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  • WebSocket Protocol Updated

    WebSocket is "TCP for the Web," a next-generation full-duplex communication technology for web applications being standardized as a part of Web Applications 1.0 . The WebSocket protocol is...

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  • Chrome Apps Office Hours: TextDrive and AngularJS

    Chrome Apps Office Hours: TextDrive and AngularJS Ask and vote for questions: goo.gl In this episode, the AngularJS team joins us to talk about how they used Angular to build TextDrive. TextDrive is an open source text editor application that demonstrates of the power and simplicity of AngularJS and Chrome Apps. It features integration with Google Drive, web intents, and Ace (ace.ajax.org) in a simple and clean interface built upon HTML5 and web standards. To learn more visit github.com From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Google I/O 2012 - Bring Your App to the Big Screen

    Google I/O 2012 - Bring Your App to the Big Screen Michael Sundermeyer, Ossama Alami Google TV expands the reach of the Android and the web to television, but designing applications for the TV is fundamentally different than building apps for mobile, tablet or PCs. In this session we'll we share the core points of our user research and give you tips on how to connect with your users by designing beautiful and functional Android and web applications for the biggest screen in the house. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 617 17 ratings Time: 58:07 More in Science & Technology

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  • Writing Efficient SQL: Set-Based Speed Phreakery

    Phil Factor's SQL Speed Phreak challenge is an event where coders battle to produce the fastest code to solve a common reporting problem on large data sets. It isn't that easy on the spectators, since the programmers don't score extra points for commenting their code. Mercifully, Kathi is on hand to explain some of the TSQL coding secrets that go to producing blistering performance.

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  • RTMPDUMPTV problem

    - by ranavita
    (Reading database ... 459988 files and directories currently installed.) Unpacking librtmp-dev (from .../librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb) ... dpkg: error processing /var/cache/apt/archives/librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb (--unpack): trying to overwrite '/usr/include/librtmp/amf.h', which is also in package rtmpdump 2.5-0ubuntu2~precise Errors were encountered while processing: /var/cache/apt/archives/librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) above error code results after running sudo apt-get install -f A I am trying to fix the broken package of rtmptv

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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  • Umit Project 2010

    Umit Project is an international open source organization focused on network monitoring, with the goal of making life easier for network administrators and others who need to be...

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Managed Extensibility Framework

    MEF is the Framework which allows you to load extensions to your application easily. It does discovery and composition of parts you need to be included in your application at run-time. You could extend your behavior simply by adding a new Plugin.

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  • Download Count Problems

    Something is apparently wrong in the Android Market. We are getting multiple reports of erroneous download counts. The right people are aware of the situation and are working...

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