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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Make Your Menu Item Highlighted

    - by Shaun
    When I was working on the TalentOn project (Promotion in MSDN Chinese) I was asked to implement a functionality that makes the top menu items highlighted when the currently viewing page was in that section. This might be a common scenario in the web application development I think.   Simple Example When thinking about the solution of the highlighted menu items the biggest problem would be how to define the sections (menu item) and the pages it belongs to rather than making the menu highlighted. With the ASP.NET MVC framework we can use the controller – action infrastructure for us to achieve it. Each controllers would have a related menu item on the master page normally. The menu item would be highlighted if any of the views under this controller are being shown. Some specific menu items would be highlighted of that action was invoked, for example the home page, the about page, etc. The check rule can be specified on-demand. For example I can define the action LogOn and Register of Account controller should make the Account menu item highlighted while the ChangePassword should make the Profile menu item highlighted. I’m going to use the HtmlHelper to render the highlight-able menu item. The key point is that I need to pass the predication to check whether the current view belongs to this menu item which means this menu item should be highlighted or not. Hence I need a delegate as its parameter. The simplest code would be like this. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace ShaunXu.Blogs.HighlighMenuItem 9: { 10: public static class HighlightMenuItemHelper 11: { 12: public static MvcHtmlString HighlightMenuItem(this HtmlHelper helper, 13: string text, string controllerName, string actionName, object routeData, object htmlAttributes, 14: string highlightText, object highlightHtmlAttributes, 15: Func<HtmlHelper, bool> highlightPredicate) 16: { 17: var shouldHighlight = highlightPredicate.Invoke(helper); 18: if (shouldHighlight) 19: { 20: return helper.ActionLink(string.IsNullOrWhiteSpace(highlightText) ? text : highlightText, 21: actionName, controllerName, routeData, highlightHtmlAttributes == null ? htmlAttributes : highlightHtmlAttributes); 22: } 23: else 24: { 25: return helper.ActionLink(text, actionName, controllerName, routeData, htmlAttributes); 26: } 27: } 28: } 29: } There are 3 groups of the parameters: the first group would be the same as the in-build ActionLink method parameters. It has the link text, controller name and action name, etc passed in so that I can render a valid linkage for the menu item. The second group would be more focus on the highlight link text and Html attributes. I will use them to render the highlight menu item. The third group, which contains one parameter, would be a predicate that tells me whether this menu item should be highlighted or not based on the user’s definition. And then I changed my master page of the sample MVC application. I let the Home and About menu highlighted only when the Index and About action are invoked. And I added a new menu named Account which should be highlighted for all actions/views under its Account controller. So my master would be like this. 1: <div id="menucontainer"> 2:  3: <ul id="menu"> 4: <li><% 1: : Html.HighlightMenuItem( 2: "Home", "Home", "Index", null, null, 3: "[Home]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "Index")%></li> 5:  6: <li><% 1: : Html.HighlightMenuItem( 2: "About", "Home", "About", null, null, 3: "[About]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Home" 5: && helper.ViewContext.RouteData.Values["action"].ToString() == "About")%></li> 7:  8: <li><% 1: : Html.HighlightMenuItem( 2: "Account", "Account", "LogOn", null, null, 3: "[Account]", null, 4: helper => helper.ViewContext.RouteData.Values["controller"].ToString() == "Account")%></li> 9: 10: </ul> 11:  12: </div> Note: You need to add the import section for the namespace “ShaunXu.Blogs.HighlighMenuItem” to make the extension method I created below available. So let’s see the result. When the home page was shown the Home menu was highlighted since at this moment it was controller = Home and action = Index. And if I clicked the About menu you can see it turned highlighted as now the action was About. And if I navigated to the register page the Account menu was highlighted since it should be like that when any actions under the Account controller was invoked.   Fluently Language Till now it’s a fully example for the highlight menu item but not perfect yet. Since the most common scenario would be: highlighted when the action invoked, or highlighted when any action was invoked under this controller, we can created 2 shortcut method so for them so that normally the developer will be no need to specify the delegation. Another place we can improve would be, to make the method more user-friendly, or I should say developer-friendly. As you can see when we want to add a highlight menu item we need to specify 8 parameters and we need to remember what they mean. In fact we can make the method more “fluently” so that the developer can have the hints when using it by the Visual Studio IntelliSense. Below is the full code for it. 1: using System; 2: using System.Collections.Generic; 3: using System.Linq; 4: using System.Web; 5: using System.Web.Mvc; 6: using System.Web.Mvc.Html; 7:  8: namespace Ethos.Xrm.HR 9: { 10: #region Helper 11:  12: public static class HighlightActionMenuHelper 13: { 14: public static IHighlightActionMenuProviderAfterCreated HighlightActionMenu(this