Search Results

Search found 15903 results on 637 pages for 'mapping model'.

Page 15/637 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • CoreData Model Objects for API

    - by theiOSguy
    I am using CoreData in my application. I want to abstract out all the CoreData related stuff as an API so that the consume can use the API instead of directly using CoreData and its generated model objects. CoreData generates the managed objects model as following @interface Person : NSManagedObject @end I want to define my API for example MyAPI and it has a function called as createPerson:(Person*)p; So the consumer of this createPerson API needs to create a Person data object (like POJO in java world) and invoke this API. But I cannot create Person object using Person *p = [Person alloc] init] because the designated initializer for this Person model created by CoreData does not allow this type of creation. So should I define corresponding user facing data object may be PersonDO and this API should take that instead to carry the data into the API implementation? Is my approach right? Any expert advise if design the API this way is a good design pattern?

    Read the article

  • relational data from xml

    - by Beta033
    Our problem is this, we have a relational database to store objects in tables. As any relational database could, several of these tables have multiple foreign keys pointing to other tables (all pretty normal stuff) We've been trying to identify a solution to allow export of this relational data, ideally, only 1 of the objects in the model, to some sort of file (xml, text, ??). So it wouldn't be simple enough to just export 1 table as data stored in other tables would contribute to the complete model of the object. Something like the following picture: Toward this, i've written a routine to export the structure by following the foreign key paths which exports something similar to the following. <Tables> <TableA PK="1", val1, val2, val3> <TableC PK="1", FK_A="1", Val1, val2, val3> <TableC PK="2", FK_A="1", val1, val2, val3> <TableB PK="1", FK_A="1", FK_C="1", val1, val2, val3> <TableB PK="2", FK_A="1", FK_C="2", val1, val2, val3> <TableD PK="1", FK_B="1", FK_C="1", val1> <TableD PK="2", FK_B="2", FK_C="1", val1> </Tables> However, given this structure, it cannot be placed into a heirarchial format (ie D2 is a child of C1 and B2; and B2 is a child of C2) Which in turn, makes my life very difficult when trying to identify a methodology to reimport (and reKey) these objects. Has anybody done anything like this? how do you do it? are there tools or documentation on how this is best accomplished? Thanks for your help.

    Read the article

  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

    Read the article

  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

    Read the article

  • ASP.NET MVC Html.ValidationSummary(true) does not display model errors

    - by msi
    I have some problem with Html.ValidationSummary. I don't want to display property errors in ValidationSummary. And when I set Html.ValidationSummary(true) it does not display error messages from ModelState. When there is some Exception in controller action on string MembersManager.RegisterMember(member); catch section adds an error to the ModelState: ModelState.AddModelError("error", ex.Message); But ValidationSummary does not display this error message. When I set Html.ValidationSummary(false) all messages are displaying, but I don't want to display property errors. How can I fix this problem? Here is the code I'm using: Model: public class Member { [Required(ErrorMessage = "*")] [DisplayName("Login:")] public string Login { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Password:")] public string Password { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Confirm Password:")] public string ConfirmPassword { get; set; } } Controller: [HttpPost] public ActionResult Register(Member member) { try { if (!ModelState.IsValid) return View(); MembersManager.RegisterMember(member); } catch (Exception ex) { ModelState.AddModelError("error", ex.Message); return View(member); } } View: <% using (Html.BeginForm("Register", "Members", FormMethod.Post, new { enctype = "multipart/form-data" })) {%> <p> <%= Html.LabelFor(model => model.Login)%> <%= Html.TextBoxFor(model => model.Login)%> <%= Html.ValidationMessageFor(model => model.Login)%> </p> <p> <%= Html.LabelFor(model => model.Password)%> <%= Html.PasswordFor(model => model.Password)%> <%= Html.ValidationMessageFor(model => model.Password)%> </p> <p> <%= Html.LabelFor(model => model.ConfirmPassword)%> <%= Html.PasswordFor(model => model.ConfirmPassword)%> <%= Html.ValidationMessageFor(model => model.ConfirmPassword)%> </p> <div> <input type="submit" value="Create" /> </div> <%= Html.ValidationSummary(true)%> <% } %>

