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  • State

    Imagine that you need to develop application for shipping Orders. Your Orders could be in few states: New Order, Registered, Granted, Shipped, Invoiced, Cancelled. And there are some rules which allow your Order to migrate to another state. How to encapsulate states and rules logic? - STATE

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  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Google Games Chat #3!

    Google Games Chat #3! The Google Games Chat is back! Now with a little bit of structure! Come check out the hot new property that Web Pro News raved "a show", and what we here at Google call "45 minutes away from doing real work." We'll be chatting about games, industry trends, and making bold new predictions that will probably look ridiculously wrong in three years. As always, please ask questions in the Google Moderator section below, and we might even get around to answering one or two. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Brute force algorithm implemented for sudoku solver in C [closed]

    - by 0cool
    This is my code that I have written in C.. It could solve certain level of problems but not the harder one.. I could not locate the error in it, Can you please find that.. # include <stdio.h> # include "sudoku.h" extern int sudoku[size][size]; extern int Arr[size][size]; int i, j, n; int BruteForceAlgorithm (void) { int val; for (i=0; i<size; i++) { for (j=0; j<size; j++) { if (sudoku[i][j]==0) { for (n=1; n<nmax; n++) { val = check (i,j,n); if ( val == 1) { sudoku[i][j]=n; // output(); break; } else if ( val == 0 && n == nmax-1 ) get_back(); } } } } } int get_back (void) { int p,q; int flag=0; for ( p=i; p>=0; p-- ) { for (q=j; q>=0; q-- ) { flag=0; if ( Arr[p][q]==0 && !( p==i && q==j) ) { if ( sudoku[p][q]== nmax-1 ) sudoku[p][q]=0; else { n = sudoku[p][q]; sudoku[p][q]=0; i = p; j = q; flag = 1; break; } } } if ( flag == 1) break; } } Code description: Sudoku.h has definitions related to sudoku solver. 1. size = 9 nmax = 10 2. check(i,j,n) returns 1 if a number "n" can be placed at (i,j) or else "0". What does this code do ? The code starts iterating from sudoku[0][0] to the end... if it finds a empty cell ( we take cell having "0" ), it starts checking for n=1 to n=9 which can be put in that.. as soon as a number can be put in that which is checked by check() it assigns it and breaks from loop and starts finding another empty cell. In case for a particular cell if it doesn't find "n" which can be assigned to sudoku cell.. it goes back to the previous empty cell and start iterating from where it stopped and assigns the next value and continues, Here comes the function get_back(). it iterates back..

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • WS-Eventing for WCF (Indigo)

    This article describes the design, implementation and usage of the WS-Eventing for distributed applications driven by new MS communication model WCF (Windows Communication Foundation)

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  • NullTransport for WCF

    This article describes design, implementation and the usage of the custom in-process transport for Microsoft Windows Communication Foundation (WCF) model.

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  • Singleton

    Imagine that you need some global logging system in your application.You need to be able log your messages to some file at any point of your application, but also you need to numerate your messages.How can you accomplish this? - SINGLETON

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  • Lancement de CodeFluent Entities pour les applis Windows 8, l'éditeur graphique intégré à Visual Studio inclut un générateur prêt à l'emploi

    CodeFluent Entities : le générateur de code disponible en version gratuite prend déjà en charge Visual Studio 2012 Visual Studio 2012 est accessible au grand public depuis seulement quelques heures, que CodeFluent Entities et son éditeur graphique intégré à Visual Studio prend d'ores et déjà en charge celui-ci et intègre le thème graphique Windows 8. [IMG]http://ftp-developpez.com/gordon-fowler/Softfluent%202012.png[/IMG] CodeFluent Entities est une fabrique logicielle qui permet de générer des composants tels que des scripts (T-SQL, PL/SQL), du code (C# et VB.NET), des se...

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  • Web Animations - the next generation

    Web Animations - the next generation The GDL event page for this event: developers.google.com Ask and vote for questions at www.google.com Browser developers are designing the next generation of animation features that will enhance HTML5 with rich, powerful new animation primitives. Designers and web app developers will all benefit from improved methods of animating content. Hear from developers of Google Chrome and Mozilla Firefox how this works, and learn how to try out the new animation features now in your favorite browser. From: GoogleDevelopers Views: 0 3 ratings Time: 30:00 More in Science & Technology

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