Search Results

Search found 88745 results on 3550 pages for 'code snippet'.

Page 551/3550 | < Previous Page | 547 548 549 550 551 552 553 554 555 556 557 558  | Next Page >

  • C++11 support for higher-order list functions

    - by Giorgio
    Most functional programming languages (e.g. Common Lisp, Scheme / Racket, Clojure, Haskell, Scala, Ocaml, SML) support some common higher-order functions on lists, such as map, filter, takeWhile, dropWhile, foldl, foldr (see e.g. Common Lisp, Scheme / Racket, Clojure side-by-side reference sheet, the Haskell, Scala, OCaml, and the SML documentation.) Does C++11 have equivalent standard methods or functions on lists? For example, consider the following Haskell snippet: let xs = [1, 2, 3, 4, 5] let ys = map (\x -> x * x) xs How can I express the second expression in modern standard C++? std::list<int> xs = ... // Initialize the list in some way. std::list<int> ys = ??? // How to translate the Haskell expression? What about the other higher-order functions mentioned above? Can they be directly expressed in C++?

    Read the article

  • Google Chrome Extensions: Launch Event (part 5)

    Google Chrome Extensions: Launch Event (part 5) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Xmarks, ebay and Google Translate present their experience developing an extension for Google Chrome. From: GoogleDevelopers Views: 3039 18 ratings Time: 10:30 More in Science & Technology

    Read the article

  • Methodology to understanding JQuery plugin & API's developed by third parties

    - by Taoist
    I have a question about third party created JQuery plug ins and API's and the methodology for understanding them. Recently I downloaded the JQuery Masonry/Infinite scroll plug in and I couldn't figure out how to configure it based on the instructions. So I downloaded a fully developed demo, then manually deleted everything that wouldn't break the functionality. The code that was left allowed me to understand the plug in much greater detail than the documentation. I'm now having a similar issue with a plug in called JQuery knob. http://anthonyterrien.com/knob/ If you look at the JQuery Knob readme file it says this is working code: $(function() { $('.dial') .trigger( 'configure', { "min":10, "max":40, "fgColor":"#FF0000", "skin":"tron", "cursor":true } ); }); But as far as I can tell it isn't at all. The read me also says the Plug in uses Canvas. I am wondering if I am suppose to wrap this code in a canvas context or if this functionality is already part of the plug in. I know this kind of "question" might not fit in here but I'm a bit confused on the assumptions around reading these kinds of documentation and thought I would post the query regardless. Curious to see if this is due to my "newbi" programming experience or if this is something seasoned coders also fight with. Thank you. Edit In response to Tyanna's reply. I modified the code and it still doesn't work. I posted it below. I made sure that I checked the Google Console to insure the basics were taken care of, such as not getting a read-error on the library. <!DOCTYPE html> <meta charset="UTF-8"> <title>knob</title> <link rel="stylesheet" href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/themes/hot-sneaks/jquery-ui.css" type="text/css" /> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.js" charset="utf-8"></script> <script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.8.21/jquery-ui.min.js"></script> <script src="js/jquery.knob.js"></script> <div id="button1">test </div> <script> $(function() { $("#button1").click(function () { $('.dial').trigger( 'configure', { "min":10, "max":40, "fgColor":"#FF0000", "skin":"tron", "cursor":true } ); }); }); </script>

    Read the article

  • Naming your unit tests

    - by kerry
    When you create a test for your class, what kind of naming convention do you use for the tests? How thorough are your tests? I have lately switched from the conventional camel case test names to lower case letters with underscores. I have found this increases the readability and causes me to write better tests. A simple utility class: public class ArrayUtils { public static T[] gimmeASlice(T[] anArray, Integer start, Integer end) { // implementation (feeling lazy today) } } I have seen some people who would write a test like this: public class ArrayUtilsTest { @Test public void testGimmeASliceMethod() { // do some tests } } A more thorough and readable test would be: public class ArrayUtilsTest { @Test public void gimmeASlice_returns_appropriate_slice() { // ... } @Test public void gimmeASlice_throws_NullPointerException_when_passed_null() { // ... } @Test public void gimmeASlice_returns_end_of_array_when_slice_is_partly_out_of_bounds() { // ... } @Test public void gimmeASlice_returns_empty_array_when_slice_is_completely_out_of_bounds() { // ... } } Looking at this test, you have no doubt what the method is supposed to do. And, when one fails, you will know exactly what the issue is.