HtmlHelper helper) 15: { 16: return new HighlightActionMenuProvider(helper); 17: } 18: } 19:  20: #endregion 21:  22: #region Interfaces 23:  24: public interface IHighlightActionMenuProviderAfterCreated 25: { 26: IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName); 27: } 28:  29: public interface IHighlightActionMenuProviderAfterOn 30: { 31: IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes); 32: } 33:  34: public interface IHighlightActionMenuProviderAfterWith 35: { 36: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate); 37: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch(); 38: IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch(); 39: } 40:  41: public interface IHighlightActionMenuProviderAfterHighlightWhen 42: { 43: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText); 44: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes); 45: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText); 46: IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass); 47: } 48:  49: public interface IHighlightActionMenuProviderAfterApplyHighlightStyle 50: { 51: MvcHtmlString ToActionLink(); 52: } 53:  54: #endregion 55:  56: public class HighlightActionMenuProvider : 57: IHighlightActionMenuProviderAfterCreated, 58: IHighlightActionMenuProviderAfterOn, IHighlightActionMenuProviderAfterWith, 59: IHighlightActionMenuProviderAfterHighlightWhen, IHighlightActionMenuProviderAfterApplyHighlightStyle 60: { 61: private HtmlHelper _helper; 62:  63: private string _controllerName; 64: private string _actionName; 65: private string _text; 66: private object _routeData; 67: private object _htmlAttributes; 68:  69: private Func<HtmlHelper, bool> _highlightPredicate; 70:  71: private string _highlightText; 72: private object _highlightHtmlAttributes; 73:  74: public HighlightActionMenuProvider(HtmlHelper helper) 75: { 76: _helper = helper; 77: } 78:  79: public IHighlightActionMenuProviderAfterOn On(string actionName, string controllerName) 80: { 81: _actionName = actionName; 82: _controllerName = controllerName; 83: return this; 84: } 85:  86: public IHighlightActionMenuProviderAfterWith With(string text, object routeData, object htmlAttributes) 87: { 88: _text = text; 89: _routeData = routeData; 90: _htmlAttributes = htmlAttributes; 91: return this; 92: } 93:  94: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhen(Func<HtmlHelper, bool> predicate) 95: { 96: _highlightPredicate = predicate; 97: return this; 98: } 99:  100: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerMatch() 101: { 102: return HighlightWhen((helper) => 103: { 104: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower(); 105: }); 106: } 107:  108: public IHighlightActionMenuProviderAfterHighlightWhen HighlightWhenControllerAndActionMatch() 109: { 110: return HighlightWhen((helper) => 111: { 112: return helper.ViewContext.RouteData.Values["controller"].ToString().ToLower() == _controllerName.ToLower() && 113: helper.ViewContext.RouteData.Values["action"].ToString().ToLower() == _actionName.ToLower(); 114: }); 115: } 116:  117: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes, string highlightText) 118: { 119: _highlightText = highlightText; 120: _highlightHtmlAttributes = highlightHtmlAttributes; 121: return this; 122: } 123:  124: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(object highlightHtmlAttributes) 125: { 126: return ApplyHighlighStyle(highlightHtmlAttributes, _text); 127: } 128:  129: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass, string highlightText) 130: { 131: return ApplyHighlighStyle(new { @class = cssClass }, highlightText); 132: } 133:  134: public IHighlightActionMenuProviderAfterApplyHighlightStyle ApplyHighlighStyle(string cssClass) 135: { 136: return ApplyHighlighStyle(new { @class = cssClass }, _text); 137: } 138:  139: public MvcHtmlString ToActionLink() 140: { 141: if (_highlightPredicate.Invoke(_helper)) 142: { 143: // should be highlight 144: return _helper.ActionLink(_highlightText, _actionName, _controllerName, _routeData, _highlightHtmlAttributes); 145: } 146: else 147: { 148: // should not be highlight 149: return _helper.ActionLink(_text, _actionName, _controllerName, _routeData, _htmlAttributes); 150: } 151: } 152: } 153: } So in the master page when I need the highlight menu item I can “tell” the helper how it should be, just like this. 1: <li> 2: <% 1: : Html.HighlightActionMenu() 2: .On("Index", "Home") 3: .With(SiteMasterStrings.Home, null, null) 4: .HighlightWhenControllerMatch() 5: .ApplyHighlighStyle(new { style = "background:url(../../Content/Images/topmenu_bg.gif) repeat-x;text-decoration:none;color:#feffff;" }) 6: .ToActionLink() %> 3: </li> While I’m typing the code the IntelliSense will advise me that I need a highlight action menu, on the Index action of the Home controller, with the “Home” as its link text and no need the additional route data and Html attributes, and it should be highlighted when the controller was “Home”, and if it’s highlighted the style should be like this and finally render it to me. This is something we call “Fluently Language”. If you had been using Moq you will see that’s very development-friendly, document-ly and easy to read.   Summary In this post I demonstrated how to implement a highlight menu item in ASP.NET MVC by using its controller – action infrastructure. We can see the ASP.NET MVC helps us to organize our web application better. And then I also told a little bit more on the “Fluently Language” and showed how it will make our code better and easy to be used.   Hope this helps, Shaun   All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Inconsistent accessibility error in xna.

