Search Results

Search found 4590 results on 184 pages for 'direction'.

Page 23/184 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • What do you think of the EntLib 5.0 configuration tool?

    Hello again! Its been a while, I know. Ive been busy over the last few months with several projects, some of them software related, and one of them human my son Jesse was born on 26 February 2010. Fun times! Meanwhile, back in Redmond, the p&p team has been busy working on Enterprise Library 5.0 see Grigoris announcement for details on the beta. Theres a ton of new stuff in this release, but theres one big new feature that hasnt received a lot of attention that Im keen to hear your perspectives on. The change is the biggest overhaul to the configuration tool since Enterprise Library was launched. If you havent yet grabbed the EntLib 5.0 beta, heres a before and after shot of the config tool: Enterprise Library 4.1 config tool Enterprise Library 5.0 (beta 1) config tool The tool has been rebuilt from the ground up in response to some feedback and usability studies from the previous version of the tool. But is this a step in the right direction? Id love to hear what you think. If youve downloaded EntLib 5.0 and tried out the tool, please share your thoughts on: First impressions. Is the tool easy to understand? Easy to find what youre looking for? Easy to read existing configuration? Pretty? Ease of use for real life tasks. Rather than make up your own tasks, here are a few sample scenarios you might want to try: Configure the data access block with a SQL Server connection called Audit that points to a database called Audit on a server called DB Configure the logging block so that any log entries in the Audit category are written to both the Event Log and the Audit database (see above) Configure the validation block with a ruleset called Email Address that uses an appropriate regular expression for e-mail addresses Configure the policy injection block such that any calls to classes in the MyCompany.Security namespace are logged before and after the call using the Audit category (see above) Comparison with the old config tool. What do you like better in the new tool? What did you like better in the old tool? How do you rate your level of expertise using the old tool? Keep in mind that I no longer work in the p&p team, so I cant say how any of this feedback will be used (although Im sure the team is listening!). However since Ive invested so much time in Enterprise Library, both in leading the team and using the product on real projects Im very interested to hear what you all think of the tools new direction.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Music Notation Editor - Refactoring view creation logic elseware

    - by Cyril Silverman
    Let me preface by saying that knowing some elementary music theory and music notation may be helpful in grasping the problem at hand. I'm currently building a Music Notation and Tablature Editor (in Javascript). But I've come to a point where the core parts of the program are more or less there. All functionality I plan to add at this point will really build off the foundation that I've created. As a result, I want to refactor to really solidify my code. I'm using an API called VexFlow to render notation. Basically I pass the parts of the editor's state to VexFlow to build the graphical representation of the score. Here is a rough and stripped down UML diagram showing you the outline of my program: In essence, a Part has many Measures which has many Notes which has many NoteItems (yes, this is semantically weird, as a chord is represented as a Note with multiple NoteItems, individual pitches or fret positions). All of the relationships are bi-directional. There are a few problems with my design because my Measure class contains the majority of the entire application view logic. The class holds the data about all VexFlow objects (the graphical representation of the score). It contains the graphical Staff object and the graphical notes. (Shouldn't these be placed somewhere else in the program?) While VexFlowFactory deals with actual creation (and some processing) of most of the VexFlow objects, Measure still "directs" the creation of all the objects and what order they are supposed to be created in for both the VexFlowStaff and VexFlowNotes. I'm not looking for a specific answer as you'd need a much deeper understanding of my code. Just a general direction to go in. Here's a thought I had, create an MeasureView/NoteView/PartView classes that contains the basic VexFlow objects for each class in addition to any extraneous logic for it's creation? but where would these views be contained? Do I create a ScoreView that is a parallel graphical representation of everything? So that ScoreView.render() would cascade down PartView and call render for each PartView and casade down into each MeasureView, etc. Again, I just have no idea what direction to go in. The more I think about it, the more ways to go seem to pop into my head. I tried to be as concise and simplistic as possible while still getting my problem across. Please feel free to ask me any questions if anything is unclear. It's quite a struggle trying to dumb down a complicated problem to its core parts.

    Read the article

  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

    Read the article

  • Online SEO Tool to Analyze Your Website

    Learning search engine optimization can be difficult without some sort of SEO tool to help decipher in which direction your marketing efforts are headed. Though there are, in fact, many online SEO tools that can help with your internet marketing campaign, perhaps the most beneficial is an SEO tool that analyzes your entire website. This type of tool, usually offered free of charge, acts in a similar way to search engine crawlers.