    Read the article

  • ASP.NET MVC how to bind custom model to view

    - by Smallville
    I would like bind an array data to view in ASP.NET MVC, how can I do that? sorry for not clear about my question. Right now, I creat a custom object(not array), I tried to pass it to View, but the error shows "The model item passed into the dictionary is of type 'ContactView' but this dictionary requires a model item of type 'System.Collections.Generic.IEnumerable"

    Read the article

  • Entitiy Framework: "Update Database from Model" instead of "Generate Database from Model"

    - by David
    Hey everyone, I have created a Entity Framework 4 model with Visual Studio 2010 and generated a database from it. Now I found myself adding new properties (with default values), changing documentation of columns, changing names of columns, changing types of columns several times. All tasks that do not require much "extra work" in order not to be possible to be achieved automatically (in my humble opinion). Everytime I did "Generate Database from Model" and lost of course the table data. Is there a way just to update the database's architecture so to say - leaving the table data untouched? Maybe with some user interaction especially when changing types etc.? Or would this functionality be simply too difficult to be realized to work in a reliable way? Thanks in advance! Cheers, David

    Read the article

  • Spring.NET and ADO.NET Entity Data Model

    - by Jason
    Having defined an ADO.NET Entity Data Model, I can then instantiate it in a Repository class to query against the database. using (ApplicationEntities ctx = new ApplicationEntities()) { // query, CRUD, etc } However, that particular line of code becomes boilerplate in most of the methods in the repository class. Is it possible to just use Spring.NET to inject the Entity Data Model, either in the class or, even better, in an abstract parent class that all the repositories inherit from?

    Read the article

  • Dynamic Typed Table/Model in J2EE?

    - by Viele
    Hi, Usually with J2EE when we create Model, we define the fields and types of fields through XML or annotation before compilation time. Is there a way to change those in runtime? or better, is it possible to create a new Model based on the user's input during the runtime? such that the number of columns and types of fields are dynamic (determined at runtime)? Help is much appreciated. Thank you.

    Read the article

  • What is the "box model?"

    - by Chris
    During a recent interview for a front-end developer position I was asked what the box model was. I thought the interviewer was referring to testing (i.e. white box testing, black box testing). I was wrong. What is the box model, in reference to front-end development?

    Read the article

  • Can I use a specific model from within a behavior in CakePHP?

    - by Paul Willy
    I'm trying to write a behavior that will give my models access to a simple workflow engine I've devised. The workflow engine itself works as a CakePHP model, with workflow data stored in the database just as any other model data is stored. Basically what I want to do is have the behavior use the workflow model whenever an action is called on the base model. For example, if the edit() action is executed for Posts, then the Post (with the behavior attached) will trigger the workflow behavior with its own model name, action, and id as arguments (e.g. [Post, edit, 1]). Then the behavior will invoke the functionality of the Workflow model, which has a record for what to do when edit is run on Posts (e.g. send e-mail to users who are subscribed to that post) and will carry that out. My question is, what is the proper way to invoke model/controller methods from within the behavior? The model to be used from within the behavior will always be Workflow, but the behavior should be usable from basically any model (aside from Workflow itself). I know I could run SQL queries directly from the behavior, but of course this is not the Cake way :-) Or, am I going about this in the wrong way? I want to store a certain amount of logic in the database so that it is easily configurable by different users, and not have endless configuration checks within the model/controller logic itself so that workflow steps can be easily added/changed/removed in the future.

    Read the article

  • Is there an industry standard for systems registered user permissions in terms of database model?

    - by EASI
    I developed many applications with registered user access for my enterprise clients. In many years I have changed my way of doing it, specially because I used many programming languages and database types along time. Some of them not very simple as view, create and/or edit permissions for each module in the application, or light as access or can't access certain module. But now that I am developing a very extensive application with many modules and many kinds of users to access them, I was wondering if there is an standard model for doing it, because I already see that's the simple or the light way won't be enough.