    - by Tom
    Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I've come across the error described named above. So heres my problem; I have a SnakeFood class that has a method called "Reposition". In the game1 class I have a method called "UpdateInGame" which calls the reposition method to load an orange that spawns in a random place every second. My latest piece of code changed the reposition method to allow the snake I have on the screen to not be overlapped by the orange that randomly spawns. Now I get the error (in full): Error 1 Inconsistent accessibility: parameter type 'TheMathsSnakeGame.Snake' is less accessible than method 'TheMathsSnakeGame.SnakeFood.Reposition(TheMathsSnakeGame.Snake)' C:\Users\Tom\Documents\Visual Studio 2008\Projects\TheMathsSnakeGame\TheMathsSnakeGame\SnakeFood.cs 33 21 TheMathsSnakeGame I understand what the errors trying to tell me but having changed the accessiblity of the methods, I still can't get it to work. Sorry about the longwinded question. Thanks in advance :) Edit: Code I'm using (Game1 Class) private void UpdateInGame(GameTime gameTime) { //Calls the oranges "reposition" method every second if (gameTime.TotalGameTime.Milliseconds % 1000 == 0) orange.Reposition(sidney); sidney.Update(gameTime); } (SnakeFood Class) public void Reposition(Snake snake) { do { position = new Point(rand.Next(Grid.maxHeight), rand.Next(Grid.maxWidth)); } while (snake.IsBodyOnPoint(position)); }

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • Error message when running OpenGL programs with bumblebee

    - by user170860
    X Error of failed request: BadDrawable (invalid Pixmap or Window parameter) Major opcode of failed request: 152 (DRI2) Minor opcode of failed request: 8 (DRI2SwapBuffers ) Resource id in failed request: 0x4200005 Serial number of failed request: 2166 Current serial number in output stream: 2167 primus: warning: timeout waiting for display worker Segmentation fault (core dumped) I don't get this on all OGL programs, but only particularly GPU intense ones. Also, I only get this using primusrun. optirun gives the same error no matter what I run: [VGL] NOTICE: Pixel format of 2D X server does not match pixel format of [VGL] Pbuffer. Disabling PBO readback. I don't know what either of these mean. Neither of them stop the programs from running, but I'd like to fix the problem if there is one. Also, I prefer to use primusrun because it is faster and it does a better job with vertical sync, however, it only supports OGL 4.2. This isn't a big issue because the programs I write are forward compatible, but it still seems odd to me. So basically I'd just like it if someone could explain to me what is happening and if there is something I can do about it. Thanks.

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  • Yahoo search: different results shown in two identical searches

    - by Marco Demaio
    Hello,simple question: searching on http://www.yahoo.it for villa matrimonio bologna I noticed Yahoo shows different results. You need to retry few times to get this done maybe exiting the browser and openeing it again, or maybe searching once and then clearing browser cookies and then search again (it's even easier to test if you use two different browsers at the same time to search for the same phrase). Anyway in order to reproduce this easily I write down here the query shown in the address bar after the search, so you can just click on these to see the results shown by entering these query: http://it.search.yahoo.com/search;_ylt=AirvLYKvBMPP_6MpAmONN14brK5_?vc=&p=villa+matrimonio+bologna&toggle=1&cop=mss&ei=UTF-8&fr=yfp-t-709 http://it.search.yahoo.com/search;_ylt=AirvLYKvBMPP_6MpAmONN14brK5_?vc=&p=villa+matrimonio+bologna&toggle=1&cop=mss&ei=UTF-8&fr=sfp Note the last parameter fr is different, but it's Yahoo that set it (not me), I don't even know what it means. You can see in the search box that the searched phrase is IDENTICAL in both cases. So why Yahoo is giving out different results on same search phrase? I used the same browser and performed the test in few minutes by simply trying more than once. You may also notice that the number of results returned (written on the left side of the page) is different, for the 1st search it returns 274K results, for the 2nd one 5.38M results. Actually you might think that this is just an error on Yahoo, but it's almost 1 year that while looking once in a while at some websites to see how they are ranking on Yahoo and also Google, I noticed that two searches on the same phrase show up different results even on the same day after few minutes/hours. I couldn't reproduce this behaviour also on Google so I can not say for sure, but since it seems to me it happened sometimes I was wondering if anyone of you noticed it too. Do you know if this is the normal behaviour of search engines? Because if it's normal (and it's just me that noticed it only now) I wonder how do you understand how well a site is ranking on a search engine, you could even see one of your customer's website ranking differently compared to what your customer sees on his PC.

