Search Results

Search found 21436 results on 858 pages for 'draw order'.

Page 209/858 | < Previous Page | 205 206 207 208 209 210 211 212 213 214 215 216  | Next Page >

  • Re-ordering collection C#

    - by Adam
    Hi - I have a problem which I cant seem to find answer to through searches (either that or I am searching for the completely wrong thing!). I have a list of items called "Top 10" in a sortedlist item that is populated from my DB (SortedList where int is position and string is item). I want to be able to move items up & down the list order at the click of a button and then save the new order back to the DB. I am OK with the DB part it is just the re-ordering I am really struggling with - is a sortedlist the correct collection for this? Many thanks for any advice offered.

    Read the article

  • How to conduct A/B split testing with AdSense?

    - by None
    Ok so I have decided to A/B test my AdSense ads. I have run a few tests, but I don't know what conclusion to draw and how to keep track of things. Some specific questions: If I have 2 test units, 1 wins. I test that with a new and so on. How do I find if say the fifth one did better than the first one? How do I keep track of things? Do I let the variables independent of each other, because they certainly are not. In real life, font size can affect CTR even if the colors are different. I can test blue color with red color, and then test Arial font with Georgia, but how do I know which combination is the best? This would result in way too many test units. I tried Googling a lot, but I could not find answers to these questions.

    Read the article

  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

    Read the article

  • Navigation properties not set when using ADO.NET Mocking Context Generator

    - by olenak
    I am using ADO.NET Mocking Context Generator plugin for my Entity Framework model. I have not started on using mocks yet, just trying to fix generated entity and context classes to make application run as before without exceptions. I've already fixed T4 template to support SaveChanges method. Now I've got another problem: when I try to access any navigation property it is set to null. All the primitive fields inherited from DB table are set and correct. So what I am doing is the following using (var context = MyContext()) { var order = context.Orders.Where(p => p.Id == 7); var product = order.Products; } in this case product is set to null. But that was not a case while using default code generator, it used to return real product object. Thanks ahead for any suggestions!

    Read the article

  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

    Read the article

  • Whats wrong with my SQL query?

    - by William
    I'm trying to set up a query that shows the first post of each thread and is ordered by the date of the last post in each thread. I got the first part down with this query: SELECT * FROM ( SELECT Min( ID ) AS MinID FROM test_posts GROUP BY Thread )tmin JOIN test_posts ON test_posts.ID = tmin.MinID Now I need to figure out how to call the last post of each thread into a table, than use that table to order the first tables results. So far I got this, but it doesn't work. SELECT * FROM ( SELECT Min( ID ) AS MinID FROM test_posts GROUP BY Thread )tmin JOIN test_posts ON test_posts.ID = tmin.MinID ORDER BY (SELECT MAX( ID ) AS MaxID, Thread, MAX( Date ) FROM test_posts GROUP BY Thread )tmax tmax.Date

    Read the article

  • mod_rewrite not working for a specific directory

    - by punkish
    This has got me completely foxed for a couple of days now, and I am convinced that I will look stupid once I solve it, but will be even stupider if I don't ask for help now. I have mod_rewrite working successfully on my localhost (no vhosts involved; this is my laptop, my development machine), and I use .htaccess in various directories to help rewrite crufty URLs to clean ones. EXCEPT... it doesn't work in one directory. Since it is impossible to reproduce my entire laptop in this question, I provide the following details. In my httpd.conf, I have mod_rewrite.so loaded. LoadModule rewrite_module modules/mod_rewrite.so In my httpd.conf, I have included another conf file like so Include /usr/local/apache2/conf/other/punkish.conf In my punkish.conf, I have directories defined like so DocumentRoot "/Users/punkish/Sites" <Directory "/Users/punkish/Sites"> Options ExecCGI AllowOverride None Order allow,deny Allow from all </Directory> <Directory "/Users/punkish/Sites/one"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> <Directory "/Users/punkish/Sites/two"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> In ~/Sites/one I have the following .htaccess file RewriteEngine On RewriteBase /one/ # If an actual file or directory is requested, serve directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # Otherwise, pass everything through to the dispatcher RewriteRule ^(.*)$ index.cgi/$1 [L,QSA] and, everything works just fine. However, in my directory ~/Sites/two I have the following .htaccess file RewriteEngine On RewriteBase /two/ # If an actual file or directory is requested, serve directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # Otherwise, pass everything through to the dispatcher RewriteRule ^(.*)$ index.cgi/$1 [L,QSA] and, nothing works. Nada. Zip. Zilch. I just get a 404. I have determined that mod_rewrite is not even looking at my ~/Sites/two/.htaccess by putting spurious commands in it and not getting any error other than 404. Another confounding issue -- I have turned on RewriteLog in my httpd.conf with RewriteLogLevel 3, but my rewrite_log is completely empty. I know this is hard to trouble shoot unless sitting physically at the computer in question, but I hope someone can give me some indication as to what is going on. **Update: ** There are no aliases involved anywhere. This is my laptop, and everything is under the above stated Document Root, so I just access each directory as http://localhost/. Yes, typos are a big possibility (I did say that I will look stupid once I solve it, however, for now, I have not discovered a single typo anywhere, and yes, I have restarted Apache about a dozen times now. I even thought that perhaps I had two different Apaches running, but no, I have only one, the one under /usr/local/apache2, and I installed it myself a while back.

