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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • How is this recursion properly working when it is iterated through [on hold]

    - by Rakso Zrobin
    Here is my code right now: hasht= {"A":["B", "D", "E"], "B":["C"], "C":["D", "E"], "D":["C", "E"], "E":["B"]} paths=[] def recusive(start, finish, started=true): if start==finish and !started: return start else: for i in hasht[start]: path= start+ recusive(i,finish,false) paths.append(path) print (recusive("C","C",1)) print paths # [CDC, CDEBC, CEBC] I am trying to generate a table like the one on the bottom, but am running into the problem of the string and the array not being able to concatenate. When I just return however, it returns CDC and works, however, exiting the function as return is meant to do. I am wondering how I can improve my code here to (1) make it work, (2) why my logic was faulty. For example, I understand that it generates say [DC], but I am confused as to how to go around that. perhaps index the value returned?

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • Why is JavaScript not used for classical application development (compiled software)?

    - by Jose Faeti
    During my years of web development with JavaScript, I come to the conclusion that it's an incredible powerful language, and you can do amazing things with it. It offers a rich set of features, like: Dynamic typing First-class functions Nested functions Closures Functions as methods Functions as Object constructors Prototype-based Objects-based (almost everything is an object) Regex Array and Object literals It seems to me that almost everything can be achieved with this kind of language, you can also emulate OO programming, since it provides great freedom and many different coding styles. With more software-oriented custom functionalities (I/O, FileSystem, Input devices, etc.) I think it will be great to develop applications with. Though, as far as I know, it's only used in web development or in existing softwares as a scripting language only. Only recently, maybe thanks to the V8 Engine, it's been used more for other kind of tasks (see node.js for example). Why until now it's only be relegated only to web development? What is keeping it away from software development?

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  • Do Not Track feature of IE10

    - by Pete Herbert Penito
    One of our clients is getting a bit worried about the new "Do Not Track" feature of Internet Explorer 10. Her site is heavily dependent on php sessions (as I imagine many other sites are). This was what she was reading: http://www.bbc.co.uk/news/technology-18288710 I need some clarification, will this affect how sessions (or cookies) work on normal web sites that use the PHP $_SESSION array? Or is it regarding only how advertising works (engadget's article seems to insinuate this)? Can anyone provide a more technical overview (and the ramifications) of PHP-powered websites?

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  • What makes an application memory bandwidth bound?

    - by TheLQ
    This has been something that's been bothering me for a while: What makes an application memory bandwidth bound? For example, take this monstrosity of a computer that calculated the 5 trillionth digit of pi (and later 10 trillionth digit). I was surprised that they choose the lower but faster 98 GB RAM at 1066 MHz instead of the larger but slower 144 GB at 800 MHz. This is especially surprising considering they are using 22 TB HD array to store the results from computation; more RAM means less need for hard drives. Maybe its because I don't write applications for HPC servers, but how would RAM be the bottleneck? Are there any other non-HPC applications that usually run into this problem?

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  • OTN, T-Shirts, and Tunes at Mezzanine - Tuesday Oct 2.

    - by Bob Rhubart
    By now you've probably heard about the Oracle OpenWorld Music Festival, which will bring an incredible array of bands, spanning the spectrum of genres, to several venues throughout San Francisco. The festival runs Sunday through Thursday, with a break on Wednesday for the Oracle Appreciation Event on Treasure Island featuring Pearl Jam, Kings of Leon, and X. ***CORRECTION*** What you probably don't know is that OTN is sponsoring the Tuesday night Festival show at Mezzanine (444 Jessie Street at Mint), featuring:  GOLDEN STATEDEATH VALLEY HIGH LOW FLYING OWLS The OTN crew will be on hand, passing out t-shirts and resisting the temptation to misbehave. Mostly. 

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  • In regards to applet games and UDP

    - by Tom Steinberg
    I've got about a year in Java experience, and would like to set up a server and client for an applet game. However, there doesn't appear to be any tutorials out there on anything like I want to use. I would the server to be able to store an array of x and y coordinates with a player name somehow associated to them, and send them to multiple clients in a short time span. I would like the client implemented in the applet, and be able to request any player's position data. I'd like to use UDP, because it seems to be the best option for efficient (if less reliable) transmission of data. If anyone could give me some pointers on how to do such a project, or point me to an appropriate tutorial, I'd certainly appreciate it.