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  • Issue tracking multiple domains with Google Analytics

    - by user359650
    I have 2 domains mydomain.com and mydomain.net which I'm trying to track with the same GA code. Here are the options I turned on: Subdomains of mydomain ON Examples: www.mydomain.com -and- apps.mydomain.com -and- store.mydomain.com Multiple top-level domains of mydomain ON Examples: mydomain.uk -and- mydomain.cn -and- mydomain.fr Which gave me the following code: _gaq.push(['_setAccount', 'UA-123456789-1']); _gaq.push(['_setDomainName', 'mydomain.com']); _gaq.push(['_setAllowLinker', true]); _gaq.push(['_trackPageview']); In this help page I read that _setDomainName must be changed for each domain which I did: -if you go to mydomain.net you get _gaq.push(['_setDomainName', 'mydomain.net']); -if you go to mydomain.com you get _gaq.push(['_setDomainName', 'mydomain.com']); When I generate traffic on both mydomain.dom and mydomain.net and watches GA push requests made with firebug I can see requests generated for both domains and the parameter called utmhn has the proper domain value (which matches that of _setDomainName and the browser address bar). However when I monitor the realtime statistics under Home->Real-Time->Overview I see pageviews for mydomain.net BUT NOT for mydomain.dom :( What am I missing to properly track both domains? PS: in the help page I mentioned they talk about setting up cross links which I didn't do for now as my understanding is that it shouldn't be needed to get what I'm trying to do to work. Also I want to mention that I do not have any tracking code for any of these 2 domains other than the one I mentioned.

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  • CodePlex Daily Summary for Saturday, October 19, 2013

    CodePlex Daily Summary for Saturday, October 19, 2013Popular ReleasesMedia Companion: Media Companion MC3.583b: As before release but fixed for no movie poster sourcesNew* Both - Added 'An' as option to ignore in title * Movie - Renaming - added %Z - Sorttitle to Legend * Movie - Renaming - added %O - Audio Channels to Legend * Movie - Remove a poster source from priority list. Reset List back to defaults. * Made Media Companion truly portable application. Fixed* Movie - browse for Poster Or Fanart, allows for jpg, tbn, png and bmp images * Movie - Alt Fanart Browser - Url or Browse window now fully...MoreTerra (Terraria World Viewer): MoreTerra 1.11.3.1: Release 1.11.3.1 ================ = New Features = ================ Added markers for Copper Cache, Silver Cache and the Enchanted Sword. ============= = Bug Fixes = ============= Use Official Colors now no longer tries to change the Draw Wires option instead. World reading was breaking for people with a stock 1.2 Terraria version. Changed world name reading so it does not crash the program if you load MoreTerra while Terraria is saving the world. =================== = Feature Removal = =...patterns & practices - Windows Azure Guidance: Cloud Design Patterns: 1st drop of Cloud Design Patterns project. It contains 14 patterns with 6 related guidance.Json.NET: Json.NET 5.0 Release 8: Fix - Fixed not writing string quotes when QuoteName is falsePowerShell Community Extensions: 3.1 Production: PowerShell Community Extensions 3.1 Release NotesOct 17, 2013 This version of PSCX supports Windows PowerShell 3.0 and 4.0 See the ReleaseNotes.txt download above for more information.SQL Power Doc: Version 1.0.2.1: Misc. bug fixes Added logic to resolve members of a Windows Group server login Added columns to Excel workbooks to show definitions for server permissions, server roles, database permissions, and database rolesSocial Network Importer for NodeXL: SocialNetImporter(v.1.9): This new version includes: - Download latest status update and use it as vertex tooltip - Limit the timelines to parse to me, my friends or both - Fixed some reported bugs about the fan page and group importer - Fixed the login bug reported latelyDotNetNuke® Wiki: 05.00.00: Changes made to better support upgrades and the removal of deprecated legacy files that were causing formatting issues. Updated the Version number to better indicate the significance of the C# migration and the new DNN 7.0.2 minimum requirement.TerrariViewer: TerrariViewer v7.1 [Terraria Inventory Editor]: You can now backspace in number fields Items added in 1.2.0.3 no longer corrupt player files Buff durations capped at 9999999 Item stacks capped at 9999999 Version info added Prefix IDs corrected Shoe and Eye color box are now properly clickable Moved Bank and Safe into their own tab Users will now be notified of new updatesPython Tools for Visual Studio: 2.0: PTVS 2.0 We’re pleased to announce the release of Python Tools for Visual Studio 2.0 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, IPython, and cross platform and cross language debugging support. 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Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...New Projectsag2: ag2ApplicationMobile: ApplicationMobileBing Maps/Geolocalization Windows Store Template: Template de aplicativo para Windows 8 utilizando APIs do Bing Maps e Geolocalização. 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This project supports .NET 2.0 and .NET 4.0, and provides a free Data Viewer based on this library.DrinksMachineCMC: DrinksMachineCMCFerdeenFatalSpeech: Speech recognition for PC control.FuzzyLogic: FuzzyLogic Demohousekeeping: ?????isolutions Techdays 2013: Zeigt die Möglichkeit des Zugriffes auf ein CRM 2013 Online mit einer Windows Store App und aus einem Word Plugin.Learn .NET Gadgeteer: .NET Gadgeteer example projects using the FEZ Cerberus kit from GHILIT.Logger.ServerChecker: Small application for server monitoring, which demonstrates capabilities of LIT.Logger (www.litlogger.com)LuaTools for Visual Studio: luatools lua visual studioMTM Test Plan Viewer: A UI tool that lets you easily view, explore and export MTM test results.NetworkScan: Network scan windowsObservable Linq: Observable Linq and Observable Expressions is about to change the paradigm how to use expressions and Linq, providing update events whenever the results change.PatientManagement: beep beeppescar-shop-El-enchufe-khristo-grecia-giselle: falta la aplicacion de LINQ...ProjetoEscola: Projeto Integrado Senac Proyecto Librería PRISA: Este sistema servirá para controlar las compras, ventas y almacén de librería "PRISA". Se desarrollará en Visual Studio 2012 con patrón MVC y en base a capas.TDataBase: Simple db query libraryzongtest: test

