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  • How do I transfer configuration data into injected objects?

    - by louis
    I used to use Spring.Net and want to switch to Ninject 1.5 (I have to use .NET2, since some unlucky guy like me still needs to consider users working with win 2k). I used to have everything done in xml and only invoke the container during startup. In this way, only very limited codes are depending on container. I have scenarios like this and I wonder how to do the same in Ninject. I have external config file, which are the items the end users can change basing on their environment/preferences. And some of my objects depends on those values to initialize. Mostly they are primary values, but some times can be list/dictionaries/etc.

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  • Using Linq, how to separate a list in to grouped objects by name?

    - by Dr. Zim
    I have a table where a record looks like this varchar(255) Name varchar(255) Text varchar(255) Value Name is the DDL name, Text is what is displayed, and Value is returned upon selection. There are between one and twenty options for each Name. Without iterating though each option like a cursor, is there any way to pull out a list of objects, one for each unique DDL Name, using Linq and C#? A sample of the data: Beds '4 (10)' 4 Beds '5 (1)' 5 Beds '7 (1)' 7 Baths 'NA (13)' NULL Baths '0 (1)' 0 Baths '1 (13)' 1 I was thinking about doing an outer select to get the unique Names, then an inner select to get the list of options for it, then return the set as a List of a set of Lists.

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  • How to parse JSON string that can be one of two different strongly typed objects?

    - by user852194
    Background: I'm invoking a web service method which returns a JSON string. This string can be of type ASConInfo or ASErrorResponse. Question: Using the DataContractJsonSerializer, how can I convert the returned JSON string to one of those objects? Thanks in advance I have tried the following technique, but it does not work: public static object test(string inputString) { object obj = null; using (MemoryStream ms = new MemoryStream(Encoding.Unicode.GetBytes(inputString))) { DataContractJsonSerializer ser = new DataContractJsonSerializer(typeof(object)); obj = ser.ReadObject(ms) as object; } return obj; } [WebMethod] public string TypeChecker() { string str = "{\"Error\":191,\"ID\":\"112345678921212\",\"Length\":15}"; //string strErro = ""; object a = test(str); if (a is ASResponse) { return "ASResponse"; } if (a is ASErrorResponse) { return "ASErrorResponse"; } return "Nothing"; }

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  • Is it considered bad practice to have ViewModel objects hold the Dispatcher?

    - by stiank81
    My WPF application is structured using the MVVM pattern. The ViewModels will communicate asynchronously with a server, and when the requested data is returned a callback in the ViewModel is triggered, and it will do something with this data. This will run on a thread which is not the UI Thread. Sometimes these callbacks involve work that needs to be done on the UI thread, so I need the Dispatcher. This might be things such as: Adding data to an ObservableCollection Trigger Prism commands that will set something to be displayed in the GUI Creating WPF objects of some kind. I try to avoid the latter, but the two first points here I find to be reasonable things for ViewModels to do. So; is it okay to have ViewModels hold the Dispatcher to be able to Invoke commands for the UI thread? Or is this considered bad practice? And why?

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  • How do I pass objects through a _url based on a routing in rails?

    - by Angela
    I want to pass the attributes associated with two objects into a path created from a route. In this case, the _url is skip_contact_letter_url. contact_letter and letter are passed through a render partial. The clip below resides in the partial. <%= link_to_remote "Skip Letter Remote #{contact_letter}", :url => skip_contact_letter_url(contact_letter, letter), :update => "update-area-#{contact_letter.id}-#{letter.id}" %> <span id='update-area-<%="#{contact_letter.id}-#{letter.id}"%>'> </span> The route I created looks like this: map.resources :contact_letters, :member => {:skip => :post} And the controller looks like this: def skip @contact_letter = ContactLetter.new(params[:all]) @contact_letter.status = "skipped" @contact_letter.date_sent = Date.today #@contact_letter.date_created = Date.today if @contact_letter.save render :text => 'This letter was skipped!' end end When I look at the console, none of the parameters from contact_letter or letter get passed through.

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  • How can I neatly clean my R workspace while preserving certain objects?

    - by briandk
    Suppose I'm messing about with some data by binding vectors together, as I'm wont to do on a lazy sunday afternoon. x <- rnorm(25, mean = 65, sd = 10) y <- rnorm(25, mean = 75, sd = 7) z <- 1:25 dd <- data.frame(mscore = x, vscore = y, caseid = z) I've now got my new dataframe dd, which is wonderful. But there's also still the detritus from my prior slicings and dicings: > ls() [1] "dd" "x" "y" "z" What's a simple way to clean up my workspace if I no longer need my "source" columns, but I want to keep the dataframe? That is, now that I'm done manipulating data I'd like to just have dd and none of the smaller variables that might inadvertently mask further analysis: > ls() [1] "dd" I feel like the solution must be of the form rm(ls[ -(dd) ]) or something, but I can't quite figure out how to say "please clean up everything BUT the following objects."