    Read the article

  • Grab triangles within a lower triangle

    - by Tyler Rinker
    I have the need to grab all the thee element triangles that make up the lower triangle of a symmetric matrix. I can not think of how to grab all these pieces in the order of far left column working down and then next column to the right and so on. I know that the numbe rof mini triangles inside of the lower triangle is: n = x(x - 1)/2 where: x = nrow(mats[[i]]) Here I've created three matrices with letters (it's easier for me to conceptualize this way) and the elements in the order I'm looking for: FUN <- function(n) { matrix(LETTERS[1:(n*n)], n) } mats <- lapply(3:5, FUN) So this is the output I'd like to get (I put it in code rather than output format) for each of the matrices created above: list(c("B", "C", "F")) list(c("B", "C", "G"), c("C", "D", "H"), c("G", "H", "L")) list(c("B", "C", "H"), c("C", "D", "I"), c("D", "E", "J"), c("H", "I", "N"), c("I", "J", "O"), c("N", "O", "T")) How can I do this task in the fastest manner possible while staying in base R? Not sure if this visual of what I'm after is helpful but it may be:

    Read the article

  • Interesting Row_Number() bug

    - by Joel Coehoorn
    I was playing with the Stack Exchange Data Explorer and ran this query: http://odata.stackexchange.com/stackoverflow/q/2828/rising-stars-top-50-users-ordered-on-rep-per-day Notice down in the results, rows 11 and 12 have the same value and so are mis-numbered, even though the row_number() function takes the same order by parameter as the query. I know the correct fix here is to specify an additional tie-breaker column in the order by clauses, but I'm more curious as to why/how the row_number() function returned different results on the same data? If it makes a difference anywhere, this runs on Azure.

    Read the article

  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

    Read the article

  • How can I possibly sort this in JavaScript?

    - by orokusaki
    I've been pounding my head on the wall trying to figure out how to sort this in JavaScript (I have to work with it in this format unfortunately). I need to sort it based on Small, Medium, Large, XL, XXL (Small ranking the highest) in each variationValues size field. The problem is that I need to sort the variationCosts and variationInventories at the same time to match the new order (since each value in order corresponds to the values in the other fields :( Input I have to work with var m = { variationNames: ["Length", "Size" ], variationValues: [ ["26.5\"", "XXL"], ["25\"", "Large"], ["25\"", "Medium"], ["25\"", "Small"], ["25\"", "XL"], ["25\"", "XXL"], ["26.5\"", "Large"], ["26.5\"", "Small"], ["26.5\"", "XL"] ], variationCosts: [ 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00 ], variationInventories: [ 10, 60, 51, 10, 15, 10, 60, 10, 15 ], parentCost: 20.00 }; Desired output var m = { variationNames: ["Length", "Size" ], variationValues: [ ["25\"", "Small"], ["26.5\"", "Small"], ["25\"", "Medium"], ["25\"", "Large"], ["26.5\"", "Large"], ["25\"", "XL"], ["26.5\"", "XL"] ["25\"", "XXL"], ["26.5\"", "XXL"], ], variationCosts: [ 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00, 20.00 ], variationInventories: [ 10, 10, 51, 60, 15, 15, 15, 10, 10 ], parentCost: 20.00 };