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  • Cannot see boot options after editing grub background

    - by cipricus
    After solving this problem I managed to get myself into truble again out of nothing by trying to change the display of the dual boot option page in Boot Customizer. I have changed the background, the fonts size (I have increased them) and font style (I have chosen UnDotum). But Boot Customizer gave me an error (I mean a message that the application was closed unexpectedly or smth). I have restarted BootCustomizer and the settings were there. When I rebooted, instead of the normal boot options list, just the background image that I had selected and nothing else. I used Boot Repair to repair grub, it says it did it successfully, but I still get the background image when I try to boot. Any ideas? (Could it be the matter that I chose UnDotum font style? That was installed in Lubuntu - but how could it be accessible in displaying boot options?) The contents of etc/default/grub are: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" I have tried to modify etc/default/grub: GRUB_HIDDEN_TIMEOUT=0 to 10 GRUB_HIDDEN_TIMEOUT_QUIET=true to false and GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to "" but it doesn't help Also, using Shift doesn't make the list visible. I am looking for something like a command that would reset grub options to default. [When trying to reinstall grub i get to this window in term:

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  • Data Pump: Consistent Export?

    - by Mike Dietrich
    Ouch ... I have to admit as I did say in several workshops in the past weeks that a data pump export with expdp is per se consistent. Well ... I thought it is ... but it's not. Thanks to a customer who is doing a large unicode migration at the moment. We were discussing parameters in the expdp's par file. And I did ask my colleagues after doing some research on MOS. And here are the results of my "research": MOS Note 377218.1 has a nice example showing a data pump export of a partitioned table with DELETEs on that table as inconsistent Background:Back in the old 9i days when Data Pump was designed flashback technology wasn't as popular and well known as today - and UNDO usage was the major concern as a consistent per default export would have heavily relied on UNDO. That's why - similar to good ol' exp - the export won't operate per default in consistency mode To get a consistent data pump export with expdp you'll have to set: FLASHBACK_TIME=SYSTIMESTAMPin your parameter file. Then it will be consistent according to the timestamp when the process has been started. You could use FLASHBACK_SCN instead and determine the SCN beforehand if you'd like to be exact. So sorry if I had proclaimed a feature which unfortunately is not there by default - Mike

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  • Speed up loading of test results from builds in Visual Studio