    Read the article

  • La evolución en lenguajes de programación, DART en detalles

    La evolución en lenguajes de programación, DART en detalles En este programa presentaremos una visión general de las novedades tecnológicas desde el equipo de relaciones para desarrolladores de la región de sur de Latinoamérica. Seguiremos presentando nuestro enfoque de desarrollo, ingeniería y las mejores prácticas para implementar tecnología Google favoreciendo la evolución de soluciones tecnológicas. Luego nos introduciremos en un escenario técnico en donde analizaremos la evolución en los lenguajes de programación para desarrolladores como DART. Finalmente estaremos conversando con la comunidad de desarrollo, resolviendo un desafío técnico y premiando todo el talento regional. From: GoogleDevelopers Views: 0 0 ratings Time: 02:00:00 More in Education

    Read the article

  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

    Read the article

  • Google Top Geek E03

    Google Top Geek E03 In Spanish! Google Top Geek is a weekly show, Mondays at 12 PM (Mexico City time). Google Developers Live and the blog Programa con Google. En este episodio: Elecciones en Estados Unidos (Barack Obama) y el sitio de Política y Elecciones de Google. Women Techmakers en Google Developers Live. Google Public Alerts. Búsquedas de la semana y noticias para desarrolladores: aprende inglés y tecnología Google, Oauth 2.0, HTML5 Rocks y Jam with Chrome. From: GoogleDevelopers Views: 165 1 ratings Time: 15:20 More in Science & Technology

    Read the article

  • Google I/O 2012 - Integrating Google+ Into Mobile Apps

    Google I/O 2012 - Integrating Google+ Into Mobile Apps Julia Ferraioli Create a more engaging and personalized experience for your users by incorporating aspects of Google+ into your mobile app. Learn how your users can share pictures, links, and more into Google+ from your app, and how doing so can raise visibility and discoverability of your application. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1224 23 ratings Time: 50:10 More in Science & Technology

    Read the article

  • Synonyms made easy

    The Custom Search team is always working to provide more relevant results, and improving user queries is a big part of that goal. We've shown you how to...

    Read the article

  • GDD-BR 2010 [2H] Earn Money from your Mobile App with AdMob

    GDD-BR 2010 [2H] Earn Money from your Mobile App with AdMob Speakers: Peter Fernandez Track: Google APIs Time slot: H [17:20 - 18:05] Room: 2 Level: 101 We'll show you different strategies for monetizing your app with AdMob ads and help you figure out how much you can earn. We'll also share enlightening data on the growth of the Android, iPhone and iPad platforms. From: GoogleDevelopers Views: 0 0 ratings Time: 20:43 More in Science & Technology

    Read the article

  • Google I/O 2012 - Spatial Data Visualization

    Google I/O 2012 - Spatial Data Visualization Brendan Kenny, Enoch Lau Maps were among the first data visualizations, but they can also provide the backdrop for visualizing your own spatial data. In this session, we'll take a voyage through the world of map based data visualization, arming you with the tools you need to most effectively bring your data to life on a map using the Maps API v3. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1053 26 ratings Time: 01:00:17 More in Science & Technology

    Read the article

  • Google I/O 2012 - Data Driven Storytelling

    Google I/O 2012 - Data Driven Storytelling Michael Fink, Yinnon Haviv, Dani Bacon From a single chart to elaborate data driven storytelling, Google Chart Tools now provides a crisp and accessible experience based on our new HTML5 gallery. Come and learn how you can use animations, annotations and other visual semantics and to take user-interaction with rich data, to the next level. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 563 10 ratings Time: 53:05 More in Science & Technology

    Read the article

< Previous Page | 547 548 549 550 551 552 553 554 555 556 557 558  | Next Page >