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  • how to handle JavaScript objects with colons in key names?

    - by Ethan
    There is a syntax error in the following code: <!DOCTYPE html> <html> <body> Hello World! <script type="text/javascript"> var obj = {'a:b': '1'}; alert(obj.a:b); // syntax error </script> </body> </html> So how to handle JavaScript objects with colons in key names? I have to do this because I need to handle a feed in jsonp format from a remote server which I do not have control over, and there are colons in the key names of the returned jsonp (because the jsonp is converted from XML with namespaces in tags).

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  • Is it possible to Serialize and Deserialize objects in C++?

    - by GK
    As we know c++ is also an Object Oriented Programming language where most the things are objects like java. So wanted to know is the Serialize and deserializ features are available in c++ as well as we do it in java? If yes how it can be achieved? In java We use Serializable Interface to say that this type of object can be serialized and deserialized. So in c++ how? And out of curiosity is it same in c# as in java?

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Visual Studio Code Analysis: CA0001 Error Running Code Analysis - object reference not set to an instance of an object

    - by sturdytree
    For a WPF application being developed in VS 2012 (Ultimate), the application runs fine when a particular project's code analysis is disabled. Enabling it results in the error above. This was working fine until recently (i.e. running with code analysis enabled for the particular project) and the only recent change I can think of is removing NHibernate Profiler (using NuGet). Will be grateful for any pointers on how to debug this, or to see a more detailed log/error message.

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  • Which MacBook(Pro) for running Visual Studio 2010 on VMWare Fusion on a Mac?

    - by Greg
    Hi Anyone have experience running Visual Studio 2010 on a MacBook or MacBook Pro? (via VMWare fusion) Any feedback / advice based on your experience re what level of MacBook Pro (i.e. CPU type, CPU speed) you would target to get reasonable/good performance from VS2010 on it? (I'm just concerned about getting a base level MacBook Pro 13" 2.4GHz Core2Duo whether I would be frustrated with performance or not)

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  • How to configure IntelliJ for running test with JUnit 4?

    - by fabien7474
    Should be simple but I couldn't figure it out. When running my unit test inside IntelliJ, I could not find a way to tell IntelliJ-9.0 that it should use JUnit4 instead of JUnit3. When a test fails, IntelliJ console displays: MyTests.testConstraints(MyTests.groovy:20) at ... com.intellij.junit3.JUnit3IdeaTestRunner.doRun(JUnit3IdeaTestRunner.java:108) at com.intellij.junit3.JUnit3IdeaTestRunner.startRunnerWithArgs(JUnit3IdeaTestRunner.java:42) ... Do you know how to replace JUnit3 by JUnit4 ?

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  • Why isn't django-nose running the doctests in my models?

    - by Conley Owens
    I'm trying to use doctests with django-nose. All my doctests are running, except not any doctests within a model (unless it is abstract). class TestModel1(models.Model): """ >>> print 'pass' pass """ pass class TestModel2(models.Model): """ >>> print 'pass' pass """ class Meta: abstract = True pass The first doctest does not run and the second does. Why is this?

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  • How to get stack trace of a running process from a Visual Studio add-in?

    - by Jack
    I am writing a Visual Studio add-in in C# and I need access to the currently running process' stack trace. I tried putting this code into my add-in but it returns the add-in's stack trace, not the process I am debugging. System.Diagnostics.StackTrace stacktrace = new System.Diagnostics.StackTrace(true); System.Diagnostics.StackFrame stackframe = stacktrace.GetFrame(0); Any help would be appreciated.

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  • How to log communication of a WebService running on IIS 6.0?

    - by Martin Kirsche
    I'm running an ASP.NET WebService on IIS 6.0 that shows a lot of HTTP 500 (probably just exceptions from the WebService) inside the log at %systemroot%\System32\LogFiles\W3SVC1 on a customers site. Is it possible to log the content of those HTTP responses and there requests without modifying the WebService using IIS or a plug-in for IIS? I thought of using Wireshark or Fiddler to sniff on the HTTP traffic but I would prefer to just turn on an option inside IIS to make him log the communication (this should not be to hard since it is logging the requested URLs anyway)

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  • running an android app on the device instead of on the emulator.

    - by gil
    hi, I've installed the usb driver, i'm running win7. I can see that the driver is installed in the window-android SDK and AVD manager-installed packages but when i'm writing "adb devices" in the cmd it doesnt show like the phone is connected (it is - it has the orange led on..) I'm using the HTC G1. I also did the "Turn on "USB Debugging" on your device" step... anyone got an idea??

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  • Avoid running of software after copying to next machine?

    - by KoolKabin
    Hi guys, I have developed a small software. I want to provide and run it commercially only. I want it to be run in the machines who have purchased it from me. If someone copies it from my clients computer and runs it in next computer, I would like to stop functioning/running the software. What can be the ways to prevent the piracy of my software?

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