    - by Jakob Ehn
    I still see people complaining about the long time it takes to load test results from a TFS build in Visual Studio. And they make a valid point, it does take a very long time to load the test results, even for a small number of tests. The reason for this is that the test results is not just the result of the test run but also all the binaries that were part of the test run. This often also means that the debug symbols (*.pdb) will be downloaded to your local machine. This reason for this behaviour is that it letsyou re-run the tests locally. However, most of the times this is not what the developer will do, they just want to know which tests failed and why. They can then fix the tests and rerun them locally. It turns out there is a way to load only the test results, which is much faster. The only tricky bit is to find the location of the .trx file that is generated during the build. Particularly in TFS 2010 where you often have multiple build agents, which of corse results in different paths to the trx file. Note: To use this you must have read permission to the build folder on the build agent where the build was executed. Open the build result for the build Click View Log Locate the part where MSTest is invoked. When using test containers, it looks like this:   Note: You can actually search in the log window, press Ctrl+F and you will get a little search box at the bottom. Nice! On the MSTest command line call, locate the /resultsfileroot parameter, which points to the folder where the test results are stored Note that this path is local for the build server, so you need to replace the drive letter with the server name: D:\Builds\Project\TestResults to \Project\TestResults">\\<BuildServer>\Project\TestResults Double-click on the .trx file and you will notice that it loads much faster compared to opening it from the build log window

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  • How to make a btrfs snapshot?

    - by MountainX
    My /home partition consists of an entire physical disk. It is formatted as btrfs. I want to snapshot it. I'm confused regarding subvolume naming, in particular. I am aware that there are similar questions, but each similar question seems to be asking something different from what I'm asking (and they are older, which means probably outdated, given the rapid development of btrfs). For example, the answer to this question is apparently not the answer to my question because my /home partition is a separate volume and the man page for btrfs shows a different command for creating snapshots now. another similar problem, no solid solution. someone else as confused as me on the naming issues My question: Starting simple: is this the correct command to take a simple snapshot of my home partition? btrfs subvolume snapshot /home/@home /home/@home_snapshot_20120421 I got really brave and tested it and it does not work. The error is error accessing /home/@home. As shown below, @home is listed. I'm obviously confused on subvolume names. Do I need to use them in creating snapshots? Some examples show taking snapshots of home using /home as the source parameter, but based on examples of root volumes, it seems to me that I need to use /home/@home. Would this command work? And if not, why? btrfs subvolume snapshot /home /home/@home_snapshot_20120421 Is the @ just a naming convention? Is it meaningful at all? Here's some output that may be relevant: btrfs subvolume list /home ID 256 top level 5 path @home I'm not sure what that means, exactly. When I try btrfs device scan it gives an error (e.g. unable to scan the device /dev/sda1). My file system doesn't have any errors. Everything is fine.

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  • how to make HLSL effect just for lighning without texture mapping?

    - by naprox
    I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 output = float4(1,0,0,1); return output; } and if i want to see my model (appear like when i use basiceffect) must do texture mapping by UV coordinates. but my model does not have UV coordinates assigned or its UV coordinates is not exported. and if i do texture mapping i got error. (i do texture mapping by this line of code in vertexshaderfunction and other necessary codes) output.UV= input.UV i have many of this models and want to work with them.(my models are in .FBX format) when i use Bassiceffect i have no problem and model appears correctly. how can i use "just" lightnings in my custom effects? and don't do texture mapping (because i have no UV coordinates in my models) and my model be look like when i use BasicEffect? if you need my complete code Here it is: http://www.mediafire.com/?4jexhd4ulm2icm2 here is inside of my Model Using BasicEffect http://i.imgur.com/ygP2h.jpg?1 and this is my code for drawing with or without BasicEffect inside of my draw() method: Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach(ModelMesh mesh in Model.Meshes) { Matrix localWorld = ModelTransforms[mesh.ParentBone.Index] * baseWorld; foreach(ModelMeshPart part in mesh.MeshParts) { Effect effect = part.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localWorld; ((BasicEffect)effect).View = View; ((BasicEffect)effect).Projection = Projection; ((BasicEffect)effect).EnableDefaultLighting(); } else { setEffectParameter(effect, "World", localWorld); setEffectParameter(effect, "View", View); setEffectParameter(effect, "Projection", Projection); setEffectParameter(effect, "CameraPosition", CameraPosition); } } mesh.Draw(); } setEffectParameter is another method that sets effect parameter if i use my custom effect.

