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  • CSS class equivalent for LaTeX

    - by Ryan Scott Bardsley
    I am trying to figure out if there is a way to apply the CSS methodology to the LaTeX template I am building. What I would like to do is to have a set of classes that apply a specific style treatment to the bracketed words. For example: If I have three paragraphs of text, I want to have all of the paragraphs have [0.5cm] of spacing after the last line without having to add \\[0.5cm] after each paragraph. Is there a LaTeX equivalent of defining the treatment for all paragraphs in the preamble so that it cascades throughout my document? The equivalent of: <style> p {padding-bottom:0.5cm} </style> I want to be able to specify multiple version of these CSS-like LaTeX classes throughout my document, so I don't need a specific solution. I need help understanding how to add custom labels/names/classes to the preamble and an example of how to use them in the document itself. Thanks! Ryan

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  • Help with SQL query (list strings and count in same query)

    - by Mestika
    Hi everybody, I’m working on a small kind of log system to a webpage, and I’m having some difficulties with a query I want to do multiple things. I have tried to do some nested / subqueries but can’t seem to get it right. I’ve two tables: User = {userid: int, username} Registered = {userid: int, favoriteid: int} What I need is a query to list all the userid’s and the usernames of each user. In addition, I also need to count the total number of favoriteid’s the user is registered with. A user who is not registered for any favorite must also be listed, but with the favorite count shown as zero. I hope that I have explained my request probably but otherwise please write back so I can elaborate. By the way, the query I’ve tried with look like this: SELECT user.userid, user.username FROM user,registered WHERE user.userid = registered.userid(SELECT COUNT(favoriteid) FROM registered) However, it doesn’t do the trick, unfortunately Kind regards Mestika

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  • How to be sure that my MVC project is running on the correct version after upgrade to vs2010?

    - by Stephane
    I just installed visual studio 2010 and upgraded my MVC project (which was running on MVC RC2 in visual studio 2008). visual studio 2010 updated every project file to target the framework 4.0. But the system.web.dll is pointing to C:\Program Files (x86)\Microsoft ASP.NET\ASP.NET MVC 2\Assemblies\System.Web.Mvc.dll in VS2010 object browser, I have every dll showing up in multiple versions as expected (3.5.0.0 and 4.0.0.0) except for the System.Web.Mvc dll which doesn't show any version and points to the path I mentioned above. Isn't this namespace point to the Framework folder like the System.Web namespace? C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETFramework\v4.0\System.Web.dll

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  • Displaying Google Calendar event data on FullCalendar

    - by aurealus
    I am using Google Calendar as a storage engine for a calendar system I am building, however, I am using a single Google user account with multiple calendars, i.e. each user on my system has their own calendar within the one user account. I'm able to create a calendar per user just fine, but I would like to have FullCalendar retrieve the events for display purposes, without manually getting the magic cookie url from Google Calendar settings. I would like to be able to retrieve it programmatically or 'proxy' the feed via an authenticated call to get event data that I'm doing in Django. $('#calendar').fullCalendar({ events: $.fullCalendar.gcalFeed( "http://www.google.com/calendar_url/" <-- or /my/event/feed/url ) });

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  • Insert xelements using LINQ Select?

    - by Simon Woods
    I have a source piece of xml into which I want to insert multiple elements which are created dependant upon certain values found in the original xml At present I have a sub which does this for me: <Extension()> Public Sub AddElements(ByVal xml As XElement, ByVal elementList As IEnumerable(Of XElement)) For Each e In elementList xml.Add(e) Next End Sub And this is getting invoked in a routine as follows: Dim myElement = New XElement("NewElements") myElement.AddElements( xml.Descendants("TheElements"). Where(Function(e) e.Attribute("FilterElement") IsNot Nothing). Select(Function(e) New XElement("NewElement", New XAttribute("Text", e.Attribute("FilterElement").Value)))) Is it possible to re-write this using Linq syntax so I don't need to call out to the Sub AddElements but could do it all in-line Many Thx Simon

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  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

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  • How to call a WCF singleton service within a WCF singleton service without hanging?

    - by Michael Hedgpeth
    I have two services, one that calls another. Both are marked as singletons as follows: [ServiceBehavior(InstanceContextMode = InstanceContextMode.Single, ConcurrencyMode = ConcurrencyMode.Multiple)] public class Service : IService And I set these up with a ServiceHost as follows: ServiceHost serviceHost = new ServiceHost(singletonElement); serviceHost.Open(); When the parent service tries to call the child service on the same machine, the parent service hangs, waiting for the child service. I'm already considering moving away from the singleton model, but is there anything wrong with my approach? Is there an explanation for this behavior and a way out of it?

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  • advancedDatagrid multipleSelection: Was a row already selected?

    - by Werner
    Hi, after multiple Selection in a advanced datagrid, I want to check if the clicked row, was already selected. Anyway my idea below (in the nested if clause I want to check if the newly clicked item's processing data is already in the added Array Collection) is not working, but I assume there must be a better way to differiante if an click was made on a already selected row. Probably I was not as clear in my description as needed, please ask your questions! Thank you very much, already in advance, Werner model.processingData = out; if (model.selectedIndices.length > 1){ //check if item already added var tempInt:int = model.multipleProcessingData.getItemIndex(model.processingData); if (tempInt == -1){ model.multipleProcessingData.addItem(model.processingData); } } else{ model.multipleProcessingData.removeAll(); model.multipleProcessingData.addItem(model.processingData); }

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  • screen orientation problem in windows mobile application

    - by karim
    some one in tips and tricks say like this plz i cant understand that plz if u could provide saple code for that answer ,i could understand it.actullay iam facing this problem in my application where iam using C#.net,VS 2008,windows mobile 6 professional. they told like this below one If you have to support multiple screen sizes/resolutions, form inheritance is an excellent way to do it. Basically you design your form to fit the standard 320x240 screen. To support a different screen size, you just add a new form, inherit from your custom form (instead of just Form), and then re-arrange the controls as necessary.

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  • questions about multi threading for sockets/tcp-connections.

    - by Fantastic Fourier
    I have a server that connects to multiple clients using TCP/IP connections, using C in Unix. Since it won't have more than 20 connections at a time, I figured I would use a thread per connection/socket. But the problem is writing to the sockets as I'll be sending user prompted msgs to clients. Once each socket is handled by a thread, how do I interact with the created thread to write to the sockets? Should each thread just read from the sockets and I'll write to sockets in the main program? Not sure if that's a good way to go about it.

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  • Java: Parse Australian Street Addresses

    - by bguiz
    Looking for a quick and dirty way to parse Australian street addresses into its parts: 3A/45 Jindabyne Rd, Oakleigh, VIC 3166 should split into: "3A", 45, "Jindabyne Rd" "Oakleigh", "VIC", 3166 Suburb names can have multiple words, as can street names. See: http://stackoverflow.com/questions/1739746/parse-a-steet-address-into-components Has to be in Java, cannot make http requests (e.g. to web APIs). EDIT: Assume that format specified is always followed. I have no issue with spitting incorrectly formatted strings back at the user with a message telling them to follow the format (which I've described above).

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  • best mysql field setup to have a "couples" member profile data saving.

    - by acctman
    Couple database profile entry, which would be the best way to save data. Also the data will be retrieved via php coding and if it could be down with one query code that would be ideal. Within the site_member table create multiple field for each field... ex: m_firstname1, m_firstname2, m_age1, m_age2, etc... Store the couple member data in one field each... and separate with a comma in the data field ex: m_firstname (Mike, Sherry) Create a separate table site_member_c duplicating the same fields that are in site_member table. This is roughly about 10 fields

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  • How to implement filter system in SQL?

    - by sadvaw
    Right now I am planning to add a filter system to my site. Examples: (ID=apple, COLOR=red, TASTE=sweet, ORIGIN=US) (ID=mango, COLOR=yellow, TASTE=sweet, ORIGIN=MEXICO) (ID=banana, COLOR=yellow, TASTE=bitter-sweet, ORIGIN=US) so now I am interested in doing the following: SELECT ID FROM thisTable WHERE COLOR='yellow' AND TASTE='SWEET' But my problem is I am doing this for multiple categories in my site, and the columns are NOT consistent. (like if the table is for handphones, then it will be BRAND, 3G-ENABLED, PRICE, COLOR, WAVELENGTH, etc) how could I design a general schema that allows this? Right now I am planning on doing: table(ID, KEY, VALUE) This allows arbitary number of columns, but for the query, I am using SELECT ID FROM table WHERE (KEY=X1 AND VALUE=V1) AND (KEY=X2 AND VALUE=V2), .. which returns an empty set. Can someone recommend a good solution to this? Note that the number of columns WILL change regularly

