Search Results

Search found 22007 results on 881 pages for 'variable reference'.

Page 338/881 | < Previous Page | 334 335 336 337 338 339 340 341 342 343 344 345  | Next Page >

  • How to make custom libraries accessible?

    - by Milen Bilyanov
    I am trying to compile and install every custom module under it's own designated folder. (ex: /myApps/myLinux/compiled_app) I had luck with python so far, where my python is compiled from source and lives in: /myApps/myLinux/python2.5 and "python2.5" - /myApps/myLinux/python2.5.6-gcc463 so I can access this python through a wrapper script that sets the right environment. The question is recently I had to compile and add something called gperf3.0.4. So now it lives: /myApps/myLinux/gperf3.0 and "gperf3.0" - /myApps/myLinux/gperf3.0.4-gcc463 The question is: How will I point to this lib if some other app needs to access it? Is it done through the LD_LIBRARY_PATH variable? Thanks.

    Read the article

  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

    Read the article

  • Reduce HR Costs & Improve Productivity with Workforce Communications

    - by Robert Story
    Upcoming WebcastTitle: Reduce HR Costs & Improve Productivity with Workforce CommunicationsDate: May 18, 2010 Time: 12:00 pm EDT, 9:00 am PDT, 17:00 GMT Product Family: PeopleSoft HCM & EBS HRMSClick here to register for this session....... ....... ....... ....... ....... ....... .......The above webcast is a service of the E-Business Suite Communities in My Oracle Support.For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

    Read the article

  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

    Read the article

  • Render graphics using Doubles in Graphics2D

    - by thedeadlybutter
    Currently, I have a JFrame for my game to render in, and I'm using Graphics2D for drawing (The games graphics are fairly simple 2D sprites). However, my delta variable is a double, and all of the Graphics 2D methods (And Grpahics) use int. I tried to type cast the delta to an int, but it just rounds down to 0. So my question is, how can I render graphics using Graphics2D in Java with coordinates that are doubles. Can I convert it to work with Graphics2D if there is no built in way? Or, is there a graphics library that can support doubles for coordinates?

    Read the article

  • Interacting with scene cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

    Read the article

  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

    Read the article

  • Unable to Call Instantiate in Class Member Function

    - by onguarde
    The following javascript is attached to a gameObject. var instance : GameObject; class eg_class { function eg_func(){ var thePrefab : GameObject; instance = Instantiate(thePrefab); } } Error, Unknown identifier: 'instance'. Unknown identifier: 'Instantiate'. Questions, 1) Why is it that "instance" cannot be accessed within a class? Isn't it supposed to be a public variable? 2) "Instantiate" function works in Start()/Update() root functions. Is there a way to make it work from within member functions? Thanks in advance!

    Read the article

  • How to measure the conversion rate of your Amazon affiliate program?

    - by user359650
    I plan on selling products through the Amazon affiliate program. What I know I can track is: -what products people view on my website (default Google Analytics pageview behaviour). -what affiliate links people click on my website (with GA _trackEvent). What am I missing is: -what products people end up buying after clicking on the affiliate links. Does the Amazon affiliate program offers you any mechanism for linking a purchase with some data from your website? I noticed that I was able to add custom parameters and values to my affiliate links and the link checker was still happy with them, if Amazon gave the links that initiated an order then I would be able to cross reference the orders using custom parameters...

    Read the article

  • What do you do when your naming convention clashes with your language?

    - by Jon Purdy
    Okay, this is one of those little things that always bugged me. I typically don't abbreviate identifiers, and the only time I use a short identifier (e.g., i) is for a tight loop. So it irritates me when I'm working in C++ and I have a variable that needs to be named operator or class and I have to work around it or use an abbreviation, because it ends up sticking out. Caveat: this may happen to me disproportionately often because I work a lot in programming language design, where domain objects may mirror concepts in the host language and inadvertently cause clashes. How would you deal with this? Abbreviate? (op) Misspell? (klass) Something else? (operator_)

    Read the article

  • What are the basic skills a BEGINNING JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified Beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the Beginner Javascript skills that you would need to have to advance to the Intermediate Training? And so on.

    Read the article

  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

    Read the article

  • How to set Qwt path to the run-time linker in Xubuntu

    - by Rahul
    I've successfully installed Qwt in Xubuntu 12.04(qmake - make - make install). But now I need to set the Qwt path to run time linker of Xubuntu. In manual it's given like - If you have installed a shared library it's path has to be known to the run-time linker of your operating system. On Linux systems read "man ldconfig" ( or google for it ). Another option is to use the LD_LIBRARY_PATH (on some systems LIBPATH is used instead, on MacOSX it is called DYLD_LIBRARY_PATH) environment variable. But being newbie to Linux environment, I'm not able to proceed further. Please help me with this.