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  • What is a good method for coloring textures based on a palette in XNA?

    - by Bob
    I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from that palette. How could I emulate this? The current way I accomplish this is I have a texture with defined values which act as indexes to an array of colors I pass to the GPU. I imagine there must be a better way than this, but maybe this is the best way? I don't want to simply make sure I draw every sprite with the right colors because I want to be able to dynamically alter the palette. I'd also prefer not to alter the texture directly using the CPU.

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  • How to calculate Sin function quicker and more precisely?

    - by user1297181
    I want to calculate y(n)=32677Sin(45/1024•n), where y is an integer and n ranges from 0 to 2048. How can I make this process quicker and more precisely? Now I want to show you a reference answer: Since Sin(a+b)=Sin(a)Cos(b)+Cos(a)Sin(b) And Cos(a+b)=Cos(a)Cos(b)-Sin(a)Cos(b). So I can store Sin(45/1024•1) andCos(45/1024•1) ` only.Then use this formula: Sin(45/1024•2)=Sin(45/1024•1+45/1024•1), Cos(45/1024•2)=Cos(45/1024•1+45/1024•1), .... `Sin(45/1024•n)=Sin(45/1024•(n-1)+45/1024•1) `, `Cos(45/1024•n)=Cos(45/1024•(n-1)+45/1024•1) `, This way maybe quicker without storing large array.

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Why are UUID / GUID's in the format they are?

    - by Xeoncross
    Globally Unique Identifiers (GUID) are a grouped string with a specific format which I assume has a security reason. A GUID is most commonly written in text as a sequence of hexadecimal digits separated into five groups, such as: 3F2504E0-4F89-11D3-9A0C-0305E82C3301 Why aren't GUID/UUID strings just random bytes encoded using hexadecimal of X length? This text notation contains the following fields, separated by hyphens: | Hex digits | Description |------------------------- | 8 | Data1 | 4 | Data2 | 4 | Data3 | 4 | Initial two bytes from Data4 | 12 | Remaining six bytes from Data4 There are also several versions of the UUID standards. Version 4 UUIDs are generally internally stored as a raw array of 128 bits, and typically displayed in a format something like: uuid:xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx

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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • Interview question ranking FizzBuzz (1), implementing malloc (10)

    - by blrs
    I'd like to have your opinion on the difficulty of the following interview question: Find the subarray with maximum sum in an array of integers in O(n) time. This trivial sounding problem was made famous by Jon Bentley in his Programming Pearls where he uses it to demonstrate algorithm design techniques. On a scale of 1-10, 1 being the FizzBuzz (or HoppityHop) test and 10 being implement the C stdlib function malloc(), how would you rank the above problem? I think the people who can best answer this question are those who have read Programming Pearls and have tried to solve this problem on their own. To motivate those who haven't, 'Programming Pearls' gets featured many times in the 'Top 10 programming books' list.

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  • Storing a Hex Grid

    - by Pedro Caetano
    I've been creating a small hex grid framework for Unity3D and have come to the following dilema. This is my coordinate system (taken from here) Link because I'm a new user It all works pretty nicely except for the fact I have no idea how to store it. I originally intended to store this in a 2D array and use images to generate my maps. One problem was that it had negative values (this was easily fixed by offsetting the coordinates a bit). However, due to this coordinate system, such an image or bitmap would have to be diamond shaped - and since these structures are square shaped, this would cause a lot of headaches even if I hack something together. Is there anything I'm missing that could fix this? I recall seeing a forum post regarding this in the unity forums but I can no longer find the link. Is writing a set of coordinate translators the best solution here? If you guys think it would be helpful, I can post code and images of my problem.

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  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • pop up html as javascript string instead of hidden div for seo [closed]

    - by user1324762
    Possible Duplicate: How bad is it to use display: none in CSS? I have heard that using display:none or visibility:hidden css properties are not a very good idea for seo purposes. I have about 4 different pop up windows to display and each one has about 20 words inside it. I can create hidden divs. Another option is to store div html elements as javascript string. In this way pop up html elements will be generated from javascript string. This will be still faster than using ajax since the data is static. Is this method absolutely safe for SEO? P.S.: I was just asking about similar question on http://stackoverflow.com/questions/12389075/storing-data-in-javascript-array-for-further-use, but this one is different, it is about static data and about SEO.

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  • LibGDX - SpriteBatch's .draw() method requiring float[]

    - by just_a_programmer
    Please excuse my lack of knowledge with LibGDX, as I have just started learning it. I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so: // the following code is in the main file in the core project folder: // this is in the create() method: private SpriteBatch batch; batch = new SpriteBatch(); // this is in the render() method: batch.draw(batch, "Hello world", 200, 200); I am getting an error saying: The method draw(texture, float[], int, int) in the type SpriteBatch is not applicable for the arguments (SpriteBatch, int, int) So, LibGDX wants a float array to draw instead of a string? Thanks in advance.

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • Redirect Google crawler to different robots.txt via .htaccess

    - by user3474818
    I have googled for the answer all day and still couldn't find an answer. I have a virtual subdomain www.static.example.com which is a mirror site of www.example.com. It means I have just one root folder for subdomain and domain aswell. I want to redirect crawlers to different robots.txt file - robots_static.txt when they see .static in url in which I will forbid indexing via /disallow command. I want to do this because I have duplicated content in Google search results. Subdomain is showing the exact same content as the main domain. Does anyone know how could I achieve that crawlers sees robots_static.txt instead of robots.txt? What I have managed to find so far is this: RewriteCond %{HTTP_HOST} ^www.static.*$ [NC] RewriteCond %{THE_REQUEST} ^[A-Z]{3,9}\ /.*robots\.txt.*\ HTTP/ [NC] RewriteRule ^robots\.txt /robots_static.txt [NC,L] but when I check in webmaster tools, it still sees robots.txt as my robots file instead of robots_static.txt, so it crawls and index everything twice. What did I do wrong? Thanks EDIT: This is my .htaccess file ## # @package Joomla # @copyright Copyright (C) 2005 - 2013 Open Source Matters. All rights reserved. # @license GNU General Public License version 2 or later; see LICENSE.txt ## ## # READ THIS COMPLETELY IF YOU CHOOSE TO USE THIS FILE! # # The line just below this section: 'Options +FollowSymLinks' may cause problems # with some server configurations. It is required for use of mod_rewrite, but may already # be set by your server administrator in a way that dissallows changing it in # your .htaccess file. If using it causes your server to error out, comment it out (add # to # beginning of line), reload your site in your browser and test your sef url's. If they work, # it has been set by your server administrator and you do not need it set here. ## ## Can be commented out if causes errors, see notes above. Options +FollowSymLinks ## Mod_rewrite in use. RewriteEngine On RewriteEngine On RewriteCond %{HTTP_HOST} !^www\. RewriteRule ^(.*)$ http://www.%{HTTP_HOST}/$1 [R=301,L] RewriteCond %{HTTP_HOST} ^www.static.*$ [NC] RewriteCond %{THE_REQUEST} ^[A-Z]{3,9}\ /.*robots\.txt.*\ HTTP/ [NC] RewriteRule ^robots\.txt /robots_static.txt [NC,L] ## Begin - Rewrite rules to block out some common exploits. # If you experience problems on your site block out the operations listed below # This attempts to block the most common type of exploit `attempts` to Joomla! # # Block out any script trying to base64_encode data within the URL. RewriteCond %{QUERY_STRING} base64_encode[^(]*\([^)]*\) [OR] # Block out any script that includes a <script> tag in URL. RewriteCond %{QUERY_STRING} (<|%3C)([^s]*s)+cript.*(>|%3E) [NC,OR] # Block out any script trying to set a PHP GLOBALS variable via URL. RewriteCond %{QUERY_STRING} GLOBALS(=|\[|\%[0-9A-Z]{0,2}) [OR] # Block out any script trying to modify a _REQUEST variable via URL. RewriteCond %{QUERY_STRING} _REQUEST(=|\[|\%[0-9A-Z]{0,2}) # Return 403 Forbidden header and show the content of the root homepage RewriteRule .* index.php [F] # ## End - Rewrite rules to block out some common exploits. ## Begin - Custom redirects # # If you need to redirect some pages, or set a canonical non-www to # www redirect (or vice versa), place that code here. Ensure those # redirects use the correct RewriteRule syntax and the [R=301,L] flags. # ## End - Custom redirects ## # Uncomment following line if your webserver's URL # is not directly related to physical file paths. # Update Your Joomla! Directory (just / for root). ## # RewriteBase / RewriteCond %{THE_REQUEST} ^GET.*index\.php [NC] RewriteCond %{THE_REQUEST} !/system/.* RewriteRule (.*?)index\.php/*(.*) /$1$2 [R=301,L] RewriteCond %{THE_REQUEST} ^GET ## Begin - Joomla! core SEF Section. # RewriteRule .* - [E=HTTP_AUTHORIZATION:%{HTTP:Authorization}] # # If the requested path and file is not /index.php and the request # has not already been internally rewritten to the index.php script RewriteCond %{REQUEST_URI} !^/index\.php # and the request is for something within the component folder, # or for the site root, or for an extensionless URL, or the # requested URL ends with one of the listed extensions RewriteCond %{REQUEST_URI} /component/|(/[^.]*|\.(php|html?|feed|pdf|vcf|raw))$ [NC] # and the requested path and file doesn't directly match a physical file RewriteCond %{REQUEST_FILENAME} !-f # and the requested path and file doesn't directly match a physical folder RewriteCond %{REQUEST_FILENAME} !-d # internally rewrite the request to the index.php script RewriteRule .* index.php [L] # ## End - Joomla! core SEF Section. <FilesMatch "\.(ico|pdf|flv|jpg|ttf|jpg|jpeg|png|gif|js|css|swf)$"> Header set Expires "Wed, 15 Apr 2020 20:00:00 GMT" Header set Cache-Control "public" </FilesMatch> <ifModule mod_headers.c> Header set Connection keep-alive </ifModule> ########## Begin - Remove Etags # FileETag none # ########## End - Remove Etags

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  • Unit testing a text index

    - by jplot
    Consider a text index such as a suffix tree or a suffix array supporting Count queries (number of occurrences of a pattern) and Locate queries (the positions of all the occurrences of a pattern) over a given text. How would you go about unit testing such a class ? What I have in mind is to generate a big random string then extract a random substring from this big string and compare the results of both queries with naive implementations (such as string::find). Another idea I have is to find the most frequent substring of length l appearing in the original string (using perhaps a naive method) and use these substrings for testing the index. This isn't the best way, so what would be a good design of the unit tests for a text index ? In case it matters, this is in C++ using google test.

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  • Is it reasonable for REST resources to be singular and plural?

    - by Evan
    I have been wondering if, rather than a more traditional layout like this: api/Products GET // gets product(s) by id PUT // updates product(s) by id DELETE // deletes (product(s) by id POST // creates product(s) Would it be more useful to have a singular and a plural, for example: api/Product GET // gets a product by id PUT // updates a product by id DELETE // deletes a product by id POST // creates a product api/Products GET // gets a collection of products by id PUT // updates a collection of products by id DELETE // deletes a collection of products (not the products themselves) POST // creates a collection of products based on filter parameters passed So, to create a collection of products you might do: POST api/Products {data: filters} // returns api/Products/<id> And then, to reference it, you might do: GET api/Products/<id> // returns array of products In my opinion, the main advantage of doing things this way is that it allows for easy caching of collections of products. One might, for example, put a lifetime of an hour on collections of products, thus drastically reducing the calls on a server. Of course, I currently only see the good side of doing things this way, what's the downside?

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  • How to write loosely coupled classes in node.js

    - by lortabac
    I am trying to understand how to design node.js applications, but it seems there is something I can't grasp about asynchronous programming. Let's say my application needs to access a database. In a synchronous environment I would implement a data access class with a read() method, returning an associative array. In node.js, because code is executed asynchronously, this method can't return a value, so, after execution, it will have to "do" something as a side effect. It will then contain at least 1 line of extraneous code which has nothing to do with data access. Multiply this for all methods and all classes and you will very soon have an unmanageable "code soup". What is the proper way to handle this problem? Am I approaching it the wrong way?

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  • How to implement time traveling into a game?

    - by Billy
    I was wondering how to implement time travel into a game. Nothing super complex, just time-reversal like what's in Braid, where the user can rewind/fast forward time by 30 seconds or whatever. I searched around the web a lot, but my results usually referred to using time as in like "it's 3:00" or a timer and such. The only thing I could think of was using 2 arrays, one for the player's x position and the other for the player's y position, and then iterating through those arrays and placing the character at that position as they rewind/fast forward time. Could that work? If it would work, how large would the array have to be and how often should I store the player's x and y? If it doesn't work, what else could I try? Thanks in advance!

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