    Read the article

  • Calculate minimum moves to solve a puzzle

    - by Luke
    I'm in the process of creating a game where the user will be presented with 2 sets of colored tiles. In order to ensure that the puzzle is solvable, I start with one set, copy it to a second set, then swap tiles from one set to another. Currently, (and this is where my issue lies) the number of swaps is determined by the level the user is playing - 1 swap for level 1, 2 swaps for level 2, etc. This same number of swaps is used as a goal in the game. The user must complete the puzzle by swapping a tile from one set to the other to make the 2 sets match (by color). The order of the tiles in the (user) solved puzzle doesn't matter as long as the 2 sets match. The problem I have is that as the number of swaps I used to generate the puzzle approaches the number of tiles in each set, the puzzle becomes easier to solve. Basically, you can just drag from one set in whatever order you need for the second set and solve the puzzle with plenty of moves left. What I am looking to do is after I finish building the puzzle, calculate the minimum number of moves required to solve the puzzle. Again, this is almost always less than the number of swaps used to create the puzzle, especially as the number of swaps approaches the number of tiles in each set. My goal is to calculate the best case scenario and then give the user a "fudge factor" (i.e. 1.2 times the minimum number of moves). Solving the puzzle in under this number of moves will result in passing the level. A little background as to how I currently have the game configured: Levels 1 to 10: 9 tiles in each set. 5 different color tiles. Levels 11 to 20: 12 tiles in each set. 7 different color tiles. Levels 21 to 25: 15 tiles in each set. 10 different color tiles. Swapping within a set is not allowed. For each level, there will be at least 2 tiles of a given color (one for each set in the solved puzzle). Is there any type of algorithm anyone could recommend to calculate the minimum number of moves to solve a given puzzle?

    Read the article

  • XNA GameTime TotalGameTime slower than real time

    - by robasaurus
    I have set-up an empty test project consisting of a System.Diagnostics.Stopwatch and this in the draw method: spriteBatch.DrawString(font, gameTime.TotalGameTime.TotalSeconds.ToString(), new Vector2(100, 100), Color.White); spriteBatch.DrawString(font, stopwatch.Elapsed.TotalSeconds.ToString(), new Vector2(100, 200), Color.White); The GameTime.TotalGameTime displayed is slower than the stop watch (by about 5 seconds per minute) even though GameTime.IsRunningSlowly is always false, why is this? The reason this is an issue is because I have a server which uses stopwatch and it is faster than my client game. For instance my client notifies the server it has dropped a mine which explodes in one minute. Because the stopwatch is faster the server state explodes the mine before the client and they are out of sync. I don't want to have to notify the client when the server explodes it as this would use unnecessary bandwidth.

    Read the article

  • Help with an SQL query on a single (comments) table (screenshot included)

    - by citrus
    Please see screenshot Goal: id like to have comments nested 1 level deep The comments would be arranged so that rating of the parent is in descending order the rating of the children comments is irrelevant The left hand side of the screenshot shows the output that Id like. The RHS shows the table data. All of the comments are held in 1 table. Im a beginner with SQL queries, the best I can do is: SELECT * FROM [Comments] WHERE ([ArticleId] = @ArticleId) ORDER BY [ThreadId] DESC, [DateMade] This somewhat does the job, but it obviously neglects the rating. So the above statement would show output where Bobs Comment and all of the children comments are before Amy's and her childrens comments. How can I run this query correctly?

    Read the article

  • DateTime in SqlServer VisualStudio C#

    - by menacheb
    Hi, I Have a DataBase in my project With Table named 'ProcessData' and columns named 'Start_At' (Type: DateTime) and 'End_At' (Type: DateTime) . When I try to enter a new record into this table, it enter the data in the following format: 'YYYY/MM/DD HH:mm', when I actualy want it to be in that format: 'YYYY/MM/DD HH:mm:ss' (the secondes dosen't apper). Does anyone know why, and what should I do in order to fix this? Here is the code I using: con = new SqlConnection("...."); String startAt = "20100413 11:05:28"; String endAt = "20100414 11:05:28"; ... con.Open();//open the connection, in order to get access to the database SqlCommand command = new SqlCommand("insert into ProcessData (Start_At, End_At) values('" + startAt + "','" + endAt + "')", con); command.ExecuteNonQuery();//execute the 'insert' query. con.Close(); Many thanks

    Read the article

  • how to add column in SQL Query that incl. LEFT OUTER JOIN

    - by radbyx
    I have this Query: SELECT p.ProductName, dt.MaxTimeStamp, p.Responsible FROM Product p LEFT JOIN (SELECT ProductID, MAX(TimeStamp) AS MaxTimeStamp FROM StateLog WHERE State = 0 GROUP BY ProductID, Status) dt ON p.ProductID = dt.ProductID ORDER BY p.ProductName; It works like it should, but now I need to SELECT "State" out too. The tricky part is, that I only want the lastest "TimeStamp" where "State" was false. But now I also need the "State" for the lastest "TimeStamp". I tried this: SELECT p.ProductName, dt.State, dt.MaxTimeStamp, p.Responsible FROM Product p LEFT JOIN (SELECT ProductID, MAX(TimeStamp) AS MaxTimeStamp, State FROM StateLog WHERE State = 0 GROUP BY ProductID, Status) dt ON p.ProductID =dt.ProductID ORDER BY p.ProductName; But it didn't work, because it gave me the "State" for the lastest "TimeStamp". So I hope there is some clever heads out there that can help me. I'm guessing that this is either very simple or very hard to solve.