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  • DBMS for POS software

    - by Andrew Smith
    Hello, I want to develop a POS application in .NET (C#) that would be used to rent items. I have a good idea of what will be done and the famous question that I have is about the DBMS that I should use. I would like to use MySQL database. The question is: If some places use only one computer (no network, no internet connection), can I use a MySQL database in local? Do I need to install MySQL server on all thoses computers to be able to use such a database? I know SQLite but I'm not sure if the limitations can cause problems in the future... I also looked at SQLServer Express versions. (I must consider that other point of sales are using multiple computers and more transactions so there I can't put sqlexpress or sqlite) So can anybody suggest me what I should do in that situation? Thanks

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  • Relationship Modelling in Core Data

    - by Stevie
    Hi there, I'm fairly new to Objective C and Core Data and have a problem designing a case where players team up one-on-one and have multiple matches that end up with a specific result. With MySQL, I would have a Player table (player primary key, name) and a match table (player A foreign key, player B foreign key, result). Now how do I do this with Core Data? I can easily tie a player entity to a match entity using a relationship. But how do I model the inverse direction for the second player ref. in the match entity? Player Name: Attribute Match: Relationship Match Match Result: Attribute PlayerA: Relationship to Player (<- Inverse to Player.Match) PlayerB: Relationship to Player (<- Inverse to ????) Would be great if someone could give me an idea on this! Thanks, Stevie.

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  • How to edit localized forms all at one time in Visual Studio

    - by SoMoS
    Hello, I have several forms that are localized to multiple languages. If I do a change on one form (for example, changing the size of a textbox) the change is done only on the localized version of the Form that I have currently selected. Is there a way of extending the change I've done the different localized versions of the same Form to avoid having to go one by one doing the same change by hand? Thanks in advance for your help. EDIT: I'm talking about different forms when the real thign is that you have one form and several resources. The point is that at the end is just like if you have different forms for each locale because the form is built with the data from the resource. The problem is still the same because the edits done on the form are stored at one resource file and I have to put by hand those edits in all the resources.

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  • Rails: Skinny Controller vs. Fat Model, or should I make my Controller Anorexic?

    - by Nick Gorbikoff
    I know similar questions have been answered before - such as: Where should logic go, where to do certain tasks, etc. But I have a more specific question - How far should I take this axiom: "keep your controller skinny, make your model fat!" Here is an example: For instance let's say I have multiple source of verification data. A good example would be a VIN number - I can verify it against, manufacturers data source, DMV's data source, also my local databases - to see what I have on record. So I have a model called Vin and vins_controller. Inside the model I have 5 methods: check_against_local_db, check_against_dmv, check_against_car_maker_1, check_against_car_maker_2, etc. In my controller keeping with the REST, in action show - I have a simple case statement which looks at the params[:source], and based on source specified - will call specific check method. Now here is the question: Should I leave the logic that governs which data source to call in controller or should I move it to model and then in controller just do something like check_vin(source, vin)? Should I make my controller anorexic?

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  • Help with Btree homework

    - by Phenom
    I need to do a preorder traversal of a Btree, and among other things, print the following information for each page (which is the same thing as a node): The B-Tree page number The value of each B-Tree page pointer (e.g., address, byte offset, RRN). My questions are: 1. How do you figure out the byte offset? What is it offset from? 2. Isn't the RRN the same as the page number? Note: A Btree is NOT A BINARY TREE. Btrees can have multiple keys in each node, and a node with n keys has n+1 child pointers.

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  • Do you know any code sharing sites?

    - by jasondavis
    I am always looking to organize and make my resource bookmarks better and easiar to access when I need them. 1 thing I really like is code sharing sites, they let you enter in code and then give you a special link to give a friend or a user on this site even to show then code, This is a very useful tool I believe. So below is my list of code sharing sites, there is 4 on the list and they all have unique features. Some have syntax highlighting for multiple languages, some allow you to save your code as private and only share with the people you give the link to, and some even run the run and output any possible errors. Do you know of any sites like this? if you know of any sites like this for programming code please post it here. http://pastie.org/ http://codepad.org/ http://pastebin.me/ http://jsbin.com/ allows you to auto-insert a javascript library like jquery and test live js code

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  • What's the fastest way to check the availability of a SQL Server server?