    Read the article

  • XAML RadControls Q1 2010 Official

    Q1 2010 release focuses on strengthening 3 main aspects of RadControls for Silverlight and RadControls for WPF: Ensuring first-class performance for all data-centric controls through various techniques, Enhancing and polishing RadControls themes Providing highly advanced, enterprise-level features, especially for the data visualization controls  We know that performance is crucial for line-of-business applications. Therefore, we always make sure that RadControls can help you achieve unmatched performance and this has always been our number one priority. RadControls achieve unbeatable performance through UI and Data Virtualization, Data Sampling and built-in Load On Demand features. Several of the major controls in the bundles have been enhanced with UI virtualization support Scheduler, CoverFlow and Book. As a part of Q1 2010 we also want to bring an unparalleled visual richness to your applications. To achieve that we have done a major rework of all our themes. We used a uniform templating approach across all controls, streamlined naming conventions for resources and delivered a much more consistent look of the controls along the way. RadControls for WPF bundle has been enriched with two new controls Map and Book.   Another new control has been included in the Q1 2010 release. However, it continues to be in a CTP stage. This is the Transition control. We decided that this is the better way to proceed as we will need some more input from our community on how exactly to develop this control further. Therefore, we will be regularly blogging on the development progress so that we can clearly indicate the direction, in which the control is evolving and gather your feedback on whether this is the best direction. Our Charting controls for Silverilght and WPF have been advanced with major new features such as Data Sampling, Zooming and Scrolling, Automatic SmartLables positioning, Sorting and Filtering and many more. The new built-in paging of the GridView control now allows you to page through your data, thus resulting in an event faster and more responsive grid that can easily handle enormously large datasets. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Can't copy from clipboard to any Java applet

    - by Thomas O
    The clipboard does not work with any Java applet on my install of Ubuntu 10.04. I am using the IcedTea plugin. I cannot copy/paste from Ubuntu to Java in either direction. However, IcedTea can copy to itself - that is, I can cut text from a Java applet and paste it into another part of that same applet. Other than this, clipboard support is fine across the rest of Ubuntu. Is there anything I can do to fix this?

    Read the article

  • Everything turning black when pitching down

    - by Gordon
    Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. I'm multiplying my normals by the normal matrix in the shader, and I'm multiplying my lights direction by the model view matrix. If I leave the normal and light dir in world space everything ends up fine. I thought putting them both in view space would not cause those weird things to happen?

    Read the article

  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

    Read the article

  • Is there a simple way to stop enemies standing in the same spot?

    - by Iain
    So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same spot (i.e. standing "within" each other), as I'm not currently doing collision detection between enemies - they are free to pass over each other. What's a simple way around this? Either some form of collision detection or some ai?

    Read the article

  • Using Upstart after building Apache & Mysql from source.

    - by Tek
    I'm using Ubuntu 10.10, Apache 2.2.17 and Mysql 5.5.10. I need some assistance getting Apache and Mysql running on boot. Reading the getting started over at upstart website attempting to get it to work. I added /etc/init/apache2.conf along with the following line: exec /usr/local/apache2/bin/apachectl I'm probably doing everything wrong, could someone point me in the right direction? Thanks. :)

    Read the article

  • lubuntu DVD not boot

    - by tuxi
    I downloaded from first link on http://lubuntu.net/ Burned a DVD with CD Burner XP in another PC , and at the main computer changed BIOS boot setting to look at CD DVD driver first. Now at the main computer there is an old Ubuntu 8 Hardy Heron. There is no direction when i put new burned DVD at DVD driver. Where am i wrong? Is there something that i misunderstand, for example lubuntu is really an OS which can be installed on harddisk?

    Read the article

  • Stop a rotating object at a specified angle?

    - by Krummelz
    I'm working in JavaScript with HTML5 and the canvas. I have an object which is rotating at a certain speed, and I need the object's rotation to slow down gradually and the front of the object to stop at a specified angle. (I'm using radians, not degrees.) I have a variable to keep track of the angle which the object is facing, as it rotates. How would I go about getting the object to come to rest, facing the direction I want it to?

    Read the article

  • Final Keynotes of Pass Summit 2009

    The final day of PASS offered insights into configuration management, how it helps with Disaster Recovery and Consolidation, and a glimpse in the direction that Microsoft is heading with SQL Server 10.5.

    Read the article

  • Success with E-Business Suite Release 12 Implementations: Intelligroup, Inc.

    Want to learn more about implementing Oracle E-Business Suite Release 12? Listen to this Srinivas Krishna, Sr. Intelligroup is a global provider of outsourcing services including application management and support services, infrastructure management services, innovative consulting, technology, and implementation services. Learn more at: http://www.intelligroup.com/Direction – Oracle Practice, Intelligroup, Inc discuss customer experiences and benefits from Release 12 implementations.

