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  • How to bind ArrayList Object to an ASPxGridView control

    - by nikolaosk
    I have been involved with a ASP.Net project recently and I have implemented it using the awesome DevExpress ASP.Net controls. Parts of the project involved binding data from custom objects, SqlDataSource & ObjectDataSource data sources to the ASPxGridView control. In this post I will show you how to bind data from an ArrayList object to the ASPxGridView control . If you want to implement this example you need to download the trial version of these controls unless you are a licensed holder of...(read more)

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  • Difference between the terms Material & Effect

    - by codey
    I'm making an effect system right now (I think, because it may be a material system... or both!). The effects system follows the common (e.g. COLLADA, DirectX) effect framework abstraction of Effects have Techniques, Techniques have Passes, Passes have States & Shader Programs. An effect, according to COLLADA, defines the equations necessary for the visual appearance of geometry and screen-space image processing. Keeping with the abstraction, effects contain techniques. Each effect can contain one or many techniques (i.e. ways to generate the effect), each of which describes a different method for rendering that effect. The technique could be relate to quality (e.g. high precision, high LOD, etc.), or in-game-situation (e.g. night/day, power-up-mode, etc.). Techniques hold a description of the textures, samplers, shaders, parameters, & passes necessary for rendering this effect using one method. Some algorithms require several passes to render the effect. Pipeline descriptions are broken into an ordered collection of Pass objects. A pass provides a static declaration of all the render states, shaders, & settings for "one rendering pipeline" (i.e. one pass). Meshes usually contain a series of materials that define the model. According to the COLLADA spec (again), a material instantiates an effect, fills its parameters with values, & selects a technique. But I see material defined differently in other places, such as just the Lambert, Blinn, Phong "material types/shaded surfaces", or as Metal, Plastic, Wood, etc. In game dev forums, people often talk about implementing a "material/effect system". Is the material not an instance of an effect? Ergo, if I had effect objects, stored in a collection, & each effect instance object with there own parameter setting, then there is no need for the concept of a material... Or am I interpreting it wrong? Please help by contributing your interpretations as I want to be clear on a distinction (if any), & don't want to miss out on the concept of a material if it should be implemented to follow the abstraction of the DirectX FX framework & COLLADA definitions closely.

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • SQL Server PowerShell Provider follows the Version of PowerShell on the Host and other errata

    - by BuckWoody
    There may be some misunderstanding on how the PowerShell Provider for SQL Server works. I’ve written an article or two explaining that you can use PowerShell with SQL Server, without having the SQL Server 2008 (or higher) provider around. After all, PowerShell just uses .NET, and SQL Server “Server Management Objects” or SMO listen to that interface as well. In SQL Server 2008 and higher we created a “MiniShell” for PowerShell that gives you the ability to treat a SQL Server Instance as a drive (called a “Provider” or path or drive) and a few commands (called command-lets). Using these two simple constructs you can move around SQL Server quickly and work with the objects it holds. I read the other day where someone stated that we had “re-compiled” PowerShell, so that you would have version 1.0 from SQL Server and 2.0 on your new server. Not so! Drop to a SQLPS prompt and a PowerShell prompt and type this in each: $PSVersionTable They should return the same value. You can think of a MiniShell as simply a compiled “profile” that gives you those providers and command-lets automatically – that’s all. In fact, you can load the SMO libraries yourself without the SQL Server 2008 Provider anywhere in sight. I do this all the time, since the MiniShell also has other restrictions. Also remember that if you run a PowerShell script as a SQL Agent Job step type (in 2008 and higher) that you’re running under the context of the account that starts Agent – I think most folks know this, but it’s good to keep in mind. There’s a re-written section of Books Online that goes over working with this very nicely – also covers the question “How to I connect to another server using the SQL Server PowerShell Provider” (hint: It’s just CD) and “How do I load all the SMO stuff if I don’t want to use the Provider” and more. Be sure and check out the note at the bottom that explains the firewall exceptions you’ll need to enable to CD to that remote server. Here’s that link: http://msdn.microsoft.com/en-us/library/cc281947.aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Stairway to XML: Level 2 - The XML Data Type

    Robert Sheldon describes SQL Server's XML Data Type, and shows that it is as easy to configure a variable, column, or parameter with the XML data type as configuring one of these objects with any other datatype Keep your database and application development in syncSQL Connect is a Visual Studio add-in that brings your databases into your solution. It then makes it easy to keep your database in sync, and commit to your existing source control system. Find out more.