    - by mwolfe02
    I have an MS Access program in use in multiple locations. It connects to MS SQL Server tables, but the server name is different in each location. I am looking for the fastest way to test for the existence of a server. The code I am currently using looks like this: ShellWait "sc \\" & ServerName & " qdescription MSSQLSERVER > " & Qt(fn) FNum = FreeFile() Open fn For Input As #FNum Line Input #FNum, Result Close #FNum Kill fn If InStr(Result, "SUCCESS") Then ... ShellWait: executes a shell command and waits for it to finish Qt: wraps a string in double quotes fn: temporary filename variable I run the above code against a list of server names (of which only one is normally available). The code takes about one second if the server is available and takes about 8 seconds for each server that is unavailable. I'd like to get both of these lower, if possible, but especially the fail case as this one happens most often.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • SQL Overlapping and Multi-Column Indexes

    - by durilai
    I am attempting to tune some stored procedures and have a question on indexes. I have used the tuning advisor and they recommended two indexes, both for the same table. The issue is one index is for one column and the other is for multiple columns, of which it includes the same column from the first. My question is why and what is the difference? CREATE NONCLUSTERED INDEX [_dta_index_Table1_5_2079723603__K23_K17_K13_K12_K2_K10_K22_K14_K19_K20_K9_K11_5_6_7_15_18] ON [dbo].[Table1] ( [EfctvEndDate] ASC, [StuLangCodeKey] ASC, [StuBirCntryCodeKey] ASC, [StuBirStOrProvncCodeKey] ASC, [StuKey] ASC, [GndrCodeKey] ASC, [EfctvStartDate] ASC, [StuHspncEnctyIndctr] ASC, [StuEnctyMsngIndctr] ASC, [StuRaceMsngIndctr] ASC, [StuBirDate] ASC, [StuBirCityName] ASC ) INCLUDE ( [StuFstNameLgl], [StuLastOrSrnmLgl], [StuMdlNameLgl], [StuIneligSnorImgrntIndctr], [StuExpctdGrdtngClYear] ) WITH (SORT_IN_TEMPDB = OFF, IGNORE_DUP_KEY = OFF, DROP_EXISTING = OFF, ONLINE = OFF) ON [PRIMARY] go CREATE NONCLUSTERED INDEX [_dta_index_Table1_5_2079723603__K23] ON [dbo].[Table1] ( [EfctvEndDate] ASC )WITH (SORT_IN_TEMPDB = OFF, IGNORE_DUP_KEY = OFF, DROP_EXISTING = OFF, ONLINE = OFF) ON [PRIMARY]

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  • LINQ to SQL SubmitChangess() progress

    - by Emir
    I'm using LINQ to SQLto import old DBF files into MSSQL. I'm reading all rows and adding them to database using ctx.MyTable.InsertOnSubmit(row) After reading phase is completed I have around 100 000 pending inserts. ctx.SubmitChanges() naturally is taking a long time. Is there any way to track progress of the ctx.submitchanges()? Can ctx.Log somehow be used for this purpose? Update: Is it possible to use ctx.GetChangeSet().Inserts.Count and track insert statements using the Log? Dividing ctx.SubmitChanges() into smaller chunks is not working for me, because I need transaction, all or nothing. Update 2: I've found nice class ActionTextWriter using which I will try to count inserts. http://damieng.com/blog/2008/07/30/linq-to-sql-log-to-debug-window-file-memory-or-multiple-writers

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  • How are SaaS applications organized?

    - by tomekw
    Consider web (MVC, for example Rails) application for multiple clients as a service. How to design this? one application instance per client? (+ one database per client) one instance for all clients (+ one database for all clients) Former one is simple, but... "inefficient". How about the latter? (best practises, design patterns) How to separate client data? For example: worker "A" of client "1" has two documents, worker "B" of client "2" has three documents. How to build model associations to protect other users (and clients) data? I think joining every query with Client model is not a good solution.

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  • Flex: Can I assign propertiy of multi-layer object to Chart's xField or yField?

    - by Sean Chen
    Hi, I have a question about how to assign property of a multi-layer object to Chart's xField or yField. For example: var obj:Object = new Object(); var store:Object = new Object(); store.store1 = 300; store.store2 = 200; store.store3 = 250; obj.date = "2010/04/26"; obj.count = 2; obj.store = store; Because I have to draw multiple LineSeries, the yField on different series must be assigned to obj.store.store1~store3. How can I set yField in different layer of object?

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