    Read the article

  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

    Read the article

  • Parallel.For Inconsistency results

    - by ni Gue ???
    I am using VB.net to write a parallel based code. I use Parallel.For to generate pairs of 500 objects or in combination C(500,2) such as the following code; but I found that it didn't always generate all combinations which should be 124750 (shown from variable Counter). No other thread was runing when this code was run. I am using a Win-7 32 Bit desktop with Intel Core i5 CPU [email protected], 3.33 GHz and RAM 2GB. What's wrong with the code and how to solve this problem? Thank You. Dim Counter As Integer = 0 Parallel.For(0, 499, Sub(i) For j As Integer = i + 1 To 499 Counter += 1 Console.Write(i & ":" & j) Next End Sub) Console.Writeline("Iteration number: " & Counter)

    Read the article

  • Application Composer Series: Where and When to use Groovy

    - by Richard Bingham
    This brief post is really intended as more of a reference than an article. The table below highlights two things, firstly where you can add you own custom logic via groovy code (end column), and secondly (middle column) when you might use each particular feature. Obviously this applies only where Application Composer exists, namely Fusion CRM and Oracle Sales Cloud, and is based on current (release 8) functionality. Feature Most Common Use Case Groovy Field Triggers React to run-time data changes. Only fired when the field is changed and upon submit. Y Object Triggers To extend the standard processing logic for an object, based on record creation, updates and deletes. There is a split between these firing events, with some related to UI/ADF actions and others originating in the database. UI Trigger Points: After Create - fires when a new object record is created. Commonly used to set default values for fields. Before Modify - Fires when the end-user tries to modify a field value. Could be used for generic warnings or extra security logic. Before Invalidate - Fires on the parent object when one of its child object records is created, updated, or deleted. For building in relationship logic. Before Remove - Fires when an attempt is made to delete an object record. Can be used to create conditions that prevent deletes. Database Trigger Points: Before Insert in Database - Fires before a new object is inserted into the database. Can be used to ensure a dependent record exists or check for duplicates. After Insert in Database - Fires after a new object is inserted into the database. Could be used to create a complementary record. Before Update in Database -Fires before an existing object is modified in the database. Could be used to check dependent record values. After Update in Database - Fires after an existing object is modified in the database. Could be used to update a complementary record. Before Delete in Database - Fires before an existing object is deleted from the database. Could be used to check dependent record values. After Delete in Database - Fires after an existing object is deleted from the database. Could be used to remove dependent records. After Commit in Database - Fires after the change pending for the current object (insert, update, delete) is made permanent in the current transaction. Could be used when committed data that has passed all validation is required. After Changes Posted to Database - Fires after all changes have been posted to the database, but before they are permanently committed. Could be used to make additional changes that will be saved as part of the current transaction. Y Field Validation Displays a user entered error message based groovy logic validating the field value. The message is shown only when the validation logic returns false, and the logic is triggered only when tabbing out of the field on the user interface. Y Object Validation Commonly used where validation is needed across multiple related fields on the object. Triggered on the submit UI action. Y Object Workflows All Object Workflows are fired upon either record creation or update, along with the option of adding a custom groovy firing condition. Y Field Updates - change another field when a specified one changes. Intended as an easy way to set different run-time values (e.g. pick values for LOV's) plus the value field permits groovy logic entry. Y E-Mail Notification - sends an email notification to specified users/roles. Templates support using run-time value tokens and rich text. N Task Creation - for adding standard tasks for use in the worklist functionality. N Outbound Message - will create and send an XML payload of the related object SDO to a specified endpoint. N Business Process Flow - intended for approval using the seeded process, however can also trigger custom BPMN flows. N Global Functions Utility functions that can be called from any groovy code in Application Composer (across applications). Y Object Functions Utility functions that are local to the parent object. Usually triggered from within 'Buttons and Actions' definitions in Application Composer, although can be called from other code for that object (e.g. from a trigger). Y Add Custom Fields When adding custom fields there are a few places you can include groovy logic. Y Default Value - to add logic within setting the default value when new records are entered. Y Conditionally Updateable - to add logic to set the field to read-only or not. Y Conditionally Required - to add logic to set the field to required or not. Y Formula Field - Used to provide a new aggregate field that is entirely based on groovy logic and other field values. Y Simplified UI Layouts - Advanced Expressions Used for creating dynamic layouts for simplified UI pages where fields and regions show/hide based on run-time context values and logic. Also includes support for the depends-on feature as a trigger. Y Related References This Blog: Application Composer Series Extending Sales Guide: Using Groovy Scripts Groovy Scripting Reference Guide

    Read the article

  • tic tac toe game ai as3

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in actionscript3 and am trying to understand the ideas behind the ai used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated

    Read the article

  • Iterating selected rows in an ADF Faces table

    - by Frank Nimphius
    In OTN Harvest May 2012; http://www.oracle.com/technetwork/developer-tools/adf/learnmore/may2012-otn-harvest-1652358.pdf I wrote about "Common mistake when iterating <af:table> rows". In this entry I showed code to access the row associated with a selected table row from the binding layer to avoid the problem of having to programmatically change the selected table row. As it turns out, my solution only worked fro selected table rows that are in the current iterator query range. So here's a solution that works for all ranges public String onButtonPress() { RowKeySet rks = table.getSelectedRowKeys(); Iterator it = rks.iterator(); while (it.hasNext()) { List selectedRowKeyPath = (List)it.next(); //table is the JSF component reference created using the table's binding //property Row row = ((JUCtrlHierNodeBinding)table.getRowData(selectedRowKeyPath)).getRow(); System.out.println("Print Test: " + row.getAttribute(1)); } return null; }

    Read the article

  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

    Read the article

  • SharePoint 2010 Console App, Project Template

    - by Sahil Malik
    SharePoint 2010 Training: more information I wish I had done this earlier, I have wasted so much time over the past 2 years doing the following. Create a console app Add reference to Microsoft.SharePoint.dll Hit F5, curse because I forgot to set the framework to .NET 3.5 Right click properties, change framework to .NET 3.5 Hit F5, curse again because I get a FileNotFoundException, because I forgot to make it a x64 app. Finally on my way, 2 minutes later – which has added to atleast 2 hours over the last year.   Well, no more! Presenting, the SharePoint console app project template. What? You want it too? Okay here it is. Read full article ....

    Read the article

  • What are the so-called "levels" of understanding multithreading?

    - by Dan Tao
    I seem to remember reading somewhere some list of 4 "levels" of understanding multithreading. This may have been in a formal publication, or it may have been in an extremely informal context (even like in a Stack Overflow question, for example). Unfortunately I don't remember who referred to them or precisely what they were. I seem to recall that they were roughly like: Total ignorance Awareness mixed with incompetence Relative competence mixed with fear True understanding My intention is to refer to these levels in a blog post I'm writing, with a reference; but I can't for the life of me remember where I first encountered this list. Brief Google searches have proved unfruitful.

    Read the article

  • Structuring game world entities and their rendering objects

    - by keithjgrant
    I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough that I had a working prototype inside of four hours with fewer than ten classes, it just wasn't scalable or flexible enough for a polished game. My question is about how to structure flow of control between game entity objects and their rendering objects. Should each renderer have a reference to their entity or vice-versa? Or both? Should the entity be in control of calling the render() method, or be completely oblivious? I know there are several valid approaches here, but I'm kind of feeling decision paralysis. What are the pros and cons of each approach?

    Read the article

  • Silverlight 4 + RIA Services - Ready for Business: Exposing WCF (SOAP\WSDL) Services

    Continuing in our series, I wanted to touch on how a RIA Services can be exposed as a Soap\WSDL service.   This is very useful if you want to enable the exact same business logic\data access logic is available to clients other than Silverlight.    For example to a WinForms application or WPF or even a console application.  SOAP is a particularly good model for interop with the Java\JEE world as well.    First you need to add a reference to Microsoft.ServiceModel.DomainSerivves.Hosting.EndPoints...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

  • Spotlight on GlassFish 4.1: #6 Java API for WebSocket 1.1

    - by delabassee
    'Spotlight on GlassFish 4.1' is a series of posts that highlights specific enhancements of the upcoming GlassFish 4.1 release. It could be a new feature, a fix, a behavior change, a tip, etc. #6 Java API for WebSocket 1.1 JSR 356 (Java API for WebSocket) has recently passed the Maintenance Release ballot, this Maintenance Release fixes an important issue when Java SE 8 Lambdas are used (see here). GlassFish 4.1 will include an updated version of Tyrus (JSR 356 Reference Implementation) to bring the WebSocket API level to the latest version of the specification, i.e. WebSocket API for Java 1.1. It should be mentioned that the Tyrus version included in GlassFish 4.1 also brings additional features. Some of those will be highlighted in upcoming entries. https://blogs.oracle.com/theaquarium/resource/websocket_logo.png

    Read the article

  • Pagination and duplicate content

    - by jazz090
    I have an archive page that displays the number of articles published. Because there were so many, I ran a pagination script: for 127.0.0.1/archive/2/?p=x&pp=y where p is the page number and pp is number of articles to display per page. The pagination looks like this: Prev 1 2 3 4 ... 12 NEXT with each item linking to p like <a href="?p=x">x</a>. I also have the items per page setter: 25 | 50 | 100 (<a href="?pp=y">y</a>). Now I have a PHP script that fixes pp into a session variable. But I am worried about duplicate content (since incrementing pp values will be inclusive) and also content not getting indexed because its not in the pagination link. so in the example above, pages 5-11 will not be indexed. Any ideas on how to fix this?

    Read the article

< Previous Page | 334 335 336 337 338 339 340 341 342 343 344 345  | Next Page >