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  • Unable to mount external hard drive - Damaged file system and MFT

    - by Khalifa Abbas Lame
    I get the following error when i try to mount my external hard drive. UNABLE TO MOUNT Error mounting /dev/sdc1 at /media/khalibloo/Khalibloo2: Command-line `mount -t "ntfs" -o "uhelper=udisks2,nodev,nosuid,uid=1000,gid=1000,dmask=0077,fmask=0177" "/dev/sdc1" "/media/khalibloo/Khalibloo2"' exited with non-zero exit status 13: ntfs_attr_pread_i: ntfs_pread failed: Input/output error Failed to read of MFT, mft=6 count=1 br=-1: Input/output error Failed to open inode FILE_Bitmap: Input/output error Failed to mount '/dev/sdc1': Input/output error NTFS is either inconsistent, or there is a hardware fault, or it's a SoftRAID/FakeRAID hardware. In the first case run chkdsk /f on Windows then reboot into Windows twice. The usage of the /f parameter is very important! If the device is a SoftRAID/FakeRAID then first activate it and mount a different device under the /dev/mapper/ directory, (e.g. /dev/mapper/nvidia_eahaabcc1). Please see the 'dmraid' documentation for more details. It doesn't mount on windows either: "I/O Device error" it's an ntfs hard drive with a single partition Of course, i tried chkdsk /f. it reported several file segments as unreadable, but didn't say whether it fixed them or not (apparently not). also tried with the /b flag. ntfsfix reported the volume as corrupt. TestDisk was able to fix a small error with the partition table by adding the "80" flag for the active (only) partition. TestDisk also confirmed that the boot sector was fine and it matched the backup. However, when attempting to repair the MFT, it couldn't read the MFT. It also couldn't list the files on the hard drive. It says file system may be damaged. Active@ also shows that MFT is missing or corrupt. So how do i fix the file system? or the MFT?

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  • Parallelize incremental processing in Tabular #ssas #tabular

    - by Marco Russo (SQLBI)
    I recently came in a problem trying to improve the parallelism of Tabular processing. As you know, multiple tables can be processed in parallel, whereas the processing of several partitions within the same table cannot be parallelized. When you perform an incremental update by adding only new rows to existing table, what you really do is adding rows to a partition, so adding rows to many tables means adding rows to several partitions. The particular condition you have in this case is that every partition in which you add rows belongs to a different table. Adding rows implies using the ProcessAdd command; its QueryBinding parameter specifies a SQL syntax to read new rows, otherwise the original query specified for the partition will be used, and it could generate duplicated data if you don’t have a dynamic behavior on the SQL side. If you create the required XMLA code manually, you will find that the QueryBinding node that should be part of the ProcessAdd command has to be moved out from ProcessAdd in case you are using a Batch command with more than one Process command (which is the reason why you want to use a single batch: run multiple process operations in parallel!). If you use AMO (Analysis Management Objects) you will find that this combination is not supported, even if you don’t have a syntax error compiling the code, but you might obtain this error at execution time: The syntax for the 'Process' command is incorrect. The 'Bindings' keyword cannot appear under a 'Process' command if the 'Process' command is a part of a 'Batch' command and there are more than one 'Process' commands in the 'Batch' or the 'Batch' command contains any out of line related information. In this case, the 'Bindings' keyword should be a part of the 'Batch' command only. If this is happening to you, the best solution I’ve found is manipulating the XMLA code generated by AMO moving the Binding nodes in the right place. A more detailed description of the issue and the code required to send a correct XMLA batch to Analysis Services is available in my article Parallelize ProcessAdd with AMO. By the way, the same technique (and code) can be used also if you have the same problem in a Multidimensional model.

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  • "Programming error" exceptions - Is my approach sound?

    - by Medo42
    I am currently trying to improve my use of exceptions, and found the important distinction between exceptions that signify programming errors (e.g. someone passed null as argument, or called a method on an object after it was disposed) and those that signify a failure in the operation that is not the caller's fault (e.g. an I/O exception). As far as I understand, it makes little sense for an immediate caller to actually handle programming error exceptions, he should instead assure that the preconditions are met. Only "outer" exception handlers at task boundaries should catch them, so they can keep the system running if a task fails. In order to ensure that client code can cleanly catch "failure" exceptions without catching error exceptions by mistake, I create my own exception classes for all failure exceptions now, and document them in the methods that throw them. I would make them checked exceptions in Java. Now I have a few questions: Before, I tried to document all exceptions that a method could throw, but that sometimes creates an unwiedly list that needs to be documented in every method up the call chain until you can show that the error won't happen. Instead, I document the preconditions in the summary / parameter descriptions and don't even mention what happens if they are not met. The idea is that people should not try to catch these exceptions explicitly anyway, so there is no need to document their types. Would you agree that this is enough? Going further, do you think all preconditions even need to be documented for every method? For example, calling methods in IDisposable objects after calling Dispose is an error, but since IDisposable is such a widely used interface, can I just assume a programmer will know this? A similar case is with reference type parameters where passing null makes no conceivable sense: Should I document "non-null" anyway? IMO, documentation should only cover things that are not obvious, but I am not sure where "obvious" ends.