    Read the article

  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

    Read the article

  • How to do directional per fragment lighting in world space?

    - by user
    I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world coordinates, however, the shader treats the light's position as being in eye space, thus, the light direction changes when I move the camera. My question is, how to I transform a directional light position such as (50, 50, 50, 0) into eye space, or, would doing things this way be the incorrect approach to the problem?

    Read the article

  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

    Read the article

  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

    Read the article

  • Lenovo Ideapad Unstable Touchpad Cursor

    - by vicban3d
    I recently installed Ubuntu 14.04 on my Lenovo Yoga 2 Pro and there is a problem with the touchpad. Whenever I lift my finger from the touchpad or click, the cursor moves a little bit to a random direction which makes me miss the target I wanted to click. This is very annoying and I couldn't find a solution online. Can anyone tell me whether there is a solution to this problem and how would I fix it? Thanks in advance.

    Read the article

  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

    Read the article

  • APress Deal of the Day - 19/June/2011

    - by TATWORTH
    Today's $10 Apress Deal of the Day from Apress at http://www.apress.com/ is Visual C# 2010 Recipes - A Problem-Solution Approach "When you are facing a Visual C# 2010 problem, this book likely contains a recipe providing the solution—or at least points you in the right direction. Even if you are simply looking to broaden your knowledge of the .NET Framework class library, Visual C# 2010 Recipes is the perfect resource to assist you."

    Read the article

  • Disable XF86Back and XF86Forward (back/forward on Lenovo Thinkpad)

    - by Nicolas Raoul
    My Thinkpad R500 has back/forward keys just about the direction keys, so on Firefox I keep losing entered text, accidentally. How to disable these back/forward keys? Excerpt from xev: KeyPress event, serial 29, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2375874, (1279,794), root:(1285,881), state 0x10, keycode 166 (keysym 0x1008ff26, XF86Back), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 32, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2377115, (1279,794), root:(1285,881), state 0x10, keycode 167 (keysym 0x1008ff27, XF86Forward), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False

    Read the article

  • Collision in PyGame for spinning rectangular object.touching circles

    - by OverAchiever
    I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision handling I've worked with was using simple math (I wasn't using the collision "feature" in PyGame). The game is contained within a 2-dimensional continuous space. The idea is that the rectangular structure will spin at different speed depending on how far from the center you touch it with the circle. Also, any extremity of the rectangular structure should be able to touch any extremity of the circle. So I need to keep track of where it has been touched on both the circle and the rectangle to figure out the direction it will be bounced to. I intend to have basically 8 possible directions (Up, down, left, right and the half points between each one of those). I can work out the calculation of how the objected will be dislocated once I get the direction it will be dislocated to based on where it has been touch. I also need to keep track of where it has been touched to decide if the rectangular structure will spin clockwise or counter-clockwise after it collided. Before I started coding, I read the resources available at the PyGame website on the collision class they have (And its respective functions). I tried to work out the logic of what I was trying to achieve based on those resources and how the game will function. The only thing I could figure out that I could do was to make each one of these objects as a group of rectangular objects, and depending on which rectangle was touched the other would behave accordingly and give the illusion it is a single object. However, not only I don't know if this will work, but I also don't know if it is gonna look convincing based on how PyGame redraws the objects. Is there a way I can use PyGame to handle these collision detections by still having a single object? Can I figure out the point of collision on both objects using functions within PyGame precisely enough to achieve what I'm looking for? P.s: I hope the question was specific and clear enough. I apologize if there were any grammar mistakes, English is not my native language.

    Read the article

  • How to model a many to many from a DDD perspective in UML?

    - by JD01
    I have a two entity objects Site and Customer where there is a many to many relationship. I have read you try not to model this in DDD as it is in the data model and go for a unidirectional flow. If I wanted to show this in UML, would I show it as it is in the data model: Site * ----->*Customer but the direction arrow gives the flow? or as following Site ----->*Customer But then this would imply that Customer can only go in one site.

    Read the article

  • Could not display chart. The control is not properly registered. (4 replies)

    I've seen other people raise this in searching the web but can't find any definitive answers so apologies if this has been answered previously (but please point me in that direction). I have two XP Pro SP2 workstations one works fine in that it shows the result graphs in ACT (v1.0.536.0) and the other gives the error &quot;Could not display chart. The control is not properly registered.&quot;. Both systems ...

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >