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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • google changing crawl speed: doesn't seem to work. Why?

    - by Olivier Pons
    I've changed 3 days ago the google crawling speed of mywebsite. Here it is: This means: 2 demands by second. I've got the message on the google webmasters tools that the change speed has been taken in account: But after more than three days, nothing happens: still one request every ten seconds See here: My webserver is very fast and can handle up to twenty simultaneous connexions. And my website is brand new, this means google is almost the only one here crawling my website. After more than 30000 successful requests (= no 404), I think there's something going on... or maybe this is just a bug? Has anyone ever had this problem?

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  • Performance issues when using SSD for a developer notebook (WAMP/LAMP stack)?

    - by András Szepesházi
    I'm a web application developer using my notebook as a standalone development environment (WAMP stack). I just switched from a Core2-duo Vista 32 bit notebook with 2Gb RAM and SATA HDD, to an i5-2520M Win7 64 bit with 4Gb RAM and 128 GB SDD (Corsair P3 128). My initial experience was what I expected, fast boot, quick load of all the applications (Eclipse takes now 5 seconds as opposed to 30s on my old notebook), overall great experience. Then I started to build up my development stack, both as LAMP (using VirtualBox with a debian guest) and WAMP (windows native apache + mysql + php). I wanted to compare those two. This still all worked great out, then I started to pull in my projects to these stacks. And here came the nasty surprise, one of those projects produced a lot worse response times than on my old notebook (that was true for both the VirtualBox and WAMP stack). Apache, php and mysql configurations were practically identical in all environments. I started to do a lot of benchmarking and profiling, and here is what I've found: All general benchmarks (Performance Test 7.0, HDTune Pro, wPrime2 and some more) gave a big advantage to the new notebook. Nothing surprising here. Disc specific tests showed that read/write operations peaked around 380M/160M for the SSD, and all the different sized block operations also performed very well. Started apache performance benchmarking with Apache Benchmark for a small static html file (10 concurrent threads, 500 iterations). Old notebook: min 47ms, median 111ms, max 156ms New WAMP stack: min 71ms, median 135ms, max 296ms New LAMP stack (in VirtualBox): min 6ms, median 46ms, max 175ms Right here I don't get why the native WAMP stack performed so bad, but at least the LAMP environment brought the expected speed. Apache performance measurement for non-cached php content. The php runs a loop of 1000 and generates sha1(uniqid()) inisde. Again, 10 concurrent threads, 500 iterations were used for the benchmark. Old notebook: min 0ms, median 39ms, max 218ms New WAMP stack: min 20ms, median 61ms, max 186ms New LAMP stack (in VirtualBox): min 124ms, median 704ms, max 2463ms What the hell? The new LAMP performed miserably, and even the new native WAMP was outperformed by the old notebook. php + mysql test. The test consists of connecting to a database and reading a single record form a table using INNER JOIN on 3 more (indexed) tables, repeated 100 times within a loop. Databases were identical. 10 concurrent threads, 100 iterations were used for the benchmark. Old notebook: min 1201ms, median 1734ms, max 3728ms New WAMP stack: min 367ms, median 675ms, max 1893ms New LAMP stack (in VirtualBox): min 1410ms, median 3659ms, max 5045ms And the same test with concurrency set to 1 (instead of 10): Old notebook: min 1201ms, median 1261ms, max 1357ms New WAMP stack: min 399ms, median 483ms, max 539ms New LAMP stack (in VirtualBox): min 285ms, median 348ms, max 444ms Strictly for my purposes, as I'm using a self contained development environment (= low concurrency) I could be satisfied with the second test's result. Though I have no idea why the VirtualBox environment performed so bad with higher concurrency. Finally I performed a test of including many php files. The application that I mentioned at the beginning, the one that was performing so bad, has a heavy bootstrap, loads hundreds of small library and configuration files while initializing. So this test does nothing else just includes about 100 files. Concurrency set to 1, 100 iterations: Old notebook: min 140ms, median 168ms, max 406ms New WAMP stack: min 434ms, median 488ms, max 604ms New LAMP stack (in VirtualBox): min 413ms, median 1040ms, max 1921ms Even if I consider that VirtualBox reached those files via shared folders, and that slows things down a bit, I still don't see how could the old notebook outperform so heavily both new configurations. And I think this is the real root of the slow performance, as the application uses even more includes, and the whole bootstrap will occur several times within a page request (for each ajax call, for example). To sum it up, here I am with a brand new high-performance notebook that loads the same page in 20 seconds, that my old notebook can do in 5-7 seconds. Needless to say, I'm not a very happy person right now. Why do you think I experience these poor performance values? What are my options to remedy this situation?

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  • How to achieve uniform speed of movement on a bezier curve in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • How to achieve uniform speed of movement in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • Why doesn't it seem to be any development in the field of 3D VR gear, especially with regard to gaming?

    - by neuviemeporte
    I remember that way back around 1995, there was this big craze with VR in the media, a whole bunch of (mostly mediocre) games labeled as "virtual-reality-interactive-movie (...)" were published. If I recall correctly, the first 3D VR helmet was called VFX-1 and was sold bundled with Descent and some dedicated joystick. I never owned one, and I read just one review which was mostly enthusiastic, but pointed to some weak points, like the eyes getting tired after an hour or so of playing. Then the whole thing basically flickered down and died. I suppose the main reason it wasn't successful was that the hardware of the day was not powerful enough, the VR gear's design wasn't perfected to make it comfortable and natural to use, and the companies that made it failed to market it successfully. What I can't understand is why isn't there any development in the field today. There is some vr-ish hardware mostly targeted at the consoles (Kinect, Wii remote, TrackIR), but all projects of creating some 3d head-mounted display system seem to be in early infancy, appear once in a trade show somewhere and aren't heard of again. I think it could work great with head tracking and some of today's shooters, flight sims (trackIR is nice but the movement scale translation is awkward) and other games with an FPP POV. Is there any technological reason why decent vr headgear can't be made today, or is it just that nobody really cares/everyone is scared to repeat the '90s failure?

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  • Myths: Does Deleting the Cache Actually Speed Up Your PC?

    - by The Geek
    Every time you ask somebody with a reasonable level of tech skills what you should do to speed up your PC, they start jabbering on about running ccleaner and clearing the cache. But does the act of clearing a cache really speed things up? Nope. Most people assume that all temporary files are just clutter created by lousy applications, but that isn’t actually the truth. Cache files are created by apps to store commonly used information so it doesn’t have to be generated or downloaded again.    

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  • How should a team share/store game content during development?

    - by irwinb
    Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic syncing and support for windows/osx)? We are looking into hosting our own SharePoint server but it seems to be really focused on documents... Maybe Box.net would work? EDIT For code, we are using Git. To be more precise, I was looking for an easy, automatic way for content produced by artists/audio engineers to be available to everyone. Features like approvals of assets don't hurt either. Following the answer linked by Tetrad, Alienbrain looked pretty interesting but..is way out of our budget (may be something to invest in in the future). What ended up doing... We were going to go with Box.net but downloading the sync apps for desktop use required us to wait to be contacted by them for some reason. We did not have much time to wait so we ended up going with Dropbox Teams. Box.net has a nice feature set but we never really felt held back without them. Thanks for the help :).

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  • How do you set the movement speed of a sprite?

    - by rphello101
    I'm using Slick 2D/Java to play around with graphics. Getting an image to move is easy: Input input = gc.getInput(); if(input.isKeyDown(sprite.up)){ sprite.y--; }else if (input.isKeyDown(sprite.down)){ sprite.y++; }else if (input.isKeyDown(sprite.left)){ sprite.x--; }else if (input.isKeyDown(sprite.right)){ sprite.x++; } However, this is called on every update, so if you hold up, the sprite moves to the edge of the screen in a few hundred milliseconds. Since coordinates are integers, I can't add less than 1 to slow the sprite down. I'm assuming I must have to implement a timer of some sort or something. Any advice?

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  • iPhone StoreKit development: Can't create a test user?

    - by Cruinh
    I'm trying to get up to speed on how to develop an in-app store using the new 3.0 SDK... but I'm a bit stuck in that I don't seem to be able to create a test account. The iTunes Connect FAQ states "To create test users for your sandbox environment, go to the Manage Users section of iTunes Connect and select In App Purchase Test User. Your test users will not have iTunes Connect access. They will just have access to the sandbox environment." ...but when I go to that Manage Users section, there's no mention of any sort of "In App Purschase Test User" or how to make one. Did I miss doing something to enable that? There is another section of that same FAQ that seems to suggest I need to have a paid app in the store first? Is that the reason I can't even use the test environment?

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  • What are best practices on virtual lab/test bed architecture?