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

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  • EJB Persist On Master Child Relationship

    - by deepak.siddappa(at)oracle.com
    Let us take scenario where in users wants to persist master child relationship. Here will have two tables dept, emp (using Scott Schema) which are having master child relation.Model Diagram: Here in the above model diagram, Dept is the Master table and Emp is child table and Dept is related to emp by one to n relationship. Lets assume we need to make new entries in emp table using EJB persist method. Create a Emp form manually dropping the fields, where deptno will be dropped as Single Selection -> ADF Select One Choice (which is a foreign key in emp table) from deptFindAll DC. Make sure to bind all field variables in backing bean.Employee Form:Once the Emp form created, If the persistEmp() method is used to commit the record this will persist all the Emp fields into emp table except deptno, because the deptno will be passed as a Object reference in persistEmp method  (Its foreign key reference). So directly deptno can't be passed to the persistEmp method instead deptno should be explicitly set to the emp object, then the persist will save the deptno to the emp table.Below solution is one way of work around to achieve this scenario -Create a method in sessionBean for adding emp records and expose this method in DataControl.     For Ex: Here in the below code 'em" is a EntityManager.            private EntityManager em - will be member variable in sessionEJBBeanpublic void addEmpRecord(String ename, String job, BigDecimal deptno) { Emp emp = new Emp(); emp.setEname(ename); emp.setJob(job); //setting the deptno explicitly Dept dept = new Dept(); dept.setDeptno(deptno); //passing the dept object emp.setDept(dept); //persist the emp object data to Emp table em.persist(emp); }From DataControl palette Drop addEmpRecord as Method ADF button, In Edit action binding window enter the parameter values which are binded in backing bean.     For Ex:     If the name deptno textfield is binded with "deptno" variable in backing bean, then El Expression Builder pass value as "#{backingbean.deptno.value}"Binding:

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  • Az &eacute;rem m&aacute;sik oldala

    - by peter.nagy
    Az Exalogic kapcsán, ha már valaki hallott róla, akkor leginkább a teljesítmény ugrik be. Mint normálisan majdnem minden szerver megoldás új verziójánál. Nos ez nyilvánvalóan nincs másképp itt sem, amire büszkék is lehetünk. Ugyanakkor nagyon fontos tulajdonsága az Exalogicnak, hogy szinte azonnal hadrafogható. Ez persze már részben elérheto, mivel képesek vagyunk kész virtuális gépeket letölteni komplett telepítéssel. Persze ott még a vasra külön fel kell húzni a virtualizációs szoftvert. Na és itt jönnek a problémák. Bárki aki már látott, csinált, vagy végig nézte egy rendszerhez szükséges infrastruktúra felhúzását az tudja mirol beszélek. A telepítés, megfelelo verziók, szükséges patch-ek, hálózati eszközök bekötése. Aztán mindennek a konfigurálása. A legjobb esetben is napok, de inkább hetek kérdése mire üzemkész lenne. Az Exalogic esetében ez más, hiszen gyárilag összereszelték, a konfiguráció kialakítása gyakorlatilag néhány paraméter file és kész. De lássuk is, hogy mennyi ido onnan, hogy kibontottuk a dobozból. Mindössze egy nap. A hab a tortán pedig a full stack upgrade. Nem külön minden egyes komponenst. Firmware-tol a WebLogic szerverig.

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  • Library Organization in .NET

    - by Greg Ros
    I've written a .NET bitwise operations library as part of my projects (stuff ranging from get MSB set to some more complicated bitwise transformations) and I mean to release it as free software. I'm a bit confused about a design aspect of the library, though. Many of the methods/transformations in the library come with different endianness. A simple example is a getBitAt method that regards index 0 as the least significant bit, or the most significant bit, depending on the version used. In practice, I've found that using separate functions for different endianness results in much more comprehensible and reusable code than assuming all operations are little-endian or something. I'm really stumped regarding how best to package the library. Should I have methods that have LE and BE versions take an enum parameter in their signature, e.g. Endianness.Little, Endianness.Big? Should I have different static classes with identically named methods? such as MSB.GetBit and LSB.GetBit On a much wider note, is there a standard I could use in cases like this? Some guide? Is my design issue trivial? I have a perfectionist bent, and I sometimes get stuck on tricky design issues like this... Note: I've sort of realized I'm using endianness somewhat colloquially to refer to the order/place value of digital component parts (be they bits, bytes, or words) in a larger whole, in any setting. I'm not talking about machine-level endianness or serial transmission endianness. Just about place-value semantics in general. So there isn't a context of targeting different machines/transmission techniques or something.

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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