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  • XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

    - by cubrman
    I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass horizontally but it did not helped - the data was messed up in a different way. So my question is how can I influence the order of the data I get from the 2d atlas and how can I properly pass it into my 3d atlas? Update: I know that I can GetData from a specific Rectangular area and put it into several arrays, but the result is still the same. This is what I tried: Color[] data2D = new Color[0]; for (int i = 0; i < 32; i++) { Color[] data = new Color[32 * 32]; GraphicsDevice.SetRenderTarget(null); ColorAtlas.GetData(0, new Rectangle(0, i*32, 32, 32), data, 0, data.Length); int oldLength = data2D.Length; Array.Resize<Color>(ref data2D, oldLength + data.Length); Array.Copy(data, 0, data2D, oldLength, data.Length); } ColorAtlas3D.SetData(data2D);

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Experience with AMCC 3ware 9650se raid cards? Ours seems dead

    - by antiduh
    We have a 8-port 3ware 9650se raid card for our main disk array. We had to bring the server down for a pending power outage, and when we turned the machine back on, the raid card never started. This card has been in service for a couple years without problems, and was working up until the shutdown. Now, when we turn the machine on, the bios option rom that normally kicks in before the bootloader doesn't show up, none of the drives start, and when the OS tries to access the device, it just times out. The firmware on it has been upgraded in the past, so it's possible we've hit some sort of firmware bug. We're using it in a Silicon Mechanics R272 machine with gentoo for the OS. The OS eventually boots, but alas, without the card. We've ordered a new one, but I'm worried that if we replace the card it won't recognize the existing array. Has anybody performed a card swap before? Any help would be greatly appreciated.

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  • Class Design for special business rules

    - by Samuel Front
    I'm developing an application that allows people to place custom manufacturing orders. However, while most require similar paperwork, some of them have custom paperwork that only they require. My current class design has a Manufacturer class, of which of one of the member variables is an array of RequiredSubmission objects. However, there are two issues that I am somewhat concerned about. First, some manufacturers are willing to accept either a standard form or their own custom form. I'm thinking of storing this in the RequiredSubmission object, with an array of alternate forms that are a valid substitute. I'm not sure that this is ideal, however. The major issue, however, is that some manufacturers have deadline cycles. For example, forms A, B and C have to be delivered by January 1, while payment must be rendered by January 10. If you miss those, you'll have to wait until the next cycle. I'm not exactly sure how I can get this to work with my existing classes—how can I say "this set of dates all belong to the same cycle, with date A for form A, date B for form B, etc." I would greatly appreciate any insights on how to best design these classes.

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  • Formatting: Group Multiline Alignment - Added

    - by Petr
    One week ago I have added two new properties for formating PHP code into NetBeans 7.1. In Alignment category there are new properties for Group Multiline Alignment - Assignment and Array Initializer.  The Assignment property influence position of the char '=' in a group of lines with assignments.  Let see the pictures below.  On the left site -  Assignment property is off and on the right site the property is on. As you can see, when the property is set on, then the assignment char '=' is placed after the longest identifier in a group. The group is defined as a number of lines that contains the same type of assignments. End of a group can be empty line, line where is only a comment, different expression, end of a block. This formatting options works for variable assignment, field initialization and constants.  The second new property is for Array Initializer.   Both properties are switched off by default. If you will play with it, please file any problem into our Bugzilla.  

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  • Disable comments / Spam protection

    - by SamIAm
    My client site is built in Silverstripe, there is a news page, and it allows people to leave comments. Unfortunately we've got loads of spam emails. I'm new to this, is there any way we can disable the comment field by default? How do I do it? Alternatively is there easy way for me to install a spam protection? Thanks heaps. Sam Update - Because this is someone else's code, I just realised that they have some sort of spam protection already, so we are trying to disable comments now. I have manage to set no comment as default by changing file BlogEntry.php static $defaults = array( "ProvideComments" => true, 'ShowInMenus' => false ); to static $defaults = array( "ProvideComments" => false, //changed 'ShowInMenus' => false ); Am I on the right track to disable comments by default? Also how can I stop on the news page showing xxx comments link? eg Test Posted by Admin on 21 June 2011 | 3 Comments Tags: P This is a test.... 3 comments | Read the full post Thanks. S:)

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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • Data Holder Framework

    - by csharp-source.net
    Data Holder is an open source .net object/relational mapper written in c#. It provides typed data ecapsulation and database persistence for .net applications. It also contains a wizzard for generating the data objects and persistance c# code. Right now it has persistence implementation only for MSQL 2000/2005.

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  • Stop RAID 5 from Initializing

    - by Antz
    Hi, I am trying to follow Ictinike's guide on Recovering Intel RAID "Non-Member Disk" Error found here, Ictinike's RAID recovery Guide I have recreated my RAID array as per the instructions. However my RAID array status is then automatically set to: INITIALIZE When I boot back into my Windows XP desktop, the Intel Matrix Storage Utility begins to "Initialize" my drives. This is a long slow process that will take about 20 hours. I suspect all my data will be lost. I have gone back into my bios and disabled my RAID controller to prevent any further initialization and data loss. I have read that initialization will cause data loss. I've also read somewhere that it won't. I am not so confident in the latter. Is there anyway to stop this initialization process so I can continue to follow the steps in the recovery guide? Some system specs: ABIT IP35 Pro Motherboard ICH9R on board RAID controller

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  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • Horrible performing RAID

    - by Philip
    I have a small GlusterFS Cluster with two storage servers providing a replicated volume. Each server has 2 SAS disks for the OS and logs and 22 SATA disks for the actual data striped together as a RAID10 using MegaRAID SAS 9280-4i4e with this configuration: http://pastebin.com/2xj4401J Connected to this cluster are a few other servers with the native client running nginx to serve files stored on it in the order of 3-10MB. Right now a storage server has a outgoing bandwith of 300Mbit/s and the busy rate of the raid array is at 30-40%. There are also strange side-effects: Sometimes the io-latency skyrockets and there is no access possible on the raid for 10 seconds. The file system used is xfs and it has been tuned to match the raid stripe size. Does anyone have an idea what could be the reason for such a bad performing array? 22 Disks in a RAID10 should deliver way more throughput.

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  • How can I chose the depth of a quadtree?

    - by Evpok
    In a 2d world, using a quadtree to prune pairs in collision detection, how can I chose the depth of said quadtree? The world I am dealing with is mostly made of moving objects¹, so the cost of dispatching the objects between the quadtree cells matter. So what I am interested in is the balance between the gain from less collision checking and the loss from more dispatching. 1. To be completely explicit, autonomous self-replicating cells competing for food sources, in an attempt to show my pupils predator-prey dynamics and genetic evolution at work

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  • Recommended books on C++

    - by Mr Teeth
    Hi, I'm looking for a book that contains a CDRom with a IDE for readers to install and use as a environment to learn C++ on. Like the "Objects First With Java - A Practical Introduction Using BlueJ" books, where Java is learnt on BlueJ. Is there a book like this teaching C++? If there isn't any books like this, i'll still appericiate a recommended book for a novice to learn C++ on. I know nothing about C++ and I want to learn during my private times.

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  • How to re-do the hard disks in a WD Word Book Edition II ?

    - by jfmessier
    I recently purchased a WD World Book II, a 2 TB one. I call it the "White Box". It has those 2 1TB drives, and they were in this RAID 1 config, only giving me about 1 TB. I could not delete the raid array, and I took the drives in a Linux box. But I also deleted the entire partitions of the disks, and I cannot even et the existing RAID array on this WD White Box. The drives are fine, but I cannot get them to work on the WD White Box. My goal was to get back to a real 2 TB storage space. If I cannot get those drives back in the White Box, I can re-use them elsewhere, but this would mean a waste of the firmware and network connection. After the fact, I read that, anyway, the network performance is rather poor. Thanks :-)

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  • Proper Method name for XML builder

    - by Wesley
    I think this is the right stack for this. I have a helper class which builds CAML queries (SharePoint XML for getting list items from SQL) There is one method that is flexibly used to build the queries that get all related votes and comments for a social item. I don't want to call it BuildVoteorCommentXML or something long winded like that. Is there a good naming convention for getting all Join/Foreign Key objects from a core object?

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Exploring your database schema with SQL

    In the second part of Phil's series of articles on finding stuff (such as objects, scripts, entities, metadata) in SQL Server, he offers some scripts that should be handy for the developer faced with tracking down problem areas and potential weaknesses in a database.

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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