    Read the article

  • Where to place logic in a rich domain model

    - by Fino
    I have a model "news item" which contains text, image etc to display as latest news on several pages in a website. This "news item" can also be posted to Twitter or Facebook. Is it clean to implement a method post inside the news item model and inject the different post implementations as a strategy? Or is it better to have a separate application service for this? Thanks

    Read the article

  • Model won't render in my XNA game

    - by Daniel Lopez
    I am trying to create a simple 3D game but things aren't working out as they should. For instance, the mode will not display. I created a class that does the rendering so I think that is where the problem lies. P.S I am using models from the MSDN website so I know the models are compatible with XNA. Code: class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Draw() { Matrix world = Matrix.CreateTranslation(modelpos) * rotationy; Matrix view = Matrix.CreateLookAt(this.CameraPosition, this.ModelPosition, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1.0f, 10000f); model.Draw(world, view, projection); } } If you need more code just make a comment.

    Read the article

  • MVC and individual elements of the model under a common base class

    - by Stewart
    Admittedly my experience of using the MVC pattern is limited. It might be argued that I don't really separate the V from the C, though I keep the M separate from the VC to the extent I can manage. I'm considering the scenario in which the application's model includes a number of elements that have a common base class. For example, enemy characters in a video game, or shape types in a vector graphics app. The view wants to render these elements. Of course, the different subclasses call for different rendering. The problem is that the elements are part of the model. Rendering them is conceptually part of the view. But how they are to be rendered depends on parameters of both: Attributes and state of the element are parameters of the model User settings are parameters of the view - and to support multiple platforms and/or view modes, different views may be used What's your preferred way of dealing with this? Put the rendering code in the model classes, passing in any view parameters? Put the rendering code in the view, using a switch or similar to select the right rendering for the model element type? Have some intermediate classes as a model-view interface, of which the model will create objects on demand and the view will then render them? Something else?

    Read the article

  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

    Read the article

  • Abstract mapping with custom JiBX marshaller

    - by aweigold
    I have created a custom JiBX marshaller and verified it works. It works by doing something like the following: <binding xmlns:tns="http://foobar.com/foo" direction="output"> <namespace uri="http://foobar.com/foo" default="elements"/> <mapping class="java.util.HashMap" marshaller="com.foobar.Marshaller1"/> <mapping name="context" class="com.foobar.Context"> <structure field="configuration"/> </mapping> </binding> However I need to create multiple marshallers for different HashMaps. So I tried to reference it with abstract mapping like this: <binding xmlns:tns="http://foobar.com/foo" direction="output"> <namespace uri="http://foobar.com/foo" default="elements"/> <mapping abstract="true" type-name="configuration" class="java.util.HashMap" marshaller="com.foobar.Marshaller1"/> <mapping abstract="true" type-name="overrides" class="java.util.HashMap" marshaller="com.foobar.Marshaller2"/> <mapping name="context" class="com.foobar.Context"> <structure map-as="configuration" field="configuration"/> <structure map-as="overrides" field="overrides"/> </mapping> </binding> However when doing so, when I attempt to build the binding, I receive the following: Error during code generation for file "E:\project\src\main\jibx\foo.jibx" - this may be due to an error in your binding or classpath, or to an error in the JiBX code My guess is that either I'm missing something I need to implement to enable my custom marshaller for abstract mapping, or custom marshallers do not support abstract mapping. I have found the IAbstractMarshaller interface in the JiBX API (http://jibx.sourceforge.net/api/org/jibx/runtime/IAbstractMarshaller.html), however the documentation seems unclear to me on if this is what I need to implement, as well as how it works if so. I have not been able to find an implementation of this interface to work off of as an example. My question is, how do you do abstract mapping with custom marshallers (if it's possible)? If it is done via the IAbstractMarshaller interface, how does it work and/or how should I implement it?