    Read the article

  • Is it ethical for a programmer to promote his/her own library?

    - by Kit Menke
    Fairly recently I started maintaining my own open source JavaScript library. I created it to solve a pretty specific need but fairly regularly see questions that can be solved (in whole/part) by using my library. I've always gone ahead to post my answer including my library and make sure to always include a disclosure specifying that I maintain it. I feel for open source projects this may not be such a big deal but where do you draw the line? (ex: commercial products) Is it ethical for a programmer to promote is own library? When is it not?

    Read the article

  • Why does unity obj import flip my x coordinate?

    - by milkplus
    When I import my wavefront obj model into unity and then draw lines over it with the same coordinates in the obj file, the x coordinate is negated. I don't see any option in the importer that might be doing that. And I'm using the same localToWorldMatrix and the same coordinate data in the .obj file. Hmmm GL.PushMatrix(); GL.MultMatrix(transform.localToWorldMatrix); CreateMaterial(); lineMaterial.SetPass(0); GL.Color(new Color(0, 1, 0)); GL.Begin(GL.LINES); GL.Vertex(p1); GL.Vertex(p2); GL.Vertex(p2); GL.Vertex(p3); //... GL.End(); GL.PopMatrix();

    Read the article

  • acts-as-taggable-on: find tags with name LIKE, sort by tag_counts?

    - by James
    Hi I'm using the rails plugin acts-as-taggable-onand I'm trying to find the top 5 most used tags whose names match and partially match a given query. When I do User.skill_counts.order('count DESC').limit(5).where('name LIKE ?', params[:query]) This return the following error: ActiveRecord::StatementInvalid: SQLite3::SQLException: ambiguous column name: name: SELECT tags.*, COUNT(*) AS count FROM "tags" INNER JOIN users ON users.id = taggings.taggable_id LEFT OUTER JOIN taggings ON tags.id = taggings.tag_id AND taggings.context = 'skills' WHERE (taggings.taggable_type = 'User') AND (taggings.taggable_id IN(SELECT users.id FROM "users")) AND (name LIKE 'asd') GROUP BY tags.id, tags.name HAVING COUNT(*) > 0 ORDER BY count DESC LIMIT 5 But when I do User.skill_counts.first.name this returns "alliteration" I'd appreciate any help on this matter.

    Read the article

  • Dataset and Hierarchial Data How to Sort

    - by mdjtlj
    This is probably a dumb question, but I've hit a wall with this one at this current time. I have some data which is hierarchial in nature which is in an ADO.NEt dataset. The first field is the ID, the second is the Name, the third is the Parent ID. ID NAME Parent ID 1 Air Handling NULL 2 Compressor 1 3 Motor 4 4 Compressor 1 5 Motor 2 6 Controller 4 7 Controller 2 So the tree would look like the following: 1- Air Handling 4- Compressor 6 - Controller 3 - Motor 2- Compressor 7- Controller 5 - Motor What I'm trying to figure our is how to get the dataset in the same order that ths would be viewed in a treeview, which in this case is the levels at the appropriate levels for the nodes and then the children at the appropriate levels sorted by the name. It would be like binding this to a treeview and then simply working your way down the nodes to get the right order. Any links or direction would be greatly appreciated.

    Read the article

  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

    Read the article

  • MIX11 Registration is open &ndash; the place to hear the latest on Silverlight, HTML5, IE and more

    - by Eric Nelson
    Every year a few lucky colleagues get to attend MIX – and they come back with nothing but praise for the event, the speakers, the content – and the buzz! If you build “web application” and want the latest from the experts then you should consider attending. You will get to see the latest tools and technologies and draw inspiration from a professional community of your peers and experts. Technologies covered include Silverlight, Internet Explorer, Windows Phone, ASP.NET, HTML5 and CSS3. It takes place April 12th to 14th in Las Vegas Early birds save big! Register by February 11 and save $500 on your conference pass and get one free hotel night. Register Now.

    Read the article

  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

    Read the article

  • How do I multiply pixels on an SDL Surface?

    - by NoobScratcher
    Okay so I'm able to put blank pixels into a surface and also draw gradient pixels rectangles,etc But I don't know how to multiply the pixels on a surface so I was hoping someone could provide me information on this topic. I was thinking you could get the members pixel and then * it by 2 but that didn't provide results I wanted so I'm now thinking that you have to actually get to the position in bytes in one location to the left and one location to the right and then store it in memory and then * that by 2 am I correct or what? If so what is it that allows me to do that and how do I do that?

    Read the article

< Previous Page | 205 206 207 208 209 210 211 212 213 214 215 216  | Next Page >