences.  It is essentially the way you would introduce yourself at a party. Where a bio is required for a job, chances are they won’t want to know about where you were born and how many pets you have, though.  This is a way to summarize your entire job history in quick-to-read format – and sometimes during a job hunt, being able to get to the point and grab the recruiter’s interest is the best way to get your foot in the door.  Think of a bio as your entire resume put into words. Most bios have a standard format.  In paragraph one, talk about your most recent position and accomplishments there, specifically how they relate to the job you are applying for.  If you have teaching or research experience, training experience, certifications, or management experience, talk about them in paragraph two.  Paragraph three and four are for highlighting publications, education, certifications, associations, etc.  To wrap up your bio, provide your contact info and availability (dates and times). Where to use What? For most positions, you will know exactly what kind of application to use, because the job announcement will state what materials are needed – resume, CV, bio, cover letter, skill set, etc.  If there is any confusion, choose whatever the industry standard is (CV for technical fields, resume for everything else) or choose which of your documents is the strongest. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, PostADay, Professional Development, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Texture the quad with different parts of texture

    - by PolGraphic
    I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x = 7 with part of texture from U = 0 to U = 0.5 (replaying it after achieving 0.5, so I will have 4 same 0.5-lenght fragments). The second one with some other part of texture (also repeating it) and third in the same style. But, how to achieve it? I know that: float2 tc = fmod(input.TexCoord, textureCoordinates.zw - textureCoordinates.xy) + textureCoordinates.xy; //textureCoordinates.xy = fragments' offset Will give me the texture part replaying.

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  • C#/.NET Little Wonders: Static Char Methods

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Often times in our code we deal with the bigger classes and types in the BCL, and occasionally forgot that there are some nice methods on the primitive types as well.  Today we will discuss some of the handy static methods that exist on the char (the C# alias of System.Char) type. The Background I was examining a piece of code this week where I saw the following: 1: // need to get the 5th (offset 4) character in upper case 2: var type = symbol.Substring(4, 1).ToUpper(); 3:  4: // test to see if the type is P 5: if (type == "P") 6: { 7: // ... do something with P type... 8: } Is there really any error in this code?  No, but it still struck me wrong because it is allocating two very short-lived throw-away strings, just to store and manipulate a single char: The call to Substring() generates a new string of length 1 The call to ToUpper() generates a new upper-case version of the string from Step 1. In my mind this is similar to using ToUpper() to do a case-insensitive compare: it isn’t wrong, it’s just much heavier than it needs to be (for more info on case-insensitive compares, see #2 in 5 More Little Wonders). One of my favorite books is the C++ Coding Standards: 101 Rules, Guidelines, and Best Practices by Sutter and Alexandrescu.  True, it’s about C++ standards, but there’s also some great general programming advice in there, including two rules I love:         8. Don’t Optimize Prematurely         9. Don’t Pessimize Prematurely We all know what #8 means: don’t optimize when there is no immediate need, especially at the expense of readability and maintainability.  I firmly believe this and in the axiom: it’s easier to make correct code fast than to make fast code correct.  Optimizing code to the point that it becomes difficult to maintain often gains little and often gives you little bang for the buck. But what about #9?  Well, for that they state: “All other things being equal, notably code complexity and readability, certain efficient design patterns and coding idioms should just flow naturally from your fingertips and are no harder to write then the pessimized alternatives. This is not premature optimization; it is avoiding gratuitous pessimization.” Or, if I may paraphrase: “where it doesn’t increase the code complexity and readability, prefer the more efficient option”. The example code above was one of those times I feel where we are violating a tacit C# coding idiom: avoid creating unnecessary temporary strings.  The code creates temporary strings to hold one char, which is just unnecessary.  I think the original coder thought he had to do this because ToUpper() is an instance method on string but not on char.  What he didn’t know, however, is that ToUpper() does exist on char, it’s just a static method instead (though you could write an extension method to make it look instance-ish). This leads me (in a long-winded way) to my Little Wonders for the day… Static Methods of System.Char So let’s look at some of these handy, and often overlooked, static methods on the char type: IsDigit(), IsLetter(), IsLetterOrDigit(), IsPunctuation(), IsWhiteSpace() Methods to tell you whether a char (or position in a string) belongs to a category of characters. IsLower(), IsUpper() Methods that check if a char (or position in a string) is lower or upper case ToLower(), ToUpper() Methods that convert a single char to the lower or upper equivalent. For example, if you wanted to see if a string contained any lower case characters, you could do the following: 1: if (symbol.Any(c => char.IsLower(c))) 2: { 3: // ... 4: } Which, incidentally, we could use a method group to shorten the expression to: 1: if (symbol.Any(char.IsLower)) 2: { 3: // ... 4: } Or, if you wanted to verify that all of the characters in a string are digits: 1: if (symbol.All(char.IsDigit)) 2: { 3: // ... 4: } Also, for the IsXxx() methods, there are overloads that take either a char, or a string and an index, this means that these two calls are logically identical: 1: // check given a character 2: if (char.IsUpper(symbol[0])) { ... } 3:  4: // check given a string and index 5: if (char.IsUpper(symbol, 0)) { ... } Obviously, if you just have a char, then you’d just use the first form.  But if you have a string you can use either form equally well. As a side note, care should be taken when examining all the available static methods on the System.Char type, as some seem to be redundant but actually have very different purposes.  For example, there are IsDigit() and IsNumeric() methods, which sound the same on the surface, but give you different results. IsDigit() returns true if it is a base-10 digit character (‘0’, ‘1’, … ‘9’) where IsNumeric() returns true if it’s any numeric character including the characters for ½, ¼, etc. Summary To come full circle back to our opening example, I would have preferred the code be written like this: 1: // grab 5th char and take upper case version of it 2: var type = char.ToUpper(symbol[4]); 3:  4: if (type == 'P') 5: { 6: // ... do something with P type... 7: } Not only is it just as readable (if not more so), but it performs over 3x faster on my machine:    1,000,000 iterations of char method took: 30 ms, 0.000050 ms/item.    1,000,000 iterations of string method took: 101 ms, 0.000101 ms/item. It’s not only immediately faster because we don’t allocate temporary strings, but as an added bonus there less garbage to collect later as well.  To me this qualifies as a case where we are using a common C# performance idiom (don’t create unnecessary temporary strings) to make our code better. Technorati Tags: C#,CSharp,.NET,Little Wonders,char,string

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