    Read the article

  • Nhibernate/Hibernate, lookup tables and object design

    - by Simon G
    Hi, I've got two tables. Invoice with columns CustomerID, InvoiceDate, Value, InvoiceTypeID (CustomerID and InvoiceDate make up a composite key) and InvoiceType with InvoiceTypeID and InvoiceTypeName columns. I know I can create my objects like: public class Invoice { public virtual int CustomerID { get; set; } public virtual DateTime InvoiceDate { get; set; } public virtual decimal Value { get; set; } public virtual InvoiceType InvoiceType { get; set; } } public class InvoiceType { public virtual InvoiceTypeID { get; set; } public virtual InvoiceTypeName { get; set; } } So the generated sql would look something like: SELECT CustomerID, InvoiceDate, Value, InvoiceTypeID FROM Invoice WHERE CustomerID = x AND InvoiceDate = y SELECT InvoiceTypeID, InvoiceTypeName FROM InvoiceType WHERE InvoiceTypeID = z But rather that having two select queries executed to retrieve the data I would rather have one. I would also like to avoid using child object for simple lookup lists. So my object would look something like: public class Invoice { public virtual int CustomerID { get; set; } public virtual DateTime InvoiceDate { get; set; } public virtual decimal Value { get; set; } public virtual InvoiceTypeID { get; set; } public virtual InvoiceTypeName { get; set; } } And my sql would look something like: SELECT CustomerID, InvoiceDate, Value, InvoiceTypeID FROM Invoice INNER JOIN InvoiceType ON Invoice.InvoiceTypeID = InvoiceType.InvoiceTypeID WHERE CustomerID = x AND InvoiceDate = y My question is how do I create the mapping for this? I've tried using join but this tried to join using CustomerID and InvoiceDate, am I missing something obvious? Thanks

    Read the article

  • Binding a list belonging to another object in a custom model binder in ASP.NET MVC

    - by Dan
    I realize something like this has been asked, but this may be a little different Below is my Event object: Event : IEvent public int Id public string Title public List<EventContact> Contacts And EventContact: EventContact public int Id public string Name So, an Event has a list of EventContact' objects. Now, Event also implements IEvent - hence the custom model binder. I useIEventinstead of Event, so when the default model binder tries to do its thing, it lets me know it can't create anIEvent'. I have my view with populated with the contact info: <input type="text" name="contact[0].Name" value="DB Value"/> <input type="text" name="contact[1].Name" value="DB Value"/> <input type="text" name="contact[2].Name" value="DB Value"/> <!-- Event fields, etc --> So, in my custom model binder I am able to see all the value - sweet! The only thing is, I'm really not sure how to get all the contact fields and create a list of contacts from them, along with binding all the Event fields. Any and all help is appreciated!

    Read the article

  • Rails Tableless Model

    - by mplacona
    I'm creating a tableless Rails model, and am a bit stuck on how I should use it. Basically I'm trying to create a little application using Feedzirra that scans a RSS feed every X seconds, and then sends me an email with only the updates. I'm actually trying to use it as an activerecord model, and although I can get it to work, it doesn't seem to "hold" data as expected. As an example, I have an initializer method that parses the feed for the first time. On the next requests, I would like to simply call the get_updates method, which according to feedzirra, is the existing object (created during the initialize) that gets updated with only the differences. I'm finding it really hard to understand how this all works, as the object created on the initialize method doesn't seem to persist across all the methods on the model. My code looks something like: def initialize feed parse here end def get_updates feedzirra update passing the feed object here end Not sure if this is the right way of doing it, but it all seems a bit confusing and not very clear. I could be over or under-doing here, but I'd like your opinion about this approach. Thanks in advance

    Read the article

  • Rails - Scalable calculation model

    - by H O
    I currently have a calculation structure in my rails app that has models metric, operand and operation_type. Presently, the metric model has many operands, and can perform calculations based on the operation_type (e.g. sum, multiply, etc.), and each operand is defined as being right or left (i.e. so that if the operation is division, the numerator and denominator can be identified). Presently, an operand is always an attribute of some model, e.g. @customer.sales.selling_price.sum. In order to make this scalable, in need to allow an operand to be either an attribute of some kind, or the results of a previous operation, i.e. an operand can be a metric. I have included a diagram of how my models currently look: Can anyone assist me with the most elegant way of allowing an operand to be an actual operand, or another metric? Thanks! EDIT: It seems based on the only answer so far that perhaps polymorphic associations are the way to go on this, but the answer is so brief I have no idea how they could be used in this way - can anyone elaborate? EDIT 2: OK, I think I'm getting somewhere - essentially i presently have a metric, which has_many operands, and an operand has_many metrics. I need a polymorphic self join, where a metric can also have many metrics - do I need to call this something else, perhaps calculated_metrics, so that the metric model can use itself? That would leave me with a situation where a metric has_many operands, and a metric has many calculated_metrics.

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >