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  • Best way to protect website application code

    - by Gaz_Edge
    Background I have a web application that I host on my own server. I have clients who use the application as is, but some have asked if they can host the application on their own server. This enables them to have their own URLS rather than mine. The application only forms part of their website so I'm assuming it will not be possible for my server to respond to a direct call to their domain etc To give some examples, i currently have urls like www.mydomain.com/profile, www.mydomain.com/index.php?option=someoption&view=someview&id=1 What my clients' want is www.theirdomian.com/profile, www.theirdomian.com/index.php?option=someoption&view=someview&id=1 etc Question My question is, what is the best way for me to allow them to use their own URLs with my application, without giving them all the backend source code and databases to install on their server? One way I thought would be to create a router.php file that sits on their server. The router then asks my server to output the html. The router modifies all the links etc in the html source and outputs the new html through the clients server. When a link is clicked on the clients site, the router receives the request and modifies the url to get the data from my server etc. Is this an effective way to achieve what I want, or is it way off the mark.

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  • Learning curve for web development

    - by refro
    At the moment our team has a huge challenge, we're being asked to deliver a new GUI for an embedded controller. The deadline is very tight and is set on April 2013. Our team is very diverse, some people are on the level of functional programming (mostly C), others (including myself) have mastered object oriented programming (C++, C#). We built a prototype for Android, although it has its quirks, it is mostly just OO. For the future there is a wish to support multiple platforms (Windows, Android, iOS). In my opinion a HTML5 app with a native app shell is the way to go. When gathering more information on the frameworks to use etc., it became obvious to me a paradigm shift is needed. None of us have a web background so we need to learn from the ground up. The shift from functional to OO took us about 6 months to become productive (and some of the early subsystems were rewritten because they were a total mess). Can we expect the learning curve to be similar? Can this be pulled off with a web app? (My feeling says it will already be hard to pull off as a native app which is at the edge of our comfort zone).

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • What is the canonical approach to using a VCS right from a project's infancy?

    - by Anonymous -
    Background I've used VCS (mainly git) in the past to manage many existing projects and it works great. Typically with an existing project, I would check in each change I make to the code that either optimizes or changes the overall functionality (you know what I mean, in suitable steps, not every single line I change). Problem One thing I've not had so much practise at is creating new projects. I'm in the process of starting a new project of my own that will probably grow quite large, but I'm finding that there is a lot to do and a lot changing in the first few days/hours/weeks/the period up until the product is actually functioning in it's most basic form. Is there any point in me checking in each step of the process as I would with an existing project? I'm not breaking the project with changes I make since it isn't working yet. At the moment I've simply been using VCS as a backup at the end of each day, when I leave the computer. My first few commits were things like "Basic directory structure in place" and "DB tables created". How should I use a VCS when starting a new project?

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  • What's wrong performing unit test against concrete implementation if your frameworks are not going to change?

    - by palm snow
    First a bit of background: We are re-architecting our product suite that was written 10 years ago and served its purpose. One thing that we cannot change is the database schema as we have 500+ client base using this system. Our db schema has over 150+ tables. We have decided on using Entity Framework 4.1 as DAL and still evaluating various frameworks for storing our business logic. I am investigation to bring unit testing into the mix but I also confused as to how far I need to go with setting up a full blown TDD environment. One aspect of setting up unit testing is by getting into implementing Repository, unit of work and mocking frameworks etc. This mean there will be cost and investment on the code-bloat associated with all these frameworks. I understand some of this could be auto-generated but when it comes to things like behaviors, that will be mostly hand written. Just to be clear, I am not questioning the important of unit testing your code. I am just not sure we need all its components (like repository, mocking etc.) when we are fairly certain of storage mechanism/framework (SQL Server/Entity Framework). All that code bloat with generic repositories make sense when you need a generic layers with ability to change this whenever you like however its very likely a YAGNI in our case. What we need is more of integration testing where we can unit-test our code with concrete repository objects and test data in database. In this scenario, just running integration test seem to be more beneficial in our case. Any thoughts if I am missing any thing here?

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • What technologies are needed to be a freelance web developer / designer targeting small businesses?

    - by Jason Wirth
    First off, I'm not looking for this answer: "learn PHP/MySQL, JQuery, HTML/CSS...." My background, I wear many hats, and do many things. Currently I manage investment accounts with a business partner who is also a friend. He happens to be attending business / law school perusing a joint JD and MBA. As a result, we're putting our into "coast", maintaining our current clients, but not acquiring more. Recently I've picked up some freelance graphic design / web development / online marketing side work (Photoshop, HTML/CSS, WordPress) through some personal networks. The work is enjoyable; now I'm thinking about expanding it into a larger business with these primary goals: augment my finances (I'm shooting for about $1,000-2,000 per mo.), learn new technologies, involve myself with meaningful work. As an entrepreneur I don't mind the aspects of running a business that hassle other freelancers... -- the marketing -- the billing -- etc. I'm considering targeting the small to middle market businesses and organizations where I can contribute in marketing, design, and development building projects from the ground up. Thus I'll have freedom to decide the specific technology (I won't have to work with an existing code base). What kinds of projects should I focus on? What technologies are a good fit for this style of work? For example: It might be fun to develop with Ruby on Rails. However, maybe a lot of projects would be rolling out e-commerce solutions. Thus, I should focus on PHP due to more shopping cart options, skipping ROR entirely.

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  • Research useful for getting a job?

    - by Twirling Hearth
    I have recently started a BS program in Computer Science, in order to improve my employment prospects. I already possess a Master's in sociology (as part of a PhD program that I left early because I could not possibly sustain interest any longer). As such, I am trying to find my way in the grand world of computers. One option that has been suggested to me in the past is something to do with social networking. I already have a strong social sciences background, and my knowledge of programming is increasing as I go through my studies. I know there are some people in my city (Boston) who are doing research in that area, so it's possible I could get someone to take interest in me. For that matter, because research is something that I'm pretty good at, it's an option I'm considering, career-wise. I just have one question, is it a worthwhile use of my time career-wise? I have no burning intellectual passion for that topic, but I'm perfectly happy to do it, if it means $$$. Your thoughts are welcome.

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  • Computer Science graduate. Master or full-time job? [closed]

    - by Alex
    Possible Duplicate: Is a Master's worth it? I have just gotten my Bachelor's Degree in Computer Science and I have to make choice. Whether to continue with my full-time job I just got or put the job slightly in the background and concentrate on getting a Master's degree. I am currently working as an embedded C developer in a small company. The cool thing is that, because the team is quite small, my engineering ideas really play a part in the final product. Not to mention that I get to work on very different areas of embedded programming: device drivers and development of a Real Time OS. I am very enthusiastic about my job and what I do. On the other hand, in my country there isn't really a master's degree that focuses on embedded development so my gain from getting this degree will mainly in the field of general computer science knowledge. That being said, is it worth giving up all my spare time which I now use to study different areas of embedded devices and work mainly to get a degree rather than pure knowledge and experience in the field I want to work in?

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  • after BIOS splash, will not boot -- asks me to select an OS, but it just reboots

    - by user92040
    I'm running Linux Mint 13 MATE 64-bit. Everything has been working for several weeks. Yesterday, when I tried to boot up my computer, after the BIOS screen flashes I reach a screen with a black background that reads at the top: GNU GRUB version1.99-21ubuntu3.4 Then there is a box in which I can select from the following lines: Linux Mint 13 MATE 64-bit, 3.2.0-31-generic (/dev/sdb2) Linux Mint 13 MATE 64-bit, 3.2.0-31-generic (/dev/sdb2) -- recovery mode Previous Linux versions Memory test (memtest86+) Memory test (memtest86+, serial console 115200) At the bottom it reads: Use the ? and ? keys to select which entry is highlighed. Press enter to boot the selected OS, 'e' to edit the commands before booting or 'c' for a command-line. I have no idea why it started doing this and, worse, I have no idea how to get out of here. No matter which option I select, I can't get it to boot the OS. If I select either of the first two, it reboots to splash the BIOS and then I'm right back where I started. If I choose "Previous Linux versions" I get essentially the same screen with only two choices (which are the same as the first two choices listed above, Linux 13 MATE and the recovery mode). Again, choosing either one of those results in a reboot. If I try to run either of the memtest options, it reads: error: unknown command 'linux16', Press any key to continue... Then it brings me back to the same screen Can anyone help me please? Intel Core i5-2500 ASUS P8Z68-V LX Intel Motherboard G. Skill Ripjaws series F3-12800CL9D-8GBRL (4GB x2) Plextor 128GB M5S Series SSD

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  • Would having an undergraduate certificate in Computer Science help me get employed as a computer programmer? [on hold]

    - by JDneverSleeps
    I am wondering how would employers perceive the Universtiy Certificate in Computing and Information Systems offered by Athabasca University (a distance education institution... The university is legit and accredited by the Government of Alberta, Canada). I already have a BSc in Statistics from University of Alberta (a classic brick and mortar public university in Alberta, Canada)...so I can state in my resume that I have a "university degree"..... Luckily, I was able to secure a very good employment in my field after the graduation from the U of A. The main reason why I am interested in taking the certificate program through Athabasca is because knowing how to program can increase the chance for promotion in my current job. I also believe that if something turns out bad in my current job and if I ever need to look for a new place to work, having the certificate in computer science will help me get employed as a computer programmer (i.e. my choice for the new job wouldn't be restricted to the field of Statistics). Athabasca University is claiming that the certificate program is meant to be equivalent to the undergraduate minor in computing science. I carefully looked at the certificate's curriculum and as far as I am concerned, the certificate program does have the same level of rigour as the undergraduate minor in Computer Science programs offered by other Canadian universities. I am also confident that the certificate program will get me to pick up enough skills/background to start a career as a computer programmer. The reasons why I am not 100% sure on getting the certificate is worth the tuition are: Athabasca University is a distance education institution (accredited by government but still) The credential that I will receive is "university certificate", not a "undergraduate degree" Do you think it's a good idea for me to pursue the certificate, given the two facts above? again, I already have my Bachelor's degree - although it is not in CS Thanks,

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  • Best way to solve the game 'bricolage'

    - by maggie
    I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same color and removing them. If a group is disappearing the remaining bricks above will fall down or be moved left if a column got no bricks left. The higher the level - more colors and larger board. I already guessed that a pure bruteforce approach wont scale nice for higher levels. So i tried to implement a monte carlo like approach which worked ok for the first levels. But i am still not confident i will make the maximum level of 1052 with this. Currently i am stuck @~ level 100 :) The finding of the solution takes too much time... Hoping that there is a better way to do this i read some stuff about neural networks but i am really at the beginning of this. Before becoming obsessed by ANNs i want to be sure it is the right way for my problem. So my question is: Does it make any sense to apply an ANN to this game? Any suggestions?

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • What patterns book for iOS development contains this specific information? [closed]

    - by Brett Ryan
    I've read several books on iOS development and Objective-C, however what a lot of them teach is how to work with interfaces and all contain the model inside the view controller, i.e. a UITableViewController based view will simply have an NSArray as it's model. I'm interested in what the best practices are for designing the structure of an application. Specifically I'm interested in best practices for the following: How to separate a model from the view controller. I think I know how to do this by simply replacing the NSArray style example with a specific model object, however what I do not know how to do is alert the view when the model changes. For example in .NET I would solve this by conforming to INotifyPropertyChanged and databinding, and similarly with Java I would use PropertyChangeListener. How to create a service model for my domain objects. For example I want to learn the best way to create a service for a hypothetical Widget object to manage an internal DB and also services for communicating with remote endpoints. I need to learn the best ways to do this in a way that interface components can subscribe to events such as widgetUpdated. These services should be singleton classes and some how dependency injected into model/controller objects. Books I've read so far are: Programming in Objective-C (4th Edition) Beginning iOS 5 Development: Exploring the iOS SDK The iOS 5 Developer's Cookbook: Expanded Electronic Edition: Essentials and Advanced Recipes for iOS Programmers Learn Objective-C on the Mac: For OS X and iOS I've also purchased the following updated books but not yet read them. The Core iOS 6 Developer's Cookbook (4th edition Programming in Objective-C (5th Edition) I come from a Java and C# background with 15 years experience, I understand that many of the ways I would do things in these languages may not fit to the ObjC way of developing applications. Would someone be able to provide me with the book on this topic containing this specific subject matter?

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  • Which powerful laptop, with UK keyboard and 8gb ram

    - by RobinL
    I've been searching high and low for high spec laptops compatible with Ubuntu. The lack of coherent information on the topic is high (considering the number of people who apparently want a good laptop with an OS operating system). So I thought you may have some advice. My requirements: a) has = 8Gb ram b) is compatible with Ubuntu c) has a UK keyboard and charger d) does not cost the Earth Which would you go for? Does anyone have good experience with high-end laptops running Ubuntu? So here's some background research: Samsung Series 7 looks great, but has various problems on Ubuntu, including: poor battery life, touchpad does not work, graphics card not fully supported and sucks power when it does (see [here] and [here], for example). Other options on the [wish list] include: the sensible [Acer] (possibly n.1 choice, but not sure about graphics card compatibility or battery), a nice looking [HP Pavilion dv6-6c56ea], which also has incompatibility issues (see [here] and [here] and check ubuntuforums) And another [Acer] which may be best due to its simplicity and cheapness. Other sub-questions: didn't Dell offer Ubuntu support for decent laptops (above 6Gb ram their offerings are scarce); what about pre-installed options such as those provided by System76? If it weren't for the UK keyboard and charger, I'd probably go for this [amazing-looking] [machine]. Many thanks for any advice, P.s. Apologies for lack of hyperlinks; I'm a noob so only allowed 2 :( All 10 links are available here though for the interested reader :) Robin

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • How "commercially savvy" should software developers be? [closed]

    - by mattnz
    I have been watching answers to many questions on this site, and have come to the conclusion that commercial pragmatism does not factor into many software development discussions. As a result, I seriously wonder at the commercial skills within the industry, specifically the ability to deliver projects on time and to a budget. I see no indication from the site that commercially successful project delivery is a serious concern, yet the industry has a reputation for poor performance in this. Rarely, if ever, does the cost of time factor into discussions. I have never seen concepts such as opportunity cost, time to market, competitive advantage or cash flow mentioned, let alone discussed in technical answers to questions. How can you answer virtually any question without understanding the commercial background on which it is asked? Even Open source projects have a need to operate efficiently and deploy their limited resources to providing the most value for effort. Typically small start-ups have cash flow issues that outweigh longevity concerns, yet they are typically still advised to build for a future they probably won’t have if they do. Is it fair to say that these problems are solely the Managers and Project managers to solve, or are we, as developers, also responsible for ensuring successful on time, within budget delivery of projects, even if those budgets do not allow use to achieve engineering excellence?

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • What guidelines should be followed when implementing third-party tracking pixels?

    - by Strozykowski
    Background I work on a website that gets a fair amount of traffic, and as such, we have implemented different tracking pixels and techniques across the site for various specific reasons. Because there are many agencies who are sending traffic our way through email campaigns, print ads and SEM, we have agreements with a variety of different outside agencies for tracking these page hits. Consequently, we have tracking pixels which span the entire site, as well as some that are on specific pages only. We have worked to reduce the total number of pixels available on any one page, but occasionally the site is rendered close to unusable when one of these third-party tracking pixels fails to load. This is a huge difficulty on parts of the site where Javascript is needed for functionality built into the page, but is unable to initialize until a 404 is returned on the external tracking pixel. (Sometimes up to 30 seconds later) I have spent some time attempting to research how other firms deal with this sort of instability with third-party components, but have come up a bit short. The plan currently is to implement our own stop-gap method to deal with these external outages, but rather than reinventing the wheel, we wanted to find out how this is dealt with on other sites. Question Is there a good set of guidelines that should be followed when implementing third-party tracking pixels? I would love to see some white papers or other written documents about how other people have dealt with this issue.

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  • Storing a pass-by-reference parameter as a pointer - Bad practice?

    - by Karl Nicoll
    I recently came across the following pattern in an API I've been forced to use: class SomeObject { public: // Constructor. SomeObject(bool copy = false); // Set a value. void SetValue(const ComplexType &value); private: bool m_copy; ComplexType *m_pComplexType; ComplexType m_complexType; }; // ------------------------------------------------------------ SomeObject::SomeObject(bool copy) : m_copy(copy) { } // ------------------------------------------------------------ void SomeObject::SetValue(const ComplexType &value) { if (m_copy) m_complexType.assign(value); else m_pComplexType = const_cast<ComplexType *>(&value); } The background behind this pattern is that it is used to hold data prior to it being encoded and sent to a TCP socket. The copy weirdness is designed to make the class SomeObject efficient by only holding a pointer to the object until it needs to be encoded, but also provide the option to copy values if the lifetime of the SomeObject exceeds the lifetime of a ComplexType. However, consider the following: SomeObject SomeFunction() { ComplexType complexTypeInstance(1); // Create an instance of ComplexType. SomeObject encodeHelper; encodeHelper.SetValue(complexTypeInstance); // Okay. return encodeHelper; // Uh oh! complexTypeInstance has been destroyed, and // now encoding will venture into the realm of undefined // behaviour! } I tripped over this because I used the default constructor, and this resulted in messages being encoded as blank (through a fluke of undefined behaviour). It took an absolute age to pinpoint the cause! Anyway, is this a standard pattern for something like this? Are there any advantages to doing it this way vs overloading the SetValue method to accept a pointer that I'm missing? Thanks!

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  • Creating dynamic plots

    - by geoff92
    I'm completely new to web programming but I do have a programming background. I'd like to create a site that allows users to visit, enter some specifications into a form, submit the form, and then receive a graph. I have a few questions about this, only because I'm pretty ignorant: Is there a good framework I should start in? I know a lot of java, I'm okay with python, and I learned Ruby in the past. I figure I might use ruby on rails only because I hear of it so often and I think I've also heard it's easy. If anyone has some other recommendation, please suggest. The user will be entering data into a form. I'm guessing the request they'll be making should be one of a GET request, right? Because I don't intend for any of the data they're entering to modify my server (in fact, I don't intend on having a database). The data the user inputs will be used to perform calculations involving lots of matrices. I've written this functionality in python. If I use ruby on rails, should it be instead written in Ruby? Somewhere I've heard that you can either place the load of the work on your server or on the client's computer. Since the code performs heavy math, which option is preferable? How do I alter the setup to either make the client do the work or my server? Should I be using a "cgi-bin"? In the code that I have now, I use matplotlib, a python library, and then "show" the plot in order to see the graph. I specify the x and y limits, but I am able to "drag" the graph in order to see more data within the plot window. Ultimately, I want a graph to be shown on my site with the drag functionality. Is this possible? What if the client drags the graph so far, more computations must be made? Thanks!

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  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

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  • 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using OpenGL in c++ (vs2008). I am brand new to OpenGL and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (I think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic OpenGL implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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