    - by WooYek
    I am currently preparing a new small virtual environment for development and testing with Windows Server + SQL Server + AD + Sharepoint + Exchange + IIS(ASP.NET) + Biztalk + ?, for a small (up to 5) dev team. What are pros and cons on different approaches, eg. splitting up over different machines or packing everything up per machine. I your experience what are the best practices I should follow in terms of architecture and various system/servers placement. What to share and what to split per person. I would like to achieve some flexibility for the dev and testing process (so teammebers would not be steeping on each other's toes) and limit administrative effort needed to propagate settings, integrate work items and revert changes when something breaks up. It's not supposed to be an everyday development working environment, more a tier 2 developer testing environment, and not yet an integration or QA testing environment with formal change process. IMO the two borderline solutions are: creating one all-inclusive machine for each dev team member giving them freedom to manage creating shared environment managed by the one with somehow formalized change request process What golden mean would you recommend, and why?

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  • Concerns about Apache per-Vhost logging setup

    - by etienne
    I'm both senior developer and sysadmin in my company, so i'm trying to deal with the needs of both activities. I've set up our apache box, wich deals with 30-50 domains atm (and hopefully will grow larger) and hosts both production and development sites, with this directory structure: domains/ domains/domain.ext/ #FTPS chroot for user domain.ext domains/domain.ext/public #the DocumentRoot of http://domain.ext domains/domain.ext/logs domains/domain.ext/subdomains/sub.domain.ext domains/domain.ext/subdomains/sub.domain.ext/public #DocumentRoot of http://sub.domain.ext Each domain.ext Vhost runs with his dedicated user and group via mpm-itk, umask being 027, and the logs are stored via a piped sudo command, like this: ErrorLog "| /usr/bin/sudo -u nobody -g domain.ext tee -a domains/domain.ext/logs/sub.domain.ext_error.log" CustomLog "| /usr/bin/sudo -u nobody -g domain.ext tee -a domains/domain.ext/logs/sub.domain.ext_access.log" combined Now, i've read a lot about not letting the logs out of a very restricted directory, but the developers often need to give a quick look to a particular subdomain error log, and i don't really want to give them admin rights to look into /var/logs. Having them available into the ftp account is REALLY handy during development stages. Do you think this setup is viable and safe enough? To me it is apparently looking good, but i'm concerned about 3 security issues: -is the sudo pipe enough to deal with symlink exploits? Any catches i'm missing? -log dos: logs are in the same partition of all domains. got hundreds of gigs, but still, if one get disk-space dos'd, everything will break. Any workaround? Will a short timed logrotate suffice? -file descriptors limits: AFAIK the default limit for Apache on Ubuntu Server is currently 8192, which should be plenty enough to handle 2 log files per subdomain. Is it? Am i missing something? I hope to read some thoughts on the matter!

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • How to force reload all vendor/plugins in rails 2.3 (development mode)

    - by tsdbrown
    We have an application with a app/model that references another model stored in a plugin. When the app/model level is reloaded on the second and further requests and that relies on our model in vendor/plugins/... (which stays loaded) it fails (can't dup nil class). We've tried setting config.reload_plugins = true in the development.rb but this doesn't seem to do it. Does anybody know a way to handle this?

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  • What are usability, accessibility, screen-reader or any other development, functionality, cross brow

    - by jitendra
    What are the usability, accessibility, screen-reader, or any other development, functionality, or cross browser issues with <iframe>? Is there any alternative for <iframe>? And are there any JavaScript/jQuery or server-side techniques which can decrease the usability, accessibility, or screen-reader issues with <iframe>? Why has the W3C not included <iframe> in XHTML Strict, while HTML 5 supports <iframe>?

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  • Business Intelligence Development Studio encounter error on Rendering

    - by user366796
    I try to develop a data processing extension for SSRS 2008 in order to access database through an entity framework. But when I copy and register the extension in BI Development Studio, it gives me an error message while loading the extension". I built it with targeting framework 4.0 by using Visual Studio 2010 because my data model class library was built with that version of target framework. Any help will be greatly appreciated. Thanks.

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  • Netbook for DOTNET Development

    - by Abhijeet Patel
    I'm looking for a netbook to do some dotnet development. Is there a recommended brand/configuration. I'm looking for reasonably good performance. Here are some of my requirements: Win 7 ultimate MS Office VS 2008 and VS 2010 when it's out CodeRush good size keyboard without having to do a Fn+Key for Insert, Home, End and Del keys Preferably Core 2 Duo Decent battery life P.S. The config of the netbook handed out at PDC seems pretty awesome.

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